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Original Fantasy Before the final chapter, there is a beginning, a start, an adjustment period. For fantasy, this is it.

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Old 02-19-2004, 09:35 AM
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Default Basics Of the LNS system

Original Fantasy

Party Creation

Your party will be made up of three characters of your own creation, this way one can have the adventure of a party without having to wait on the other members to post, also I can test out more possibilities of characters with the new system. Try to make a diverse team, a party of 3 barbarians each focusing on axes and armour would be kinda lame. Also since this is a test of the system, I’d ask that you try and diversify from other paries as well.

Each character is made in the following manner.

Name:
Race:
Occupation:
Physical Description:
Rank (starts at 3)


Attibutes(12) (max of 4 unless different dues to race)

Str(strength)
Spd(speed)
End(endurance)
Will
Img (imagination)
Pre (presence)


skills(100) (maximum of 40)

(read sections on combat and powers and crafting for list of some skills, others are always open, either note the governing skill, or I will add it in, no charge)



Mods(2) (or 1 + 3 racial mods) (these are feats/perks that your character starts out with)



Health (100+5*End)
Will reserves (Will powers /2+5*Wil)
Dodge(10+Spd)
Cool (0+Pre)
Success(total skills/5-img)



Equipment (you start with 300 gold for the entire party,individually you get one weapon, one outfit of clothing, and one object (could be theives tools or alchemy set or what not) all else will be bought from the stores of the town where you begin. (armour, better weapons and stuff)

The world is named Tiqvah, it is your average fanatasy world with the with a level of technology to match. Gunpowder and steam engines are unknown, but gnomes can do some pretty fancy stuff with clock work.

Races
There are a number of fairly widespread races on the world where your adventrue will take place. You can be any reasonable race you can create, but if it is not one of the ones listed below you will be considered a rare race, and are not likely to meet others of your kind. You may start out undead, or become so later.

Races;
High elves; High elves are a magically powerful race. They have natural magics and are magnificent enchanters. They live in the High mountains away from most other races and like their privacy. Almost all High elves practice magic of some sort.
Bonus: start with 13 attribut points, max will; 5

Wood elves: Wood elves are small in size and have a natural tie with the woods they live in. They are much more friendly then their high cousins, but not so overtly magical, more often focusing on Attunement. They get along well with other races as long as they don’t intrude too far into their forests.
Bonus: max speed:5, pre; 3 (optional; may receive the racial mod:small size for free)

Humans; a fairly widespread race, with many nations scattered throughout the world. They are the easiest to find of all the races, and the most varied in nature. They have no natural magic, but are capable of achieving high power in any field they pursue.

Hobbits; reclusive and shy, but recklessly fun loving when in their own element, hobbits are a little known people with little reach beyond their boundries. Small in size, they often capitalize on the fact that few people take notice of them.
Bonus: (racial mod; small size, if racial mods are taken, counts as one of them) max spd;5 end 5 pre;3

Dwarves; Living in the mountains, underground more often then not, dwarves are a powerfully built race renowned for its skill with stone and metal. Many have a natural magic resitance.
Bonus:max str;5 spd;3 end;5, if racial mod:magic resistance taken as a starting mod, it adds 5*end instead of just 5.

Gnomes: gnomes live where ever they want, often amongst other speacies with out their knoweledge. Small and magical, they are also clever and famous for their gadgets. Gnomish cities are often underground or high in mountains.
Bonus: max spd;5 img;5 pre;3, (racial mod; small or tiny, if racial mods are taken counts as one of them)

Eglu (wood goblins) green skinned, mischeivious demons of the woods. Not evil, but very chaotic and tricky. They are very ferocious if cornered, but not terrible strong. They make up for it with sharp knives and cruel wits
Bonus: max str;3 spd;5 img; 5 (racial mod small, counts as one if racial mods taken)

Goblins: living mostly on the wild plains or mountains, True goblins are larger and tougher then their eglu cousins, and more confrontational, though not nearly as clever. They live in nomadic tribes that raid and pillage other settlements. Sometimes called hobgoblins.
Bonus:max end;5 img; 3

Orcs: large greenskinned creatures that seldom build cities of their own, rather they move into them after they conquer it and move out after it falls apart. They’re strong, tough, and not too smart. Half-orcs are actually just a race of orcs with lighter skin, and not related to humans at all, but are more civilized and often co-exist with humans.
Bonus; Max str; 5 spd;3 end;5 img;2

Trolls: Tall green skins (think warcraft 2), commonly found in wetlands or jungles. They are fierce but not cruel, they simply like their space, and eat those who intrude upon it. Many have a regenrative ability, though it is somewhat exagerated in stories.
Bonus: max str; 5 spd; 5 img 3 (if taken as a racial bonus regeneration is 1 per half hour)

Rock trolls: of no realation to the green skinned trolls, these rocky creature live high in the mountains. They are powerful and tough, but slow in speed and wit.
Bonus: max; str;6 spd;2 end; 6 img;2 , racial feat; large size (if racial mods taken, counts as one) free racial mod rocky skin;deflecion bonus 5 (rocky skin)

Any other race can be created, simply give me a description and I will give you their bonuses.

Skills
(in general you get one speacialization point for every 10 points you put in a skill)

Powers
(you get one speacialization point for every 10 points up to 20, after that you get one for every 5)

The following powers are useable on Tiqvah;
Sorcery, wizardry, alchemy, summoning, enchanting, necromacy, faith, attunement(druidic), mysticism (monk/ninja) (see Powers topic for detailed description)

Knolwledge
(always Imagination)
knowlede is anything you know, it counts what you already know in a subject.
-for every 1 point you put into a knowldge you get 2 points in a knowledge skill (its easier to learn things, plus it keeps you from sinking to much into things you know)
-1 speacialization point for every 10 (which is actually only 5)
-a succesful knowledge check does not result in gaining a success, since its something you already knew
-always has imagination as its governing attribute
-can use a point for crossover to add 10% of your toal knowledge to a regular skill of DIRECT relation

Combat
Weapons
Unarmed: any martial art or brawling technique, don’t bother with individual names
Clubs: bats, crowbars, maces, flails, hammers
Poles: staffs, spears, halberd, scythes,
Axes: any type of axe, hammers, sickles, kammas
Knives:any small blade from a switch blade to a machete, includes throwing skills
Swords:any blade from a machete to a claymore or bigger
Pistols(speed only):handguns, and small crossbows
Rifles(speed only):rifles, shotguns,large crossbows, machine guns
Bows (speed only):longbow, shortbow, compound bows

NOTE: there are no guns in Tiqvah, only crossbows can be used with the pistol and rifle skills

Anything that doesn’t fit is either an exotic and you need to take it as a specific skill (chainsaws, battle fans, bomerangs,blowguns), or I just didn’t think of it and need to add another general category.

Speacialization points;(all examples will be done for the swords skill)
*Specific weapons for a 5% bonus (ex; rapier or bastard sword)
*paree or blocking 5% penalty to attack rolls when armed (no need to be more specific)
*accuracy (improves chance for hitting critical areas)
*style (speed style adds one to your weapons attack speed, power increases initial damage and how often you add your strength bonus, style is determined by the governing attribute )

Armour
Armour: Armour skills are a lot like knowledge skills since you get the whole 2% per 1 point deal. This is because I figure its not too hard to learn, and not what everyone wants to be sinking points into, you only need to take skills up to the point of the armour you want to use, and you don’t have to roll. Wearing armour with out enough skill will incur a penalty equal to the difference in your skill and skill needed on appriate rolls. The skill only goes up to 55% Note; your attribute is computed into it, so you if your endurance was 2 and you wanted to use studded leather armour, you’d only need to spend 5 points on armour, because (5 skill points)*2+(2 endurance)*5=10+10=20% which is all you need.


% armour skill(geverned by endurance)
10 can use small light sheild
15 hardened leathers (or equivalent, same for the rest)
20 leathers with metal stuff
25 medium sized, lighter shields (wood) or small metal
30 chainmail (and other flexible, but heavier armours)
35 medium sized metal sheild
40 Breastplate
45 towersheilds
50 half plate
55 full plate

Crafting

Blacksmithing: works with metal, usually iron or steel, to made large scale weapons, armour and tools. Requires anvil, hammer and fire.

Weaponsmithing; makes weapons from metal and wood.

Armourer; makes all forms of armour and sheilds, helmets, and other metal clothing.

Carpenter; builds with wood. Makes anything from carts to houses, as well as bows and other wooden weapons.

Tanner/tailor; makes clothing and leather accessories, makes leather armours.

Gadget making; makes objects with complex parts, such as clocks or crossbows. Good at fine details and modifying as well.

Artifacers; jewelers and other fine metal work, as well as glass blowing and other miscelaneous stuff.

Other
(I’m just throwing these out here, feel free to describe your own)

Performing(presence): covers dancing, singing, playing musical instruments, reading to small children, juggling.

Diplomacy(presence): sweet talking, lying, intimidating, persuade, sensing motive, haggling with price

Art(imagination): painting, writing songs, poetry

Gambling(presence): raises your ability to win at stupid games, you would use this skill rather then the actuall odds of the game.

Athletics(endurance): climbing, swimming, running (sprint or long distance), physical games

Acrobatics(speed): balance, juggling, backflips, climbing, swinging

Security(img): pick locks, detect traps, find hidden doors/compartments, figure out guard rotations, set traps, escape artist

Stealth(speed): move silently, hide, conceal, camoflage, avoid suspicion, look natural (hiding in plain sight), pick pockets, stealth attacks (sniping/backstabs)

Hunting(imagination): tracking, setting snares, anticipating prey, escaping being hunted
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Old 02-19-2004, 09:35 AM
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Example Character:
Name; Albert Gnome
Race: Mountain Gnome
Occupation; inventor
Discription: small little gnome with big nose and white beard. Likes his green leather apron, which he always wears. 2.5ft tall. No one really pays much attention to him, but he doesn’t mind, prefering his work to others company.

Attributes:
Str;1
Spd;4
End;2
Img;4
Will;2
Pre;-1

Skills;
Gadget making(img):30(50)
*traps;55
*clockwork;55
*modifing;55

enchanting;runes(img)30 (50)
*confusion
*speed
*invisibilty
*earth

rifles(spd); 25 (45)
**medium crossbow;55


armour(end); 10(20)
*leather armour


knowledge;gadgets(img) 20 (40)
*crossover (+4% to gadget making)
*famous inventors;45

Mods:
*named weapon “Windsor”
*racial;small size +5 dodge, -5 health
*racial;magic resistance; 10
*racial;earth affinity +5

Numbers:
Health: 105
Dodge; 19
Cool: 0
Success:0/16

Equipement;
Gadget tools
Windsor(medium crossbow); 15 bolts
leather apron
leather armour

note that even though he only put 25 points in rifles, he will add 60 when using windsor (25+20(spd)+10(speacialization)+5(named weapon)
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Old 02-19-2004, 09:37 AM
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POWERS (summoning and enchanting have some changes)

Powers
Arcane powers;
The most common arcane powers are sorcery, wizardry, and alchemy. Less common ones are enchanting and summoning.

Sorcery(will): sorcery is magic without physical components to weigh you down, all power is provided by the sorcerer. They can cast faster, but are more drained by the spells than wizards.
Advantages: No need for materials, fast spell casting
Disadvantages: High cost of spells

Wizardry(will): Wizards use materials as a focus or energy source, by use their will to activate and create the spells. The material must have some association with the spell (a rock is not going to be usable in a lightning bolt spell, water doesn’t work for casting a fireball, etc)
Advantages: lower cost for spells
Disadvantages: need one material for each spell element, slower
Special: wizards staff mod allows a wizard to use their staff as an element in a spell for an additional cost of 5 will.

Types of specialization points used by wizards/sorcerer:
*fire, ice, lightning, and other elemental/energy damage types(one point will allow you to use it, two or more will increase your casting of it by 5%)
*invisibility, levitation, shield, and other such “concepts”
*multiple targets, area effect, and other things to reduce penalties of such things by 5%
*one point buys three shapes (arrow, spear, armour, sword) that energies can be crafted into

Spells can be made “on the fly” or one can define a spell ahead of time if you think you’re going to use it a lot, it doesn’t matter. You start out by defining which energies and concepts you will involve in the spell (fire or invisibility, etc.), then the amount of damage will deal (d6,d20,or d100) or time it will last (or both if it’s a long lasting poison or a wall of fire or something) and then the crafting of it (number of targets, area of effect, whether it’s a ball that explodes, or a net that ties someone up). The amount of damage/time increases the drain it has on your will while the crafting makes the casting more difficult (gives you a penalty). The target number is 100, for successful casting, there is no real benefit to going over.

Multiple targets cost -5% chance per targets, area effect is -5% chance and +2 will cost per 2 ft radius (wizards half the extra cost)

Damage/time: sorcerer cost(wizard cost); 2(1.5) points per d6 damage, 6(4) per d20, 20(15) per d100. Multiply normal cost by number of minutes it lasts for time cost.

Alchemy(imagination): Alchemists use only materials, and no will power to work their magiks. They combine ingredients to make potions, powders, poisons, bombs, fire works, etc.
Advantages: can prepare things long in advance, no physical drain from spell casting
Disadvantages: Need ingredients, takes time to create things, not good for on the spot creating.




Specialization points:
Each point buys one ingredient, each ingredient can have two properties (more can be bought with a mod, 1 mod=1 additional use) ingredients are bought in ‘amounts’, 1 amount can use only one of the ingredients properties.
Example: Brimstone(fire, poison)
Lime(healing, sleep causing)
You could use 1 dose of brimstone to make a fire bomb, or a poison, and 2 doses to make a fiery poison. You could combine lime and brimstone to make a potion to heal burn or a bomb that made a cloud of poisonous knockout gas.

NOTE: you can’t use mundane, common, inert things like water, sand, air, etc. as an ingredient, or ridiculous things like starlight, diamonds(hard to grind, plus expensive), it has to be vaguely chemical in nature. Feel free to make up words, just describe it and where its found.

Enchanting: enchanters create magics that last a long time, but take a longer time to set up. Most enchanters either use some sort of runes or other arcane drawing techniques (which depend on imagination) though some use of rituals (which depends on will and requires components in the same way wizards do). They often enchant weapons, armour rings, create magical traps, or enchant a person (even themselves).
Advantages: Effects are permanent, or at least long lasting, without costing large amounts of will.
Disadvantages: takes a long time, and concentration to craft symbols/perform rituals. Not the best for battles.

Specialization points:
Each point buys one symbol or ritual that you know, those symbols and rituals can be combined to create complex enchantments.
Example: an runic enchanter knows the symbols for fire, wind, and bear. He could enchant a sword so it dealt fire damage when it hit, a cloak the made the wearer lighter, so he could be blown by the wind, a belt that gave the strength of a bear, or make a trap drawn in the sand that cause a fiery wind to appear when crossed ( optionally it could looked like a bear as it blazed)

Summoning: (will) summoners (or conjurors) can open portals to other realms and call through denizens of that realm. The power of the creature summoned depends on the size of the portal opened (which depends on your skill and your roll). Different realms have different rules for what you get. Elementals will only respond if they are friendly, demons will are simply trying to escape their torment and will attack anyone even the summoner. The summoner can at any time dismiss the summoned being, but if the summoner dies, the being is trapped. Some beings (demons) see this as a good thing, others (elementals) see this as a reason to protect the summoner. Another summoner with can open a portal to send the creature back, or a wizrd/sorceror/ faith/attunement that knows the banishment command can send them back. Magic Creatures will be pulled back automatically to their realm if killed, or after their time has expired (about half an hour per 10% points of success, example if you rolled 120% and summoned a minor fire elemental it would stick around for an hour, 150% would get a bigger one for 2.5 hours, provided you weren’t killed, you are their link to their home, if you die the link is severed) natural creatures will remain after death (good eating!) but will run away, or at least be free of your control after time is up. You can also step through the gate yourself, but you have little control of location, and some realms will be fatale.
Advantages: Creatures stick around for a while, if done wisely they will protect you and obey you.
Disadvantages: Very expensive on will (1 will point per 1% summoned, if you roll 140% it costs 40 points[or you could use only 30 and it would essentially be as though you rolled a 130, its important to state the maximum amount you will invest in will when opening the gate]) some evil creatures will attack you.
Speacial: you can take a mod to learn the specific name of a creature in a realms you can summon. Summoning this creature gains a 10% bonus and costs 10 points less.

Specialization points:
You specify where you can open a gate to, such as;
*elemental planes (fire, air, water, earth, ash, etc)
*abysmal or celestial locals (demons and angels, as it were)
*animystic demi-planes (a realm filled with different types of cats, or bears or tigers or eagles, etc, or just one filled with jungle creatures or farm animals. these would be mostly natural creatures, but some magical ones could be called with high rolls)
*Your own home plane, in case you get lost somewhere else(more points in this one will allow you to have more control over the location of the gate) or you can try and summon a friend or something.

Non-arcane Powers
The main three that I’ve come up with are Faith, attunement, and mystics.(suggestions for better names for the last two are welcome.)

FaithPresence) Faith is your belief in(and relationship with) some deity or other really powerful being that has a connection. Cleric, priest, prophets, and paladins use faith to heal, smite evil, or whatever their creed dictates. They make the request, and depending on what they roll it will be granted to some degree. A faith does not need to take specialization points to be able to use a certain thing, but can take them to gain bonuses when requesting it. The power doesn’t come from them, but rather the deity, thus there is no will drain. You can only call on deity so many times before you start to annoy it. You receive a number of divine favors equal to your presence, that is the number of times you can make a request (even ones that don’t succeed) before you start a cumulative 10% penalty to all additional requests. Divine favors can be regain by doing something the deity likes, usually pretty small, but time consuming (an hour in prayer per favor, a hefty donation to the church, killing an enemy priest, saving a small child) Use of favors are optional. Multiple targets and area effects still have penalties associated.

Faith specifies one deity, and that each has its own separate quirks and benefits. Faith in Thor would probably give you a bonus for calling lightning, Hades would give benefits to resurrection or angel of death type requests. Requests that go against a deities personality will incur penalties (don’t ask deity with the head of a tiger to burn the tiger you’re fighting with holy fire) also unreasonable requests will also incur nasty penalties (requesting a rain of fire to destroy a city that didn’t have your brand of ale on tap, or even just asking for a bolt of lightning through some punk whose worst crime is picking your pocket). If you stray to far from you deities code, you can fall out of favor, at which point you lose all divine favors you may have saved up, and can’t get them back without massive atonement. You can have faith in more then one deity, they count as separate skills.
Advantages: can make a wide variety of requests, no drain on will regardless of power of request.
Disadvantages: small number of times you can request without annoying deity, need to follow a code (to some degree) when using powers, less control over precisely what happens. Not as much control over power of spell
Special: can use a mod to consecrate a holy symbol that adds 5% to faith skills


Specialization points;
*for a bonus on a specific type of request
*one point for an additional divine favor
*area or effect and multiple targets (as per wizard, et all)

Attunement(will): attunement is how attuned you are to nature and the natural world around you. Druids, wood elves, rangers, and shamans are the sorts that would use attunement. There are several spheres of attunement; Animals, plants, weather, and landscape. The sphere of animals includes; calling (nearby animals come to your aid), channeling (you take on the attributes of a specific animal, but keep human form), healing (just because), shape shifting to an animal, etc. Plants: animate (so they attack, entrap, get out of the way), enlarge/rapid growth, neutralize (poisons and stuff, works for animal poisons too), emulate (you grow thorns, or bark, or secrete poison ivy oil), mimic (you look like a tree, but can walk around, still considered human[or whatever]),shape shift (become tree, and gain all penalties and benefits). Weather: calling (lightning, hail, tornado, sunshine), disperse (rain, rain, go away…), trigger (start up a shower, snow storm). Landscape; increase flow (of river), trigger tremors (earthquakes, avalanche, cave-ins), calm tremors (as before), sense (get a feel for the land, useful in caves or mountains etc.)
Advantages: makes good use of surroundings, very natural.
Disadvantages: depend a lot on surroundings(can’t call lightning underground or indoors[unless you want to strike the building you’re in), towns and artificial structures lesson powers (can’t ‘sense’ the insides of a man(dwarf, etc)- made temple) less control of amount of damage (etc.)

Specialization points; written in form sphere;ability;specific animal/plant/weather/landscape
example:
*Animal;channaling;bear(become stronger, maybe some clawed hands action)
*weather;calling;lightning(when raining, could direct where lightning would strike, could not get any on a clear sunny day)
*landscape;sense (no specific necessary)
*plant;emulate;trees (you could use this to get bark like skin, grow roots to stand up against a wind, any number of treeish things)
*multiple targets, area effect, as per wizard, et all blah blah

Mystics(will): mystics (the way in which I’m defining them) are the sort of eastern ninja/ki/monk powers. Mystics mostly only effects your body, making you faster, stronger, a shadow, able to jump really far and have intricate sword fights on the tops of bamboo. Focusing your energy (ki or whatever) is also important allowing you to make powerful strikes unarmed, or even armed. Ninjas, monks, and assassins could all be mystic users.
Advantages: very low cost, Mystics are stinkin’ cool!
Disadvantages: NONE! Mystics are stinkin’ cool

Specialization points
*enhance physical attributes (enhance speed, etc)(cost; 1 will per attempt)
*Ki (or any kind of self energy) Strikes, define what type of ‘strike’ it is, i.e. Ki strike;paralyze, or Ghosthand strike;shatter
*fun, ninja things like “shadow wrap” or “feather leap” (descriptions help)
*evasion (a form of defense that protects against missile weapons, explosions, falling stones/trees, etc)(2 will per attempt)


(another arcane power)
Necromancy (Will): Necromancers are part summoner and part wizard. They can raise up undead minions of various powers depending on skills and availible parts. They can also raise the souls of long dead people or even reserect a fallen friend, although the results can go a little wrong. Necromancers often enchant the bones of their minions to increase their power.

Advantages: raise skeletons, zombies and others to fight or work for you. Contact dead for information, raise fallen friends.

Disadvantages: need to have bodies/bones present. Part of Will invested in raising skeletons does not retrun until they have fallen. When things go wrong, they go wrong in an ugly way.


Speacialization points:
*Raise skeleton, the staple of any necromancer, 10 will points will raise one skeleton for half an hour (mod can be taken to lower cost or extend time), 5 will points will not be regained until the skeleton collapses (either half an hour or when it is destroyed) in order to maintain control of it. Zombies are just skeletons with skin still on them, and can be raise with this spell. In order to cast spell there must be a skeleton or corpse present. Skeletons are completely obedient and mindless, and do not have any thoughts or understanding of their own.
*create skeleton, This makes a permanent skeleton slave. It costs 20 will points, takes 3 hours, and requires 10 will points to maintain connection and upkeep of skeleton. If at anytime the casters will reserve goes negative, the creation collapses and must be made again.
*other minions that can be raised/created (double cost and upkeep for creation)
-ghost, requires ashes of a corpse, 15 will, 6 upkeep, capable of two way comunication over long distance, invisible in the dark, insubstantial (cannot fight or be harmed by physical means) direct sunlight destroys.
-death knight, body of fallen hero, preferably with equipement. 20 will points, 10 upkeep, lasts 3 hours (creation takes 4 hours). Powerful undead warior with skills similar to those of the fallen hero. Has a mind and can verbally communicate, but is loyal beyond rebellion to its creator. Capaple of any powers but faith, attunement, and mysticism
-wraith, more powerful ghost, capable of physical interaction. Requires ashes of a corpse, 20 will, 15 upkeep. Half damage from physical attacks, full from magic, has access to same powers as necromancer except for faith, attunement, and mysticism.
*control undead, gain control of an undead creature, easier on mindless creations. Requires upkeep.
*speak to dead. Summons forth the spirit from whatever afterlife they’re in to talk for a while.
*etheral; a from of energy that necromancers can use as a sorcerer might use fire, follows the same rules.
*reserect. Requires 50 will, and a fully assembled and healed dead body (don’t want them coming back just to die again), suffers a 30% penalty to success and takes 1 hour to perform. Failure to complete spell can have bad results (if the toatl roll is in the 85-99 range).

Note: There are many items that can be bought to raise your power skills, such as wands, staffs, belts made for an albino snow elk, and other items fitting the power. These effects are not cumulative (except with effects given by mods, i.e. holy symbols)

Note; all powers are open to suggestions in all forms, especially when it comes to specialization points.


Deities
The deities of the Tiqvah pantheon are for the most part good or at worst no more evil then any other force of nature. They are not as detatched from the world of mortals as some might be, but neither do they meddle extensively in it. (if you don’t intend to use the faith power, this is not as important, all bonuses refer to the faith skill)
Benevolent: +10 healing, -5 damaging requests
Passive:+5 healing
Neatral: no bonus
Aggressive: +5 damaging requests
Malevolant:+10 damaging, -5 healing

There are no malevolant deities on tiqvah. Here are some of the major deities, if you want to serve a minor deity, feel free to make it up and create it, but mind you they will be less powerful. Notice some have a code they like you to follow.

Mitoclaus (aggressive) Lord of the sky and storms. One of the most powerful deities, Mitoclaus is also unruly and unpredictable, but good natured in his own way. A big fan of lightning bolts to the unbelevers, though. Races of all sorts follow him.
Benefits; +5 when calling lightning, +5 wether related requests.

Pondamese: Mitoclaus’ brother and lord of the sea (Neutral). Enjoys making sea monsters and sending them out to bug ships that don’t respect his power enough. Reclusive, yet fair to his followers. Most followers are sailors, fishermen or sea races.
Benefits; +5 summon sea monster, +5 requests when on the open waters.

Thardin(benevolant) Lord of the forest; Another brother of Mitoclaus, Thardin is a caring god who watches over the trees and animals of nature. While he has no temples in the cities, he has many sacred groves spread through out the forests. His followers are mopst often wood elves, eglu, and users of attunement.
Bonuses: +5 forest related requests
Code; Do no harm to forests or animals in their natural enviroment. (Bears in the woods, don’t touch, bear rampaging through a city, you can stop it)


Aur (benevolant), goddess of life, wife of Thardin, Ultimate giver of kindess and healing. Her followers are many, since she often blesses them with many children.
Benefits; Healing request do not use up divine favors
Code: Heal the weak and wounded and deliver quick painless death to the evil ones.

Qasi: (neatral) God of the underworld, the estranged brother of Mitoclaus, ruler of souls that have passed beyond mortality. Fickle and easily annoyed
Benefits: +5 resurrection, +5 deathspells, -1 divine favors.

Others include;
Prince Ixdran: (agressinve) patron of rouges, theives and assassins, +5 trickery related requests

Ogor: (aggressive) Master of war, followed mostly by orcs and trolls and hobgoblins. +5 battle enhancing requests

Petali (passive): Rainbow goddess wife of Pondamese, +5 colorful requests

Swan lord: (benevolent) Lord of Candonia, a nation of humans, although he has other followers. +1 divine favors.

NOTE: the goddes of love, Laur, was killed in a war of the gods 1000 years ago, Mitoclaus decreed that there be no replacement to morn her loss.
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MODS

MODS
Mods are modifiers, they modify the character. They provide unique abilities or bonuses. No one mod is too powerful, but together they can have neat effects. Mods are also used to provide racial abilities (see part on races). You start with two mods (or one mod and three racial modes, again see races/radicial mods), and gain one every time you rise in rank. You can also gain one mod when you fill up on successes instead of gaining 5 skill points. This has advantages and disadvantages and is completely optional.
WHAT MODS DON’T DO:
1)They don’t raise a skill, if you want a skill bonus, jut take the 5 points instead of the mod.
2)They don’t add to attributes
3)they don’t give you magic abilities, you need to use power skills if you want magic abilities (see races for racial magic)
4) they don’t give you items, money, a house, henchmen, true love.

WHAT THEY CAN DO: Well, I’m not sure, its pretty open, but I have sort of some ideas….
1)they can improve your numbers (health and will reserve by 5, cool and dodge by 1)
2)Weird effect things that aren’t magic as much as a good trick.
Examples:
I)a “Gotta have my (gun, hat, sword)” might prevent a character from ever permanently loosing a specific weapon, or having it destroyed. It might get knocked away or something, but it will never go too far, and it is always assumed that the character has retrieved it as soon as possible (think indianna jones and his hat, etc.)
II) A “Named weapon” mod would make your weapon “named”, while you can call your weapon anything you want, this would make it official. The weapon would bestow a +1 cool bonus, 5% to useage, and be unlimitedly modifyable.
III) things like “Ambidexterity” that just don’t fit anywhere else
IV) I’ve mentioned several other places, especially in the POWERS section
V) ‘Hatred of (something)’ or ‘expertise on (something) some such that would add a +1 bonus to anything (damage, attack against, knowledge of, etc) related to that thing.
VI) add a speacialization point to a skill
VII) Suggestions any one?
Other ideas;
*Secound wind (beefs up life after you’ve taken a lot of hits)
*quick draw (weapons can be instantanoesly in hand)
*heroic amunition (doubles how many shots you can fire before reloading (for guns and stuff, you see this in the movies all the time)
*magic resistance of 5% (could be taken multiple times)

Race

Racial mods: this is where the player gets more definition and control over his race. Racial mods are optional, you can be a dwarf and not take any racial mods, you’re just a dwarf then, with no speacial dwarfy advantages, except maybe beard growing. If you opt to have racial mods, you sacrifice one of your two starting mods, and gain three racial mods. Racial mods are a lot like regular mods, except they can effect your body (giving you night vision, or making you larger or smaller) and giving you some racial magicness. Racial mods are added after distributing attributes, but before distributing skills.(normal mods are added last in the creation process) ones with #’s can be taken after initial character creation. After initial creation, racial mods can be taken instead of a regular mod, if allowed.

1) increase or decrease size. sizes go from pint-sized (baseball sized;pixie), tiny (1 ft tall; garden gnome), small (2-3ft; hobbit), medium (4-6ft; human (starting point)) large (7-10ft; ogre) huge (10-13ft; the cave troll from Lord of the rings) and immense (14-17ft; hill giant). Each size smaller gains a +5 misc. dodge bonus (does effect the base number for dodge improvement calculations) and -5 health, each size larger give -5 to dodge, and +5 health. Obviously a pint-size fairly isn’t going to be able to weild a normal sized sword, and an immense hill giant won’t fit into normal leather armour.

2) Add a racial physical feature; gills (to live under water), wings (no need to take any flight skills, people with legs don’t need to take walking skills), dark vision, horns/claws(can take one mod to get claw or horns or both), tail(only if it is prehensile, or long enough to be otherwise useful, or if it has a scorpion thing or something. If all it does is wag when you’re happy, don’t waste a mod), extra arm( one mod apiece) , regeneration type things, if you’re species has tough skin you could get +5% health.

3) Racial affinity (to fire or ice or trees); when using any power involving the designated ‘thing’ (fire, ice, trees, etc.) you gain a 5% bonus (can only be taken more then once if the character is an elemental, or some such creature)

4) #If you’r undead, you need a mod for that.

5) #Magical resistance=5*endurance. (1d100+MR>50+spell cost+skill of caster=ignore spell) (+5 each time its taken, first time taken must be at creation)

6) #Elemental damage resistance (must name element, or whatever) 10%damage reduction aganst source, or 20% if you take 10% bonus damage from source of GM’s choice.(first time must be taken at creation, +5%, or +10%reduction/5%bonus after that)

7) #Racial magic; gain the ability to cast one spell that you define, using your rank*10 as your skill level and governed by presence. Note; this is one fully defined spell that cannot be mixed with other powers. It drains will or health (or both) players choice(GM sets cost). Example; a rank 3 gnome with presence 1 would have a skill of 30(35) at casting a racial spell, say “flare of light” 3 will points, 1d6 dmg, makes brigth colored light of casters choice, lasts one minute)


All racial mods must be reasonable for the world (no immense hobbits, you know) and approved by GM. GM’s hold all rights to veto racial mods, without need to explain why other then “that’s not how elves work on this planet”.
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