Lejendary Adventures
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LEJENDARY ADVENTURE RPG FAQs

Regarding Initial Abilities:

Q: Does an Avatar get 9th Rank benefits even if his score in the first required Ability places him at 8th Rank, but not lower Rank (higher numerically, such as 10th and 11th Rank) ones? And does an Avatar have to be in an Order if his Abilities are the correct ones for that?

A: If an Avatar joins an Order at 9th Rank, no higher (numerically) Rank benefits are given, the exception is an Avatar who joins at 8th Rank, he or she getting 9th Rank (initiation) benefits.

Also, an Avatar need never join an Order, even if all the Abilities are correct for an Order. The Avatar would get no benefits from the Order, but would receive Unordered Avatar ones. As soon as a qualified Avatar does join an Order, then that character is thereafter "Ordered".

Theoretically, the Avatar could then neglect the Order, not pay dues, and get no benefits from it, or from being then essentially Unordered, but getting no benefits from that either.

Q: When choosing Abilities, if you Alchemia as the fist one for your Avatar, your character's Health increases by 2, right? Then you pick Commerce, and this causes Health to increase by 2 again, correct? Do you Recalculate your Alchemia score to reflect this increase in Health Base Rating?

A: As the book says, choose all Abilities, then find the final Base Rating scores for each, and thereafter figure out which of the Abilities will have what percentile score attached to it, and only then calculate the Ability scores. Only after all Abilities are selected should they be put into an order of 1st through whatever, and the scores for each found as per the ruleswith a human race Avatar that will be 100%, 80%, 60%, and 40%.

Q: If I choose to play an Alfar Avatar, or a Veshoge, does that mean that one of my two or three picks if Abilities will be my "1st Ability"?

A: Maybe yes, maybe no.

Note that the text of the rules is misleading in that it states "First Ability" for "Chosen Abilities." This is not necessarily the same as the "1st Ability" in regards what Ability is listed before all others. The first chosen Ability for a non-human Avatar might not be the one that is the greatest percentage, so thus will not be listed first, the "1st Ability" per se.

The "1st Ability" of any Avatar is that one of all the initial Abilities for that character that has the highest percentile rating applicable to a Base Rating (or four times Speed Base Rating, of course) in order to find its score. For human Avatars, that means the Ability chosen at 100% of a BR is the "1st Ability. Below are the non-human Avatar Ability "1st Ability" slots as found in the LEJENDARY RULES for all players:

Dwarf: 100% (player's choice)

Gnome: 100% (player's choice)

Ilf: 100% (player's choice)

Kobold: 100% (player's choice)

Oaf, Major: 80% Physique

Oaf, Typical: 80% Ranging

Orc: 80% Physique

Orc, Greater: 100% Physique

Orc, lesser: Stealing 80%

Trollkin: Minstrelsy 80%

Veshoge: Commerce 80%

Wylf (Grotto or Thicket): 100% (player's choice)

Regarding The 5th (or higher) "Default" Ability:

Q: If an Avatar has a high Precision Base Rating, must the player choose Weapons at 10 if this Ability is not one already selected? Couldn't they forego this 5th pick, or pick something else, and simply use their Precision value for attack?

A: Nice try. NACs and creatures use the Precision BR for attacking so as to save the Lejend Master extra work. Avatars have mandatory Weapons Ability. So, as the rule book says, if Weapons is not one of the four chosen Abilities for the human Avatar, then it is perforce the 5th, default, one at 10 score.

Look on this as a benison from the Kindly Creator of the game. It allows the more aggressive Avatar to have a logical fifth Ability to add to his repertoire, gives the other sort a chance to attack and defend Without the default Weapons, the Avatar would be virtually defenseless, as Abilities are required for Avatars to perform meaningfully in the various areas of skill and/or knowledge they cover.

Anyway, at the default score of 10, there is a fair base of capacity there, but the Avatar seems to have spent the majority of his time concentrating on other fields, shall we say.

Regarding Orders and Ranks:

Q: If a player chooses for his Initial Ability one that is primary to an Order (say Weapons in the Soldier Order), could he advance as Unordered by choice or *must* he be Ordered? If he is allowed to advance as Unordered and subsequently acquired all Abilities for an Ordered Soldier, would he then be a 9th Rank Soldier (or whatever) or still Unordered? It would seem to me that the initial choice to be Unordered should hold as paramount, or else it would be possible to advance as Unordered and then again as Ordered and gain the benefits of both.

A: Those are very good questions. Your assumption about choice being a permanent thing for an Avatar is correct in most respects. If that individual begins as an Unordered Avatar, then he or she is that from then on, except A switch can be made to Ordered from Unordered, or vice versa. When such a change is declared, that Avatar begins in the new system as is his current score in the initial Ability, does not go back and gain benefits from the Order, or the Unordered advancement bonuses. In your example, the Avatar that gains all the required Abilities for the Soldier Order could become of that Order, but only advances from his current score in Weapons would then be calculated. If he became a Soldier Order at 9th Rank due to low Weapons Ability score, there would be no gain from Unordered activity. If the Weapons score was higher, no bonuses from lower Ranks would be awarded to the Avatar; save the "initiation" ones indicated for 9th Rank.

Q: Say my Avatar is a Forester Order, has Hunt Ability at 61 score. Does he start at 8th Rank and pick up all the benefits from the lower Ranks too?

A: No, but... Whatever Rank the Avatar begins at in an Order is the one at which he entered the Order. This means that all intermediate steps have been skipped, save one. Think of it as entering a new employment position. If you weren't there before July, you would not be handed a Christmas bonus from the year before, would you?

However, some "company benefits" do come with the deal. The 9th Rank Order additions do apply to the Avatar rising so as to otherwise skip them. As the rules state, this is in acknowledgement of the Avatar being a "full-fledged" member.

Q: Say my Avatar that will be of the Demonurge Order, has a starting Speed Base Rating of 16, and picks Sorcery as his first Ability?

A: Hold it right there!

Go back a step.

A (continued): In arriving at the Base Ratings of Health, Precision, and Speed, the player selects Abilities for the Avatar but does not place them in any order. Then he adds points accordingly. Thus, all of the chosen Abilities must be selected before Ability scores are determinable. To have a 16 Speed BR means that you did in fact select all Abilities, right? The highest Speed BR possible before Ability additions is 15

Q (continued): This gives a 64 for Sorcery score right?

A (continued): Correct is that is then placed as 1st Ability. 4 x 16 Speed Base Rating = 64....and 64 AEPs also. Very substantial.

Q (continued): Now if I then select Tricks, Arcana, and Luck, does this start him at 8th rank since his Sorcery ability score is above 61?

A (continued): That is correct. The three additional Abilities are those of the Demonurge Order as set forth in the rules. Any other combination of Abilities is not a "Demonurge Order" Avatar.

Q (continued): If my Avatar starts out and instead picks Sorcery, Enchantment, Tricks, and Arcana he is a Demonurge of 10th Rank, right?

A (continued): That is correct. The player's Avatar will have to subsequently pick Luck ability to gain a higher ranking in the Order. Although the Enchantment Ability is of greater percentage than the Order-required Tricks and Arcana, this does not affect the relative relationship. When Tricks Ability is acquired by the Avatar, he will then become at least an 8th Rank Demonurge because Sorcery Ability score is 64.

Note that is in the interim before gaining Luck Ability, the Avatar achieves a score of 71 or greater in Sorcery Ability, 8th Rank will be skipped, no benefits for that step will accrue to the Avatar, so picking up Luck Ability quickly is of importance.

Q (continued): Then later on in the campaign let's say he gains the Luck Ability. Does this then move him from 10th Rank directly to 8th Rank since he already has a sorcery skill of 61+, but not 71 or more? And if so, is there any way he can choose not to skip a Rank so he still gains the benefits of 9th rank?

A (continued): Yes, it moves the Avatar from 10th to 8th Rank. No, he can't skip the rise. As the rules state: "Find the Rank of the Avatar using the information provided in the Order description. Note that the Avatar gains the Rank indicated, with all the benefits listed for it. The Avatar does not get any benefits from lower (numerically higher) Ranks that are bypassed in the process, save as noted immediately hereafter: the."

Avatar does get the benefit of 9th Rank benefits, as detailed for each Order, if he or she is of 8th or higher Rank. These additions are in "recognition" of being a full-fledged member of the Order."

Q: If an avatar begins as Ordered, say up to 11th or so as to receive the benefits of being a Guild Member, is he then at all bound by the restrictions of Order? For example, if take the first two Abilities the Elementalist Order (elemental stuff is my personal favorite!), Geourgy and Arcana, and then later takes Ranging and then Pantology (out of order for the Order), would my Avatar be Unordered or an 11th Rank Elementalist or does it make a hoot of difference?

A: That's a lot of questions!

First, "restrictions" apply in the negative, not the positive. That is, having other Abilities does not preclude the Avatar from being a member of the Order. The Avatar must have Geourgy as a 1st Ability to qualify as an Elementalist, and that's the way your Avatar has chosen his Abilities.

Second, your Avatar would be an Elementalist of the 11th Rank, an Elemental Practitioner, not an Unordered Avatar.

Third, it does make a difference, all right, that your Avatar has the two required Abilities in order, because you can later get the remainder of the Abilities, increase them in score so as to be the third and fourth highest in rating score, and move up in Rank. This subsumes the "fact" that the Guild has tests that it uses to rate its members.

Q: the answer above is most interesting! So, it is possible to regain Ordered status by increasing scores into the proper order? Makes perfect sense.

A: Thanks! In order to become a "full-fledged" member of an Order the Avatar needs to have four specific Abilities in the order noted. In regards to the Elementalist example above, that means Geourgy, Arcana, Pantology and Ranging. It is important to note that once one becomes a full-fledged member of an Order, the restriction of gradation of score, first Ability to fourth Ability, does not apply any longer!

Here's an example: Assume the Avatar has achieved 9th Rank, is a Learned Geourgist. The player then decides he wants to have a most fortunate Avatar, uses all the Merits he can to acquire and increase Luck Ability. At some point the Avatar's Luck score will rise above that Ranging, then Pantology, then Arcana, then even that of Geourgy. The Avatar is still of the Elementalist Order, still 9th (or possibly higher) Rank. The Avatar might have the following Abilities and scores:

Luck 63

Geourgy 62

Weapons 50

Arcana 48

Ranging 40

Scrutiny 38

Pantology 27

Divination 15

As is evident, once you are a full-fledged member of an Order, you don't have to worry about what Ability is where in the order.

Q: Are the Orders just for human Avatars or are they open for the Alfar races as well?

A: Only human Avatars are the only ones that are initially able to become full-fledged members, so Orders are basically for humansthey are human constructs if you will. However, this does not preclude all non-human Avatars from entering them, being "of" the Order.

Those Alfar allowed a first pick at 100% of a Base Rating that have chosen for them an Ability that is the initial one for an Order are thus empowered. Through later picks, and added Abilities, if properly selected according to the Order's four Abilities, the Avatar can become "full-fledged". Also, a Lesser Orc Avatar has as its highest mandatory Ability Stealing, the initial one for a Desperado Order Avatar, so that qualifies such a character for immediate association. Through proper Ability selection and acquisition thereafter, a rise in Rank is possible. A trollkin can enter the Jongleur Order, as Minstrelsy is such an Alfar Avatar's 1st Ability.

Finally, the Lejend Master may opt to create other Orders. For example, a Merchant Order with Commerce as its initial qualifying Ability is logical, would make Veshoge Avatars eligible. Other added Orders might be "Scout" with Ranging Ability prime, thus qualifying Typical Oaf Avatars for association; and a "Guard" one with Physique being its initial Ability requirement, so that Major Oafs, Orcs, and Greater Orcs qualify in it.

Regarding Creating New Orders:

Q: What should the Lejend Master do when considering adding a new Order?

A: First, check the LEJEND MASTER'S LORE book for guidance. Then determine if the new Order is logical. If it is, should it be a "universal" (world-wide) one? or a regional one? For instance, a Mandarin Order addition would clearly be one that was regional, although it might be broadened to include the whole world by making it a Scholar Order instead.

Similarly, existing Orders can be altered so as to have special, classes within them. One of our contributors suggests the following:

One thing to consider is that there is room for flexibility in the Avatar Orders, rather than just the castings list. For instance, Ecclesiastical Order sects for a deity: one that is the "Sagacious Illuminated" would have Learning Ability coming before Scrutiny and Physique. One that was protective in its purpose would use completely different Abilities after Theurgysay those of the Noble or Soldier Order. A sect of ascetic mystics might have the four requisite Abilities of Theurgy, Learning, Psychogenic, and Scrutiny.

Regarding Memory Tablets:

Q: I have a query regarding Memory Tablets. How often, if at all, does an Avatar need to refer to a tablet? Can they leave them at home while they participate in a long adventure?

A: Assume that the Avatar has no need for any regular reference to his Memory Tablets, although the Lejend Master should likely require a periodic re-reading to refresh the activator's mind and recall of the information thereon. I believe in the latter regard that once a month should be sufficient for even the most demanding of LMs.

Q: If a Memory Tablet is destroyed, lost, or stolen does the Avatar to whom it belongs immediately loose the ability to activate the powers inscribed on it?

A: Oh yes indeed the Avatar does lose the material contained thereon, the capacity to use it! The Memory Tablet is a harmonic key, shall we say, that enables the opening to the place from whence the Power comes, the AEPs being the force needed to "turn" that key. So when the frequency to which the Avatar is attuned is destroyed, or changed (by loss of any sort), there goes the capacity to use the activations that are recorded on it. Think of it as a sort of radio that the Avatar is able to tune mentally so as to get in the desired "station"the Power or other activation written on the Memory Tablet. A broken "radio" can not be tuned in at all. One that you can no longer mentally find can't be operated either.

Contrarily, if the Memory Tablet is gained by a character able to use the Extraordinary Ability information inscribed thereon, that individual is then empowered to utilize it as if it were his own.

Regarding Equipment Picks:

Q: When you are making a pick on the Magical Equipment List, and you decide to take a Memory Tablet as one of my picks, does this entitle you to four more power picks?

A: Typical chiseling player! Of course it does not. The choice says "Memory Tablet", not a "Memory Tablet with four activations". The book does include the informational "list of any four Extraordinary things/activations," but there is no "with a" preceding that. So the tablet is there, and further picks enable the Avatar to record up to four chosen Powers, Spells, Rites, and the like thereon.

Q: If you have Enchantment Ability selected as your Avatar's 1st ability, you get nine picks from Magical Table, but each Memory Tablet can only hold four things. Does this mean that in order to have seven Powers, you need to take two Memory Tablets to hold them?

A: Yes. Four Enchantments would be recorded on one tablet, three on the other.

Regarding VT (Poison):

Q: As to poison: It seems that poison should be something that stays in a victim's system for a while. However, it seems that in the rules poison is simply a harm bonus, in that it adds say 9-12 to other harm inflicted. Is it up to the Lejend Master to specify the type of poison? Say the poison causes 1-4 harm for 5 Activity Block Counts after the person is cut? Or do all poisons simply lump damage in one hit?

A: A very good question! VT, poison, can be weak stuff that does only 1 point of harm, or it can be very potent stuff causing 36-50 harm. It can be a one-shot thing, or it can be continuing harm such as 3-5 points per AB for the next 20 ABs time. Harm amount is variable, harm delivery is likewise variable. A poison might cause 1 harm per day that is unnoticeable to the victim until 50% harm to Health is attained; and then, and only then, does the VT speed up effect, the rate of Health loss thereafter being increased to 1 point per hour, minute, or even ABC.

The VT harm levels for poison, and those creatures with the capacity to inflict it, is stated in general terms as immediate for ease of game management. However, as you suggest, the Lejend Master is fully empowered to apply such harm in small or large increments over time, short or long.

Regarding Racial Mixture:

Q: Is it possible to be a "mixed race" Avatar? For example, could my character be half-human, half wylf? Or maybe half-gnome, half-kobold?

A: Aargh! What a nightmare for the Overwrought Author and the Harried LM alike, such schemes by players seeking undue advantages for their Avatars. To the point, yes.at the discretion of the Lejend Master only, however. This will not be covered in the players rules.

Buried within the LM's book there is a table that shows the viability of racial cross-breeding. There is also material directing the development of the characteristics of such hybrid Avatars. Basically, the strongest genes (the predominant percentage of race) will direct the nature of the Avatars capacities. In case of a tie, the wily LM will select the most unfavorable factors in regards to Initial Base Rating Guidelines, Random Increase Dice, Excluded and Restricted Abilities, Mandatory and Chosen Abilities, and Racial Capacities and Handicaps.

Regarding Combat:

Q: The various bonuses to hitting and to harm caused confuse me a bit. Let's say I have an Avatar named Kirb with 20 Chivalry Ability and Physique of 10. This gives what bonuses when he is using a striking weapon to attack, and what additional harm is done?

A: Chivalry gives 1 point per 5 to attack chance, so Kirb has a +4 addition to Weapons score base. If his attack succeeds, then Kirb does +54 for Chivalry, and 1 for Physique Ability

Q: Okay, but Kirb happens to be using an Extraordinary weapon, a Sword, Preternatural Hacking (broad sword doing 6-20 base Harm with +20 Precision and added harm of 6-8 points harm ignoring armor/protection. So what now?

A: Here's how to figure that. Let's say that Kirb has Weapons Ability base score of 50. To that we add his Chivalry bonus of 4, so he is at 54. The "sword, cutting" (his Preternatural Hacking weapon is a broadsword or the like) has an ordinary Precision bonus of 10, plus the preternatural addition of 20. Thus, using that weapon, Kirb has 54 + 30 Weapons Ability score to hit, so any d% roll of 84 or lower succeeds. When a hit is scored, no result of the d20 rolled for harm can be less than 6; let's assume an unlucky 1 is rolled, so base harm is only 6, but to that is added his Chivalry (4) and Physique (1) Ability bonuses, so normal harm goes up to 11. Also added is the variable 6-8 (d3 +5) of preternatural harm that bypasses all ordinary armor/protection.

Q: What harm accrues to the target? Assume that Kirb's opponent is wearing steel plate full armor with 12 points protection and employing a large composition shield that gives an added 8 protection. My sword does double harm against non-plate protection, so how does this all work?

A: Using the example above, 11 points of total base harm delivered by an attack, none of that base harm reaches the opponent. 8 points are absorbed first, the shield doing so, and suffering 16 points loss to its Health in the process. Next the opponent's armor takes the balance of 3, its Health dropping 3 points, a little dent, in the process. Now there is only the preternatural harm bonus to account for. That bypasses normal armor/protection, so Kirb's foe will take from 6-8 points of harm despite being well protected. Roll d3, add 5, and that's the amount of loss to the foe's Health suffered in that attack

Q: What about Extraordinary protection, though? How is its value figured?

A: Here is the hierarchy of protection from bottom to top:

Non-Extraordinary: Normal armor/protection absorbs such harm to the capacity its number indicates, save when a bypassing roll occurs (10% or less of total chance to hit). The example of the 11 points base (normal) harm above serves well to illustrate how this happens.

Extraordinary Preternatural harm always bypasses ordinary armor/protection, is absorbed according to the protection value of like, preternatural armor/protection. So, had Kirb's foe had armor with preternatural protection of 5 points, only 1 to 3 points of harm would have passed through to the wearer.

Extraordinary Supernatural harm always bypasses ordinary and preternatural armor/protection, is absorbed according to the protection value of like, supernatural armor/protection.

Powers: In regards to Powers and other activations, those through Grade of Good are preternatural, deliver that sort of harm, while Very Good and higher Grade ones are supernatural (but they take a good bit of time to activate:) and deliver that sort of harm bypassing all but like armor/protection.

Note that certain special sorts of Extraordinary Items provide protection against specific sorts of harm, and some might negate any form of Extraordinary harm thus, even though they are in and of themselves only of preternatural sort. For example, an object that prevented harm from cold-based attacks might block both preternatural and supernatural cold.

Q: One more question, and then I promise I'll stop. What if the opponent was an 13th rank demon with 12/6 armor protection?

A: Kirb would be in deep trouble in this case. The "12/6" you note is 12 versus preternatural harm, 6 against supernatural sort. That means that he couldn't so much as scratch the demon with his sword unless a hit was scored bypassing armor. In such case, Based on Kirb's assumed Weapons Ability score of 50, that means a roll of 5 or less on the d% check for a hit. If a 05 or less is rolled, then the Extraordinary sword bypasses the demon's preternatural armor, and inflicts the preternatural harm thereof 6 to 8 points. A slim chance and not much harm, so Kirb is best advised to flee the confrontation if at all possible.

Regarding Activations:

Q: Can a beginning Avatar with Enchantment Ability really take the Powers of high grade? Even the Extreme ones?

A: Sure! But don't be hasty in selecting Powers. Note that time and cost are very important considerations. The higher the Grade of a Power, the more AEPs it costs and the longer in seconds of time it takes to see if activation succeeds by checking against the activator's Ability score. Experienced players tend to choose manly the lower Grade Powers for this reason.

Q: My Avatar is attempting an activation, and he is attacked, does this affect anything?

A: If an attack hits the would-be activator, it interrupts the activation; and that is regardless of any actual harm that may or may not accrue to the Avatar from the attack. However, an attack that does not succeed does not interrupt the process.

Q: Let's say my Enchanter Avatar is in the process of activating a Power that takes 12 seconds realtime. Can he do anything else while waiting for it to "go off"?

A: No. From the time beginning with the choice of Power to activate until the time comes for success of activation to be checked by rolling against Enchantment Ability score, as might be modified 12 seconds, or 4 ABCs in the example you use the activator is fully engaged in the process and can do nothing else but stand and concentrate.

Q: In relation to Ecclesiastics, Elementalists, Sorcerers, and Warlocks, must a Command and Protection Circle be drawn to use any of the Powers? or just the Summonnings?

A: I believe you have the idea and are just making sure you are correct. Only the non-Power sorts of activations, such as Rites and Summonings, need the Command and Protection Circles.

Regarding Powers of Creatures:

Q: I noticed that quite a few of the monsters have Powers, but that there is no AEP cost listed for their use. Is this up to the Lejend Master to determine?

A: The AEPs cost for Power use are not listed for a simple reason. In most confrontations, the creature in question will not come anywhere near using up his Extraordinary energies. I assumed 1 point per use. Put another way, the LM can assume that the Powers are at no measurable cost to the creature in question, as a 1 AEP cost per Power use is virtually no cost. Combat will not last long enough to make a meaningful drain of AEPs to such creatures.

The Lejend Master has full discretion, of course, to assign AEP cost to any Power. High AEP cost, say from 5 to 10 points per use, would indicate a monster of less potency than presented in the BEASTS OF LEJEND book, of course. That is a good way to enable less-powerful Avatars to face such a creature.

Regarding Enchantment:

Q: In regards to the Shape-Shift Power, am I right in thinking that all one's Base Rating scores become that of the new form?

A: No. Only Health Base Rating is transferred. The Precision and Speed BRs are those of the creature whose form is taken.

Q: If the activator is injured in that new form, and then returns to their own one, is the health loss proportional?

A: No. As the Health BR is that of the activator, whatever points are lost are exactly what loss is suffered by the activator.

Q: If the form shifted to has extraordinary Powers is the activator able to employ these?

A: This is a thorny issue. In many fantasy works the evil magician is quite empowered to use, for example, the breath weapon of the draconic shape he has assumed. This makes the Power really potent. Of course, the shape-shifter hasn't the drake's Health as noted in the answer to the first query...

Extraordinary Abilities, those singular to the mind of a creature shape-shifted into, could not be used, certainly, as the activator's mind is what exists in the physical form that has been taken.

To the point, though, we leave the matter of such Power use to the best judgement of the Lejend Master, noting that LM Gary Gygax does allow such use. After all an enchanter shape-shifted to a scorpion would have a venomous stinging tail weapon, so why not Extraordinary Powers of some other creature?

Q: Am I right in thinking that one cannot take the form of a material spirit from the nether dimensions (oni, demon, fiend, imp)?

A: Correct, because that is a materialized form, not a natural one, and the same goes for all Living Dead that are usually or can become immaterial.

Q: If the form chosen has several possible size categories, as drakes do for instance, and all those sizes would qualify for the extra AEP cost, would the activator automatically assume the form of the creature in its smallest possible size

A: Again correct. However, if the activator had extra AEP, specifically stated such were to be used to gain as large a size of drake as possible, then the LM should allow this to occur.

Q: How familiar with the form desired should the LM require the activator to be? I am assuming that one must have had a personal sighting of the animal/creature, at the least.

A: Excellent assumption! One must have seen personally, in the flesh so to speak, and know of the form and the "weapons" of the shape to be assumed in order to effectively take such shape.

Q: In regards to the Distance Warp Power, the following: Must one have visited the desired destination previously?

A: Not necessarilyalthough this is another judgement call for each LM to make as is seen fit. One can chance moving without knowing the outcome of such brashness... So why not allow it? Note that an unvisited locale for the destination should have an error factorwe suggest at this should be in the 10% +/- of distance covered in the jump. In addition, always include a variable d10 roll for directional deviation from "true", 1-8 results being from 1-4 miles off in the compass points N, NE, , E, SE, etc. 9 and 10 results being on target, i.e. within less than one mile (9) and absolutely on (10) the projected place concluding the Distance Warp.

Q: How specific, as regards location, should this Power to be? Could one target one's own chambers, for instance? (I am thinking that you can't do this, that the Smoke & Mirrors Power would be required for such accuracy.)

A: The specificity of location is treated above. You are also correct about the Power not being too accurate. However, by using Distance Warp one will not end up inside something so as to cause an explosion from two bodies occupying the same space. The activator could end up off target, inside an empty space, of course.

Q: If one wished to warp from one location to another, previously unknown, location could one do so by guessing at its direction and its distance? "I face east, activate distance warp, and step through 70 miles."

A: Yes, that is possible. One might end up atop a mountain, in a swamp, etc.,though, as noted in the answer above regarding accuracy of the Power.

Q: If the above is possible do you allow differences between elevation to pose a risk? Might one that attempts to warp a total of 400 miles, who begins his "journey" at sea level and ends it in mountains, warp through into an underground cave? Do you impose any kind of random risk element as with Smoke & Mirrors?

A: As noted in the previous question, the risk is not immediately lethal in that the activator won't be blown to smithereens. Random direction and elevation are covered, but in the case of the mountain if there is a cave in it, then that's where the activator would likely end up. Otherwise, the top is the outcome of the mountain scenario.

Other hazards present themselvesdeep open water, a swamp, all sorts of things could be dangers in such a random use of the Power.

Regarding Theurgy:

Q: The equipment price list in the Rules book states:

"Theurgy propitiation materials: Not available. Possibly Temple membership might enable acquisition at high cost.

"Theurgy votive summoning materials: Not available. Possibly Temple membership might enable acquisition at high cost."

What are "propitiation materials", "votive summoning materials", and how much do they cost?

What propitiates a deity? And what is votive and summoning? Depends on the pantheon and the deity, right? Maybe; or maybe just whatever the LM thinks without specific reference to a pantheon or deity. Actually, it is the LM's call all the way, either way.

Some deities might accept the usual offertory service pieces, some not, with liquids, fruit, flowers, candles, incense, food, miniature items materialsalong with such chanting, singing, music, prayers, recitation or whatever as is called for in liturgical regard. Some might require cash payments to their priesthood, sacrifices of varying sort, incantations, invocations, and so forth.

None of this is covered in the LEJENDARY PANTHEONS book, so until such time as special manuals are created to deal with the fine details of each deital group and its members, the answer lies only with the Lejend Master of your choice.

Regarding Invisibility:

Q: What is invisibility? Using stories such as the Invisible Man, invisibility seems to effect only the person. Based on The Hobbit, invisibility include the person and their possessions worn or held. I've even played where invisibility was like a plane of existence (invisible individuals could see each other). And would a kobold Avatar, naturally able to become invisible, be able to activate Powers while invisible?

A: The main problem with "realism" in fantasy is that there isn't any real fantasy. Thus, queries of the sort you pose are more academic, or game-system related than anything else.

For purposes of the LA RPG we assumed that the invisible individual is "out of phase" with the dimensional set on which he or she happens to be, can't be seen normally, but can see the particular vibratory frequencies normally seen when "in phase". Some creatures that can view nearby harmonic patterns can see such "out of phase" individuals, though.

When an activation is applied directly to an invisible individual, this does not necessarily make the one so doing visible--although sound created thus might give that one away to some extent.

Activations of other sort, though, passing from the "out of phase" state to the "in phase" surroundings would certainly break the invisibility, as the energy would cause the activator to snap back into the same harmonic frequency as surrounds him or her.

Q: What would an invisible person see? Since vision is accomplished through the refraction of light from the lens in your eye and the reception of that light by rods and cones, an invisible person would see things blurry and upside down, if he could see anything at all. Hence, there may not be an advantage to turning invisible... Such invisible sight could be acclimated over time, but just how good would it be? It would be like looking through a magnifying glass

A: Trying to meld science and magic in a fantasy RPG isn't usually a profitable exercise. To the point, "normal" vision is accomplished by the eye as you note. However, there are actual documented cases of persons able to "see" objects using the palms of their hands, the skin of their abdomen, etc. For purposes of the game, assume that the invisible individual is able to see just as well as if he or she were not invisible. Whatever that one could see before becoming invisible can be seen normally when invisibleunless otherwise stated in the description of whatever Extraordinary thing enables the invisibility.

Regarding Creating Extraordinary Items:

Q: Do you suppose that most alchemists also possess Enchantment? Or do they generally work alongside an enchanter?

A: In general, it is a matter of campaign preference. I should imaging that it would be not uncommon to have a pair of such persons, alchemist and enchanter, team up to produce items, gain a comfortable livelihood thus. In large communities, the possibility for one individual having gained both Abilities would increase, for the opportunity to be educated is greater in such places.

Q: Are there going to be guidelines in the game system to provide information about creating magical items?

A: I hate the thought of quantifying the creation of Extraordinary Items, as that then encourages the LM to have such activity a common practice in the campaign. The magical objects available then proliferate, become cheap, and the game degenerates into whose Extraordinary store of crutches is better than whose. There, in my opinion, goes the individual Avatar, role-playing, and any sense of interacting in a logical "other world". So the short answer is: Some information is indeed provided in the Lejend Master's Lore book, but not a lot.

Q: Along the same line of thinking with our friendly alchemist mentioned above, will he be able to create, say, "Potions of Health" (Banish Sickness activation) with a friendly priest? Or, can the alchemist only work with Enchanters?

A: As for creating magical-type items, indeed the alchemist must be able to have Extraordinary activations included in the creation of such items--Enchantment, Geourgy, whatever. So items with a Theurgy Ability nature are possible, would require an alchemist theurge, or the cooperation of a theurge or priest/priestess.

Q: Do the various wizards write their own scrolls, and does this require the Metallurgy ability, or perhaps the Arcana?

A: There are no scrolls. There are Plaques....rather like scrolls, of course (^_^). This is unlikely to appear in any book, for I believe this is a matter for the LM to determine for his or her own campaign. I would rule as follows: To create a Plaque (or the Memory Tablet, for that matter), the individual would need: the Extraordinary Ability for the activation to be inscribed thereon, Arcana, Evaluation, and Metalurgy. Each Ability would have to be employed successfully in order to complete the making of the Plaque or the Memory Tablet, then the scribing of the activation onto either would require another check, failure also indicating that the item was ruined.

Regarding The Dimensional Matrices:

Q: What is a "dimensional matrix"?

A: Think of it as a world, a universe, a parallel world, a parallel universe, a "sphere" (as in a separate place unto itself, not a planet in a universe but a pocket universe), or a "plane". All of those are dimensional matrices. They are loci where various forces meet to make a place where creatures/beings can, if not necessarily do, inhabit. Many are spaces (or "non-spaces") for adventures to take place.

Q: What are the principle dimensional matrices in the LA game multiverse?

A: First, as to the principal Dimensional Matrices, throughout all of these loci runs the dimension of Probability, thus making many parallel places.

Above, working downwards, are the Celestial and the High ones, each of those having within it adjunctive sets of dimensional matricesthe spheres, planes, even non-spaces mentioned previously.

Below, working upwards, are the Nether and the Shadow ones, again each having many adjunctive places.

Sandwiched between are the Mundane ones, and there are many, because the dimensions of Probability and Time, the latter running strongest in these loci. Where all elements meet the High and Shadow dimensional matrices, with Probability and Time intermixed, there is formed the Mundane.

Running perpendicular to all is the Elemental dimensional matrix, in itself a series of matrices, of course. Think of the whole as a rod thrust through the other layers, if you will. The separate elemental dimensional matrices are smaller rods within the larger one, and each separate rod then has spindles of specific nature (cold, dark, dry, heat, wet, etc.) and mixed form (where unique element meets one or two others (ice, lightning, magma, mud, steam, etc.).

Q: Okay, I get a mental picture. Who lives where?

A: Here is what John R. Troy has developed in this regard for his treatment of deities, Gary Gygax agreeing, so let's quote John:

Celestial beings are native to dimensional matrixes with the same classification. Celestial dimensions tend to deal with the following aspectslight, solar energy, thought, space, peace, beauty, the beatific and empyreal power. They are comprised of positive energies, the same energies that empower life and creative forces. Beings from these dimensions typically lean towards the good, wealful and benign and attempt to have positive influences on life. The purest of the Celestial dimensions are home to the creative (or infinite) ranked deities. (Other creatures that dwell in such place are of the same general nature.)

High beings come from the High dimensional matrixes. High dimensions tend to be similar to the Celestial, but also tend towards other aspects (the Mundane) as well. These metaphysical dimensions may vary widely. The High planes are linked to the Celestialas you were to consider of their location, think of it as just below the Celestial access. High beings have strong tendencies towards life and the welfare of the Mundane, but the beings tend to have more varying concepts, and tend towards the more agathocacological morality as an average, though there are fewer malign deities found here. These matrixes are home to the lords of Order and Chaos, Yang, as well as those deities who have more connections to the mundane spheres. (Other creatures that dwell in such place are of the same general nature.)

Elemental beings are those deities that reside, control, or live in the dimensional matrices that are areas of pure (or mixed) elemental focus. The core elemental natures are Air, Earth, Fire, and Water, although there are many varying subtypes and spheres with specific "elements" or qualities of matter and energylightning, dust, gas, force, etc. (Other creatures that dwell in such place are of the same general nature.)

There are very few deities who can be classified as Mundane, since the Mundane matrixes are the home to humans and the other races. Still, there are some deities who are mundane in nature and reside on our planet or nearby Dimensional Matrixes. Indeed, many of the deital minion class are connected to the Mundane, reside on one or another world, the Lejendary Earth one, those parallel to it, and other worlds separated by space, time, and probability. (Other creatures that dwell in such place are of the same general nature.)

The beings of Shadow can also be considered of dwelling on low planes. Like the upper planes, the beings here widely vary in morals, but like a mirror image lean towards the malign. The difference between High and Shadow loci is that the Shadow matrixes deal with negative energy, such as death, darkness (absence of light), as well as illusion, trickery, and other negative concepts. Some of the Lords of Order and Chaos are also found here, where Shadow borders High above it. It is the Yin to the High planes Yang. While there are many malign beings here, gods of Chthonic (Benign) nature also dwell in some loci of Shadowgods of the non-malign dead, for instance, Osiris being a prime example. (Other creatures that dwell in such place are of the same general nature.)

For the most part, Nether beings are those deities who are malign and evil; the dimensional matrix as a whole is the home to the predatory beingsthe terrible Serpent and Monster deities, the demons, devils, fiends, and onis. The Nether dimensions are the ultimate source of negative energy, destruction, death, undeath, punishment, woe, and annihilation. Many malign creatures and things, such as the living dead and evil spirits draw their energy from the Nether dimensional matrices. Virtually all beings here are Malign in nature, although the Ethical Outlook widely varies. (Other creatures that dwell in such place are of the same general nature.)

Q: What is this concept of "High" and "Low"?

A: Think of this as a metaphysical dimensional axis, dealing with the Extraordinary forces of the cosmos. It involves the use of positive and negative energies, including magic, mystical and psychic forces. "High" is considered positive, and "Low" is considered negative. The terms are also a measure of moral identity"High" is considered as generally benign, beneficial, tending towards Good "Low" is the contrarymalign, harmful, tending towards Evil. Again, this is a general guideline and not an absolute

Q: So there is a sort of layered look to the main dimensions, with Celestial at the top, Nether at the bottom. Aside from the Elemental and Mundane which have been covered, are there dimensional matrices within those dimensional matrices.

A: Yes, there are sub-sets, if you will, within these places. Let's call them "planes" and "spheres" so as to indicate they are unique but of adjunctive status. As "spheres" are numerous, far lesser in extent, the specific realms of great beings, only the "planes" will be noted.

In the Celestial are such places as the Beatific, Divine and the Sublime. In the High dimensional matrix are the Astral, Cosmic, and Empyreal.

In the Shadow dimensional matrix are found the Ineffable, Spectral, and Transcendent.

Below in the Nether dimensional matrix lie the Abyssal, Dissolute, and Infernal.

Q: What classification do Probability and Time have?

A: These are independent Dimensions (with a capital D). Probability and Time are both infinite in that the multiverse is infinite. In some expressions of the multiverse neither Dimension exists, but these dimensional matrices are minute in number. In the places where neither exist, then there is the Dimension of Entropy.

Q: Then what of Chaos and Order?

A: In an ordered dimensional matrix both Dimensions exist. Probability os the key Dimension, though. Probability is strong in the chaotic one, weak in the ordered one. In the Mundane worlds of mankind, for example, there is more of a balance in Probability, and change occurs only over time, is not precluded by Time from exerting its influence.

Q: What is a "non-space"?

A: It is a place of one or two sorts. First, a non-space can be a small dimensional matrix that is so isolated from all others that it is virtually alone and inaccessible.

Second, and more likely, non-space can be used to identify the Aethereal, for it isn't a totally separate dimensional matrix. The Aethereal dimensional matrix if the "weave" that binds the whole multiverse, including Probability and Time. The "non-space" of the Aethereal permeates all other dimensional matrices. You can be on that matrix in non-corporeal or spirit form in regards other matrices, but be essentially corporeal when in/on the Aethereal matrix.

It must also be mentioned here that the non-space of the Mundane, and that which permeates its matter separately from the Aethereal is called the Ethereal dimensional matrix. Unlike the latter, the Ether is confined to the Mundane universes.

Regarding the Non-Corporeal:

Q: What is "non-corporeal"?

A: That's pretty easy, actually. Non-corporeal means without a body. That which is non-corporeal is not solid, physical in form. A spirit form is non-corporeal. Note that spirits are usually to assume a corporeal body, those from other dimensional matrices have corporeal bodies on their own "world", need to change to incorporeal state there to not be solid.

Q: Okay, what about a human entering another dimensional matrix, the Shadow one for instance, would he be corporeal there?

A: An interesting question! If the journey to the new matrix, whatever it is, is made via the Aethereal, then the subject would be non-corporeal upon arrival at the destination. To manifest himself, the human venturing into the new dimensional matrix would have to spend an ABC of time willing a solid formattuning his spirit to the vibrations of the new place so as to form a physical body. On the other hand, one attaining a new dimensional matrix by some other means, one in which becoming non-corporeal as a condition of entry, will arrive in the new place with a physical body, his matter adjusting automatically to the harmonics of the different dimensional matrix as the transition occurs.

 

 

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