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. |