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	<id>https://viridian.crystaldreams.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Makros</id>
	<title>Viridian TTRPG Wiki - User contributions [en-gb]</title>
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	<updated>2026-09-09T17:10:12Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.36.2</generator>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Progression_Point&amp;diff=1502</id>
		<title>Progression Point</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Progression_Point&amp;diff=1502"/>
		<updated>2023-02-11T00:31:42Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* Progression Point gains by Size */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:140ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Progression Points (P-Points)&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; are an open-ended progression mechanic for Player-Characters/Adventurers to improve their skills and acquire new abilities, completely independent of a ridged class-based structure. Progression points are granted in chunks through levelling up, and by piecemeal from the Game-Master when they deem it appropriate.&lt;br /&gt;
&lt;br /&gt;
Adventurers gain &amp;#039;&amp;#039;&amp;#039;P-Points every level&amp;#039;&amp;#039;&amp;#039; and the amount increases at regular intervals as shown in the chart below.&lt;br /&gt;
&lt;br /&gt;
==Progression Point gains by Size==&lt;br /&gt;
When a Campaign is set to &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Scale by P-Points&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, instead of modifying the experience multiplier, the number of P-Points gained per level-up is affected instead. When the chart reads &amp;#039;1st to 4th&amp;#039; and so on, it is referring to the Adventurer&amp;#039;s &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Character Level&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! [[Size]]-Rating !! 1st to 4th !! 5th to 8th !! 9th to 12th !! 13th to 16th !! 17th onward !! Total&lt;br /&gt;
|-&lt;br /&gt;
! Medium*&lt;br /&gt;
| 1&lt;br /&gt;
| +10&lt;br /&gt;
| +15&lt;br /&gt;
| +20&lt;br /&gt;
| +25&lt;br /&gt;
| +30&lt;br /&gt;
| 400&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 |&lt;br /&gt;
|-&lt;br /&gt;
! Small&lt;br /&gt;
| 0.7&lt;br /&gt;
| +15&lt;br /&gt;
| +20&lt;br /&gt;
| +25&lt;br /&gt;
| +30&lt;br /&gt;
| +35&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
! Tiny&lt;br /&gt;
| 0.4&lt;br /&gt;
| +20&lt;br /&gt;
| +25&lt;br /&gt;
| +30&lt;br /&gt;
| +35&lt;br /&gt;
| +40&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 |&lt;br /&gt;
|-&lt;br /&gt;
! Large&lt;br /&gt;
| 2&lt;br /&gt;
| +10&lt;br /&gt;
| +12&lt;br /&gt;
| +15&lt;br /&gt;
| +18&lt;br /&gt;
| +25&lt;br /&gt;
| 320&lt;br /&gt;
|-&lt;br /&gt;
! Huge&lt;br /&gt;
| 4&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| +15&lt;br /&gt;
| +15&lt;br /&gt;
| +20&lt;br /&gt;
| 280&lt;br /&gt;
|-&lt;br /&gt;
! Gargantuan&lt;br /&gt;
| 8&lt;br /&gt;
| colspan=99 rowspan=3 | [as Huge]&lt;br /&gt;
|-&lt;br /&gt;
! Colossal&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! Titanic&lt;br /&gt;
| 17+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;When &amp;lt;code&amp;gt;Scale by Experience&amp;lt;/code&amp;gt; is used, all characters are treated as Medium-sized for P-Point rewards.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Progression Point Upgrades &amp;amp; Costs==&lt;br /&gt;
The following &amp;#039;&amp;#039;&amp;#039;upgrades&amp;#039;&amp;#039;&amp;#039; can be purchased with P-Points.&lt;br /&gt;
&lt;br /&gt;
 Upgrade costs scale &amp;#039;&amp;#039;&amp;#039;linearly&amp;#039;&amp;#039;&amp;#039; by the number of times a specific upgrade is purchased. Cost is calculated &amp;#039;&amp;#039;&amp;#039;AFTER&amp;#039;&amp;#039;&amp;#039; acquiring a new upgrade, therefore the first time you spend P-Points on an upgrade, it always counts itself.&lt;br /&gt;
 &lt;br /&gt;
 ex. If an upgrade has a base cost of &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, the number of P-Points to purchase it consecutively will be: &amp;#039;&amp;#039;&amp;#039;2, 4, 6, 8, 10&amp;#039;&amp;#039;&amp;#039;...etc.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cost &amp;amp; Scaling !! Effect(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Gain Universal / Archetype / Skill Perk&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Perk/Trait purchased&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
Upon redemption, the Adventurer can acquire one Perk or Trait to which they meet the requirements:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Universal Perks&amp;#039;&amp;#039;&amp;#039; are obtainable so long as the Adventurer meets its &amp;#039;&amp;#039;&amp;#039;requirements&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Archetype Perks&amp;#039;&amp;#039;&amp;#039; can also be acquired in the same way (maximum up to &amp;#039;&amp;#039;&amp;#039;3&amp;#039;&amp;#039;&amp;#039; archetype sets per character).&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Skill Perks&amp;#039;&amp;#039;&amp;#039; can be acquired this way, but only after reaching &amp;#039;&amp;#039;&amp;#039;Rank 5&amp;#039;&amp;#039;&amp;#039; to its respective skill.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Racial Traits&amp;#039;&amp;#039;&amp;#039; from the Potential Skill can be obtained this way only when their Potential Skill reaches &amp;#039;&amp;#039;&amp;#039;Rank 5&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Increase Single Attribute&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Attribute boost purchased&lt;br /&gt;
|&lt;br /&gt;
Upon Redemption, the Adventurer can increase one Attribute of their choice by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
 ♦ All Attribute upgrades are &amp;#039;&amp;#039;&amp;#039;mutually exclusive&amp;#039;&amp;#039;&amp;#039;, meaning increasing one score will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; increase the cost of the others.&lt;br /&gt;
 ♦ As a rule, Attribute cost reduction caused by Archetypes, Races and other effects cannot &amp;#039;&amp;#039;&amp;#039;lower&amp;#039;&amp;#039;&amp;#039; the cost below &amp;#039;&amp;#039;&amp;#039;2 P-Points&amp;#039;&amp;#039;&amp;#039; per upgrade.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; Attribute score is unique in that the Adventurer must &amp;#039;&amp;#039;&amp;#039;decide&amp;#039;&amp;#039;&amp;#039; which Intelligence bonus the point should grant&lt;br /&gt;
 (see [[Attributes]] for more information.)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Gain (25) Skill-Points&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Skill-Point redemption purchased&lt;br /&gt;
|&lt;br /&gt;
Upon redemption, the Adventurer gains a modest amount of Skill-Points they can use to invest in Skills:&lt;br /&gt;
 ♦ The Adventurer gains &amp;#039;&amp;#039;&amp;#039;25 Skill-points&amp;#039;&amp;#039;&amp;#039; that &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; be immediately assigned to valid skills.&lt;br /&gt;
 ♦ The Adventurer cannot assign more skill points than the &amp;#039;&amp;#039;&amp;#039;cap&amp;#039;&amp;#039;&amp;#039; set by their &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Character Level&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; (&amp;#039;&amp;#039;&amp;#039;10&amp;#039;&amp;#039;&amp;#039; per level).&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Gain additional Archetype &amp;amp; Respecification&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;25&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Archetype purchased&lt;br /&gt;
|&lt;br /&gt;
Upon redemption, The Adventurer can acquire a 2nd or even a 3rd Archetype, with limitations:&lt;br /&gt;
 ♦ The Adventurer can select another Universal or Racial &amp;#039;&amp;#039;&amp;#039;Archetype&amp;#039;&amp;#039;&amp;#039; and obtain it as a &amp;#039;&amp;#039;&amp;#039;2nd or 3rd&amp;#039;&amp;#039;&amp;#039; archetype.&lt;br /&gt;
 ♦ The Adventurer can only have up to &amp;#039;&amp;#039;&amp;#039;three (3)&amp;#039;&amp;#039;&amp;#039; archetypes at any one time, and only up to &amp;#039;&amp;#039;&amp;#039;two (2)&amp;#039;&amp;#039;&amp;#039; of a Universal or Racial Archetype.&lt;br /&gt;
&lt;br /&gt;
Acquiring a new Archetype triggers a &amp;#039;&amp;#039;&amp;#039;Respecification&amp;#039;&amp;#039;&amp;#039;, which follows this process:&lt;br /&gt;
 ♦ The Adventurer now gains all the adjustments and Archetype Perks of the Archetypes they now possess.&lt;br /&gt;
 ♦ Skill-Focuses shared by multiple Archetypes grants a &amp;#039;&amp;#039;&amp;#039;permanent +10 Skill-Rating&amp;#039;&amp;#039;&amp;#039; bonus per duplicate for &amp;#039;&amp;#039;&amp;#039;overlapping&amp;#039;&amp;#039;&amp;#039; Skills.&lt;br /&gt;
 ♦ The Adventurer may &amp;#039;&amp;#039;&amp;#039;reassign&amp;#039;&amp;#039;&amp;#039; all existing &amp;#039;&amp;#039;&amp;#039;Skill Points&amp;#039;&amp;#039;&amp;#039; into other skills, to help adapt to Skill-focus changes.&lt;br /&gt;
 ♦ The Adventurer may &amp;#039;&amp;#039;&amp;#039;reassign&amp;#039;&amp;#039;&amp;#039; all Perk/Trait purchases into &amp;#039;&amp;#039;&amp;#039;other&amp;#039;&amp;#039;&amp;#039; Perks/Traits if desired.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Attribute scores must be recalculated if an Archetype gives P-Point discounts.&lt;br /&gt;
 (If the discounts result in the Adventurer gaining &amp;#039;&amp;#039;&amp;#039;more&amp;#039;&amp;#039;&amp;#039; Attribute points, their attribute(s) will be &amp;#039;&amp;#039;&amp;#039;increased&amp;#039;&amp;#039;&amp;#039; according to the new costs)&lt;br /&gt;
 (Any &amp;#039;&amp;#039;&amp;#039;remaining&amp;#039;&amp;#039;&amp;#039; P-Points after following the previous step will be &amp;#039;&amp;#039;&amp;#039;refunded&amp;#039;&amp;#039;&amp;#039; to the Adventurer to use)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Fortune: Passive-Income&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Fortune upgrade purchased&lt;br /&gt;
|&lt;br /&gt;
The Adventurer passively gains currency each time they level up as well as retroactively for every Fortune upgrade obtained:&lt;br /&gt;
 ♦ The Adventurer gains [[Currency|5 Gold coins]] times the number of &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Character Levels&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; they own times the number of Fortune upgrades purchased.&lt;br /&gt;
 (The Adventurer will gain 5 Gold coins multiplied by their character level the first time they purchase a Fortune upgrade.)&lt;br /&gt;
 &lt;br /&gt;
 ♦ When the Adventurer levels up: they will gain 5 Gold Coins by the &amp;#039;&amp;#039;&amp;#039;number of Fortunes&amp;#039;&amp;#039;&amp;#039; they have purchased.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Max-Level only===&lt;br /&gt;
The option(s) below can only be selected when the Adventurer is at 20th level (or whichever is the maximum level):&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Increase HP / Meta-Points&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 An Adventurer who has reached Max-Level but cannot afford any other upgrades can instead increase their health points or Meta-Points used by special abilities and powers. This option can only be selected when no other P-Point upgrade can be purchased.&lt;br /&gt;
 &lt;br /&gt;
 Cost: &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; (Only when no other Progression-Point option can be purchased)&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Effect: Increases the Adventurer&amp;#039;s Maximum Health, or Meta-points by 1. If the Adventurer&amp;#039;s Size-Rating is greater than 1: Bonus is multiplied by their Size-Rating.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===During Character-Creation only===&lt;br /&gt;
The option(s) below can only be selected during the creation of the Adventurer, before the game/campaign begins:&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Trait: Become Giant&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The base Size-Rating of the Adventurer will increase, and be treated as if it were their natural size. This Trait can only be acquired at creation and cannot be removed or changed when the game begins. An Adventurer cannot become larger than the maximum size set by their GM, the GM can also disallow this option entirely.&lt;br /&gt;
 &lt;br /&gt;
 Cost: &amp;lt;code&amp;gt;None.&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Effect: Adventurer&amp;#039;s base Size-Rating is increased permanently, but now use the P-Point progression of the size category they have converted into.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Trait: Become Tiny&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The base Size-Rating of the Adventurer will decrease and be treated as if it were their natural size. This Trait can only be acquired at creation and cannot be removed or changed when the game begins. An adventurer cannot become smaller than the minimum size set by their GM, the GM can also disallow this option entirely.&lt;br /&gt;
 &lt;br /&gt;
 Cost: &amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Effect: Adventurer&amp;#039;s base Size-Rating is decreased permanently, and now use the P-Point progression of the size category they have converted into.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
[[Category: Mechanics]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Experience&amp;diff=1501</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Experience&amp;diff=1501"/>
		<updated>2023-02-11T00:07:30Z</updated>

		<summary type="html">&lt;p&gt;Makros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:125ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Experience (EXP, XP)&amp;#039;&amp;#039;&amp;#039; is part of the character progression system and a reward for Adventurers for completing objectives and achieving special conditions. Adventurers have certain properties that govern Experience and progression: &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;XP&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;XP to level&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Level&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
When an Adventurer gains enough &amp;lt;code&amp;gt;XP&amp;lt;/code&amp;gt; to meet or exceed their &amp;lt;code&amp;gt;XP to level&amp;lt;/code&amp;gt;, the Adventurer&amp;#039;s &amp;lt;code&amp;gt;Level&amp;lt;/code&amp;gt; increments by 1 and the Adventurer gains a certain amount of [[Progression Point|Progression Points]] they can use to improve other areas of their build. Experience beyond the amount needed to level is carried over to the progress of the next level.&lt;br /&gt;
&lt;br /&gt;
=Glossary=&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Level&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The Adventurer&amp;#039;s character level, starts at &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;, important value for determining the Adventurer&amp;#039;s power.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;XP to level&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Defaulted to 1000, the Adventurer levels up when their XP meets or exceeds this number.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;XP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 This number increases when the Adventurer is rewarded for their efforts in a campaign. XP is subtracted by &amp;lt;code&amp;gt;XP to level&amp;lt;/code&amp;gt; when the Adventurer levels up.&lt;br /&gt;
&lt;br /&gt;
=Starting level=&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;If a Campaign starts at Level 1&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 All Adventurers should gain &amp;#039;&amp;#039;&amp;#039;10 Progression-Points&amp;#039;&amp;#039;&amp;#039;, unless you intend to use the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Scale by P-Points&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; rule instead of &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Scale by Experience&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, in which case Adventurers will gain different amounts of P-Points based on their Race.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;When a campaign begins and the starting level is NOT 1&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Take the intended &amp;lt;code&amp;gt;Level&amp;lt;/code&amp;gt; you wish to start all Adventurers (ex. 5), multiply by 1000 (5000). (All adventurers own at least one level regardless). This remains true regardless of which progress scaling rule is used. Due to the way different characters having different XP-to-level amounts, they may accrue more (in smaller races) or less (for larger races) levels than a Medium adventurer.&lt;br /&gt;
&lt;br /&gt;
=Experience to level by Size=&lt;br /&gt;
When a Campaign is set to &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Scale by Experience&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, instead of modifying the number of Progression Points granted per level up, the amount of experience required to level up is raised or lowered instead. Typically, for every [[Size]]-Rating beyond 1, experience to level is increased by 100, until Huge-size, which then it increases by an additional 50 per rating. For Small and Tiny size, specific reductions are used instead. The chart below denotes the typical values used:&lt;br /&gt;
&lt;br /&gt;
      Size             |   EXP to level&lt;br /&gt;
 Medium* (Size 1)      |        1000&lt;br /&gt;
                       |&lt;br /&gt;
     Small             |        850&lt;br /&gt;
 Tiny (or smaller)     |        600&lt;br /&gt;
                       |&lt;br /&gt;
  Large (Size 2)       |        1200&lt;br /&gt;
   Huge (Size 4)       |        1400&lt;br /&gt;
 Gargantuan (Size 8)   |        1600&lt;br /&gt;
 Colossal (Size 16+)   |        2000&lt;br /&gt;
 Titanic (32+)         |        2800&lt;br /&gt;
&lt;br /&gt;
 All Adventurers are treated as &amp;#039;Medium&amp;#039; for EXP multiplier when &amp;#039;Scale by P-Points&amp;#039; is used instead of &amp;#039;Scale by Experience&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
=Experience Reward Examples=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Session Attendance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Reward: Very small (50 - 200)&lt;br /&gt;
* As long as a session is fun and productive, adding a small fixed experience bonus for each session will be helpful for letting characters continue progressing even if they are unable to gain other experience rewards.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Quest Complete&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Reward: Very Large&lt;br /&gt;
* Adventurers are granted a large chunk of experience upon completion of an important quest or story event. Considering the amount of time and effort one would have to do to complete such an objective, the best time to grant enough experience to give levels would be after a great effort.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Concluded&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Reward: Variable, per unit, by encounter&lt;br /&gt;
* When Adventurers have engaged in combat, they are granted experience relative to the difficulty and outcome of that battle. Adventurers will often earn the most experience by surviving or defeating all opponents in a combat scenario.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skill check&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Reward: Small&lt;br /&gt;
* Adventurers succeeding in difficult and unlikely skill checks that benefit them, their group and the story can be rewarded with small amounts of experience, up to a certain extent. At the GM&amp;#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Good Roleplay&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Reward: Small&lt;br /&gt;
* Adventurers may be rewarded a small amount of experience for making a good, concerted effort to roleplay their character in a campaign. As this is also at the GM&amp;#039;s discretion, it is best to roleplay for roleplay-sake, rather than chase rewards.&lt;br /&gt;
&lt;br /&gt;
=Rules &amp;amp; Guidelines=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GM&amp;#039;s Discretion, Rule 0&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Experience rewards, both in the amounts and the timing, are decided by the GM at all times. While there are objective milestones such as the completion of a quest or concluding a battle, just because rewards such as &amp;#039;Skill checks&amp;#039; and &amp;#039;Good roleplay&amp;#039; exist does not meant the GM is duty-bound to provide. The GM can simply tell players when their character levels up and to what level they become, forgoing experience entirely.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Level Cap 20&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The current design of the game allows Adventurers to reach a Level of 20, it is the GM&amp;#039;s discretion to whether an Adventurer can exceed Level 20 or not.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scale by Experience vs. Scale by P-Points&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Scaling Experience gains changes the rate in which differently sized Adventurers will level up, whereas scaling by P-Points changes how impactful those level-ups are when they occur. Both, one or no rules may be enforced in a campaign, there is very little data to determine which policies are more fun or more effective, so do experiment!&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]] [[Category:WIP]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Experience&amp;diff=1500</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Experience&amp;diff=1500"/>
		<updated>2023-02-10T23:26:58Z</updated>

		<summary type="html">&lt;p&gt;Makros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:125ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Experience (EXP, XP)&amp;#039;&amp;#039;&amp;#039; is part of the character progression system and a reward for Adventurers for completing objectives and achieving special conditions. Adventurers have certain properties that govern Experience and progression: &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;XP&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;XP to level&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Level&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; and &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;XP multiplier&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
When an Adventurer gains enough &amp;lt;code&amp;gt;XP&amp;lt;/code&amp;gt; to meet or exceed their &amp;lt;code&amp;gt;XP to level&amp;lt;/code&amp;gt;, the Adventurer&amp;#039;s &amp;lt;code&amp;gt;Level&amp;lt;/code&amp;gt; increments by 1 and the Adventurer gains a certain amount of [[Progression Point|Progression Points]] they can use to improve other areas of their build. Experience beyond the amount needed to level is carried over to the progress of the next level.&lt;br /&gt;
&lt;br /&gt;
The default &amp;lt;code&amp;gt;XP multiplier&amp;lt;/code&amp;gt; for Adventurers is &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039;, however this value will increase or decrease the amount of &amp;lt;code&amp;gt;XP&amp;lt;/code&amp;gt; gained depending on the Adventurer&amp;#039;s state, and through certain actions and events as needed. ex. A &amp;#039;&amp;#039;&amp;#039;0.5&amp;#039;&amp;#039;&amp;#039; multiplier will halve the amount of XP gained while &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039; will double it.&lt;br /&gt;
&lt;br /&gt;
=Glossary=&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Level&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The Adventurer&amp;#039;s character level, starts at &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;, important value for determining the Adventurer&amp;#039;s power.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;XP to level&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Defaulted to 1000, the Adventurer levels up when their XP meets or exceeds this number.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;XP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 This number increases when the Adventurer is rewarded for their efforts in a campaign. XP is subtracted by &amp;lt;code&amp;gt;XP to level&amp;lt;/code&amp;gt; when the Adventurer levels up.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;XP modifier&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Defaulted to 1, this changes the rate of which an Adventurer gains experience.&lt;br /&gt;
&lt;br /&gt;
=Starting level=&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;If a Campaign starts at Level 1&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 All Adventurers should gain &amp;#039;&amp;#039;&amp;#039;10 Progression-Points&amp;#039;&amp;#039;&amp;#039;, unless you intend to use the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Scale by P-Points&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; rule instead of &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Scale by Experience&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, in which case Adventurers will gain different amounts of P-Points based on their Race.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;When a campaign begins and the starting level is NOT 1&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Take the intended &amp;lt;code&amp;gt;Level&amp;lt;/code&amp;gt; you wish to start all Adventurers (ex. 5), multiply by 1000 (5000), then subtract by 1000 (4000). This remains true regardless of which progress scaling rule is used.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;If an Adventurer has an XP modifier due to their Race (Scale by Experience)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Apply this to the Adventurer in question at the start of the campaign. If an Adventurer&amp;#039;s modifier is &amp;#039;&amp;#039;&amp;#039;0.8x&amp;#039;&amp;#039;&amp;#039;, then they would gain &amp;#039;&amp;#039;&amp;#039;3200 XP&amp;#039;&amp;#039;&amp;#039; instead of 4000.&lt;br /&gt;
 &lt;br /&gt;
 Run the Level-Up procedure until XP is less than 1000. For the example, 4000 XP would raise Adventurers up to Level 5, for the one with the modifier, they would be Lv4 with 200 XP left to Level-up.&lt;br /&gt;
&lt;br /&gt;
After this step: all Adventurer&amp;#039;s levels and experience are set.&lt;br /&gt;
&lt;br /&gt;
=Experience to level by Size=&lt;br /&gt;
When a Campaign is set to &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Scale by Experience&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, instead of modifying the number of Progression Points granted per level up, the amount of experience required to level up is raised or lowered instead. Typically, for every [[Size]]-Rating beyond 1, experience to level is increased by 100, until Huge-size, which then it increases by an additional 50 per rating. For Small and Tiny size, specific reductions are used instead. The chart below denotes the typical values used:&lt;br /&gt;
&lt;br /&gt;
      Size             |   EXP to level&lt;br /&gt;
 Medium* (Size 1)      |        1000&lt;br /&gt;
                       |&lt;br /&gt;
     Small             |        850&lt;br /&gt;
 Tiny (or smaller)     |        600&lt;br /&gt;
                       |&lt;br /&gt;
  Large (Size 2)       |        1200&lt;br /&gt;
   Huge (Size 4)       |        1400&lt;br /&gt;
 Gargantuan (Size 8)   |        1600&lt;br /&gt;
 Colossal (Size 16+)   |        2000&lt;br /&gt;
 Titanic (32+)         |        2800&lt;br /&gt;
&lt;br /&gt;
 All Adventurers are treated as &amp;#039;Medium&amp;#039; for EXP multiplier when &amp;#039;Scale by P-Points&amp;#039; is used instead of &amp;#039;Scale by Experience&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
=Experience Reward Examples=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Session Attendance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Reward: Very small (50 - 200)&lt;br /&gt;
* As long as a session is fun and productive, adding a small fixed experience bonus for each session will be helpful for letting characters continue progressing even if they are unable to gain other experience rewards.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Quest Complete&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Reward: Very Large&lt;br /&gt;
* Adventurers are granted a large chunk of experience upon completion of an important quest or story event. Considering the amount of time and effort one would have to do to complete such an objective, the best time to grant enough experience to give levels would be after a great effort.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Concluded&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Reward: Variable, per unit, by encounter&lt;br /&gt;
* When Adventurers have engaged in combat, they are granted experience relative to the difficulty and outcome of that battle. Adventurers will often earn the most experience by surviving or defeating all opponents in a combat scenario.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skill check&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Reward: Small&lt;br /&gt;
* Adventurers succeeding in difficult and unlikely skill checks that benefit them, their group and the story can be rewarded with small amounts of experience, up to a certain extent. At the GM&amp;#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Good Roleplay&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Reward: Small&lt;br /&gt;
* Adventurers may be rewarded a small amount of experience for making a good, concerted effort to roleplay their character in a campaign. As this is also at the GM&amp;#039;s discretion, it is best to roleplay for roleplay-sake, rather than chase rewards.&lt;br /&gt;
&lt;br /&gt;
=Rules &amp;amp; Guidelines=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GM&amp;#039;s Discretion, Rule 0&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Experience rewards, both in the amounts and the timing, are decided by the GM at all times. While there are objective milestones such as the completion of a quest or concluding a battle, just because rewards such as &amp;#039;Skill checks&amp;#039; and &amp;#039;Good roleplay&amp;#039; exist does not meant the GM is duty-bound to provide. The GM can simply tell players when their character levels up and to what level they become, forgoing experience entirely.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Level Cap 20&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The current design of the game allows Adventurers to reach a Level of 20, it is the GM&amp;#039;s discretion to whether an Adventurer can exceed Level 20 or not.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scale by Experience vs. Scale by P-Points&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Scaling Experience gains changes the rate in which differently sized Adventurers will level up, whereas scaling by P-Points changes how impactful those level-ups are when they occur. Both, one or no rules may be enforced in a campaign but the rules were designed to help smaller Adventurers stay relevant in the game structure and temper the front-loaded power of larger Adventurers.&lt;br /&gt;
&lt;br /&gt;
There is very little data to determine which policies are more fun or more effective, so do experiment!&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]] [[Category:WIP]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Equipment&amp;diff=1499</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Equipment&amp;diff=1499"/>
		<updated>2022-12-23T23:04:05Z</updated>

		<summary type="html">&lt;p&gt;Makros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:135ch; margin:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Equipment&amp;#039;&amp;#039;&amp;#039; is used to describe an item sub-type that are commonly worn or wielded by Adventurers. Equipment can either be &amp;#039;&amp;#039;&amp;#039;found, bought, crafted or stolen&amp;#039;&amp;#039;&amp;#039; during an adventure. Some equipment is subject to &amp;#039;&amp;#039;&amp;#039;size rules&amp;#039;&amp;#039;&amp;#039;, equipment such as weapons, outfits and worn items will not function correctly or even be capable of being used if the character is too small or large for its &amp;#039;&amp;#039;&amp;#039;intended size&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
=Equipment Types=&lt;br /&gt;
==[[Weapons]]==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapons&amp;#039;&amp;#039;&amp;#039; are used to inflict damage upon enemy targets and can be used in self-defence or acts of violence. Attacking and killing innocents is often frowned upon, but an adventurer would be foolish to go into the unknown without a way to fight off monsters and hostiles. Weapons come in all shapes and size and can be improved with the power of &amp;#039;&amp;#039;&amp;#039;magic and science&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Melee Weapons are easiest to use, and the amount of damage and the ability to wield heavier weapons is dependent on [[Attributes|Strength]]. Ranged weapons typically require ammunition of some kind, and have higher complexity to use. Ranged weapons don&amp;#039;t typically deal more damage with Strength, but the recoil generated by such weapons can be managed better with a high score, incurring less of an Action-Point cost per projectile fired.&lt;br /&gt;
&lt;br /&gt;
==[[Outfits]] and Armour==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Outfits&amp;#039;&amp;#039;&amp;#039; serve main two purposes: One is to properly clothe an adventurer by establishing their &amp;#039;&amp;#039;&amp;#039;appearance&amp;#039;&amp;#039;&amp;#039;; the other is to &amp;#039;&amp;#039;&amp;#039;provide benefits&amp;#039;&amp;#039;&amp;#039; useful to an adventurer in practical ways. Benefits include inventory capacity, protective properties and additional benefits that the outfit might provide. Outfits can be &amp;#039;&amp;#039;&amp;#039;customized&amp;#039;&amp;#039;&amp;#039; to give new benefits, improve protection, or even provide more inventory space. Outfits, like other pieces of equipment, have different weights that can affect how well the wearer can &amp;#039;&amp;#039;&amp;#039;move and how much they can carry&amp;#039;&amp;#039;&amp;#039;. Lighter outfits like robes tend to be &amp;#039;&amp;#039;&amp;#039;very light but lack protection&amp;#039;&amp;#039;&amp;#039;; whereas outfits that include armour are &amp;#039;&amp;#039;&amp;#039;heavier but provide greater protection&amp;#039;&amp;#039;&amp;#039;. Regardless of what is used, packs and bags can be attached to outfits to &amp;#039;&amp;#039;&amp;#039;expand inventory space&amp;#039;&amp;#039;&amp;#039;, at the risk of burdening adventurers with &amp;#039;&amp;#039;&amp;#039;more weight to carry&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==[[Lifeguards]]==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lifeguards&amp;#039;&amp;#039;&amp;#039; take the form of rings, bracers, bangles and other formed bands that are enchanted with powerful magic to &amp;#039;&amp;#039;&amp;#039;prevents injury by sacrificing the wearer&amp;#039;s life-force&amp;#039;&amp;#039;&amp;#039;. It enables adventurers to avoid dying from extraneous wounds for as long as their stamina holds out, the magic of the items is lost when the &amp;#039;&amp;#039;&amp;#039;wearer&amp;#039;s HP hits 0&amp;#039;&amp;#039;&amp;#039;; after this point, any further trauma will be dealt to their body in more realistic ways. Lifeguards can also be augmented to &amp;#039;&amp;#039;&amp;#039;increase the protective power&amp;#039;&amp;#039;&amp;#039;, or the &amp;#039;&amp;#039;&amp;#039;additional benefits&amp;#039;&amp;#039;&amp;#039; granted to their wearer. Adventurers usually start with a basic Lifeguard for &amp;#039;&amp;#039;&amp;#039;free&amp;#039;&amp;#039;&amp;#039; at the beginning of campaigns.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Items&amp;#039;&amp;#039;&amp;#039; are usually described as &amp;#039;&amp;#039;&amp;#039;consumable objects&amp;#039;&amp;#039;&amp;#039; that provide a benefit or function to its user. Some other items however are not consumable, but do not class as a Weapon, Lifeguard or Outfit that can be worn or wielded. Consumable items can take the form of &amp;#039;&amp;#039;&amp;#039;healing potions&amp;#039;&amp;#039;&amp;#039; to revitalize or cleanse status effects, but can also exist as &amp;#039;&amp;#039;&amp;#039;tools&amp;#039;&amp;#039;&amp;#039; required to perform some actions, like Lockpicks for opening locks. Items are subject to [[Inventory]] rules, where items will have a certain size, as well as how they stack and how many a character could reasonably carry. Some items do not have a direct use but are &amp;#039;&amp;#039;&amp;#039;important&amp;#039;&amp;#039;&amp;#039; to the adventuring lifestyle, these can include &amp;#039;&amp;#039;&amp;#039;valuable treasures&amp;#039;&amp;#039;&amp;#039; that can be sold for a high price and &amp;#039;&amp;#039;&amp;#039;Key Items&amp;#039;&amp;#039;&amp;#039; which are needed to &amp;#039;&amp;#039;&amp;#039;gain access&amp;#039;&amp;#039;&amp;#039; into areas or containers or may be needed to &amp;#039;&amp;#039;&amp;#039;complete objectives and quests&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Command_List&amp;diff=1498</id>
		<title>Command List</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Command_List&amp;diff=1498"/>
		<updated>2022-11-28T00:59:03Z</updated>

		<summary type="html">&lt;p&gt;Makros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:140ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Actions&amp;#039;&amp;#039;&amp;#039; are defined commands used by characters in game that do meaningful effects to others and the world. Though more specifically, they&amp;#039;re used in combat and actions often require &amp;#039;&amp;#039;&amp;#039;Action Points&amp;#039;&amp;#039;&amp;#039; to use them. This article lists the most common actions that can be taken by Player Characters, for any that have requirements, those requirements will be listed.&lt;br /&gt;
&lt;br /&gt;
Actions have three speeds: &amp;#039;&amp;#039;&amp;#039;Quick&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Standard&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Advanced&amp;#039;&amp;#039;&amp;#039;. An action does not require a check to execute earlier than an opponent if the action being used is faster than the opponent. Quick actions do not need to roll to beat Standard actions. If two speeds are the same, a check will be required to see which one takes priority.&lt;br /&gt;
&lt;br /&gt;
=Universal Actions=&lt;br /&gt;
Adventurers can do these actions without any equipment or conditions. Excepting that of being unable to act or unconscious.&lt;br /&gt;
==Move==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Move&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Quick&lt;br /&gt;
|&lt;br /&gt;
25 AP&lt;br /&gt;
|&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Move&amp;#039;&amp;#039;&amp;#039; action allows the Adventurer to move themselves to another location in physical space, up to a distance set by their &amp;#039;&amp;#039;&amp;#039;move speed&amp;#039;&amp;#039;&amp;#039;. An Adventurer&amp;#039;s default move speed is &amp;#039;&amp;#039;&amp;#039;6 squares&amp;#039;&amp;#039;&amp;#039;, however, an Adventurer&amp;#039;s actual move speed heavily depends on their [[Attributes|Agility]] score and [[Size]]-Rating.&lt;br /&gt;
&amp;lt;hr&amp;gt;The Move action can only be used twice a round. The second time Move is used, the distance the Adventurer can move is reduced by half. The Adventurer can only move if the path is not completely obstructed by terrain or other creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guarding==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Guard Stance&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Quick&lt;br /&gt;
|&lt;br /&gt;
25 AP&lt;br /&gt;
|&lt;br /&gt;
This action increases the Adventurer&amp;#039;s Defence by &amp;#039;&amp;#039;&amp;#039;double&amp;#039;&amp;#039;&amp;#039; their amount, or &amp;#039;&amp;#039;&amp;#039;+25 points&amp;#039;&amp;#039;&amp;#039;, whichever is greater. Even if an attacker succeeds on their ToHit check, the Adventurer &amp;#039;&amp;#039;&amp;#039;protects&amp;#039;&amp;#039;&amp;#039; themselves from &amp;#039;&amp;#039;&amp;#039;critical hits&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;lt;hr&amp;gt;This stance lasts until the Adventurer&amp;#039;s next action, or the beginning of their next turn, whichever comes first.&lt;br /&gt;
&amp;lt;hr&amp;gt;Shields, and certain weapons and outfits, can provide damage-reduction/resistance while the Adventurer is guarding, check the properties for more information.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Guarding Off-Turn&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Standard&lt;br /&gt;
|&lt;br /&gt;
50 AP&lt;br /&gt;
|&lt;br /&gt;
Allows the Adventurer to perform a &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Guard Stance&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, but as a reaction outside their own turn. But in comparison to regular Guard Stance, this state only persists for one attack, and must be repeated multiple times if the Adventurer wishes to defend against multiple attacks/actions.&lt;br /&gt;
|}&lt;br /&gt;
=Weapon-Based Actions=&lt;br /&gt;
==Unarmed Strike==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Unarmed Strike&lt;br /&gt;
|-&lt;br /&gt;
| Standard&lt;br /&gt;
| 50 AP&lt;br /&gt;
|&lt;br /&gt;
The Adventurer attacks a target with their own limbs, excluding the use of weapons, except for gloves, gauntlets, boots, and wraps. The Adventurer should be able to use Unarmed Strike in any situation. The Adventurer is limited to their natural reach when it comes to hitting a target or specific square.&lt;br /&gt;
&lt;br /&gt;
The adventurer must roll a ToHit check to beat the target&amp;#039;s Defence, if the combined total equal or greater, the Unarmed Strike deals a base &amp;#039;&amp;#039;&amp;#039;d4+4 blunt physical damage&amp;#039;&amp;#039;&amp;#039; to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Melee Weapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Melee Weapon Attack&lt;br /&gt;
|-&lt;br /&gt;
| Standard&lt;br /&gt;
| 50 AP&lt;br /&gt;
|&lt;br /&gt;
The Adventurer attacks with a melee weapon they have equipped and are ready to use. Many properties, including damage, are dependent on the weapon used, but this specific action is for melee weapons that are often used in close quarters combat. Other than this, this action functions similarly to Unarmed Strike.&lt;br /&gt;
&lt;br /&gt;
The adventurer must roll a ToHit check to beat the target&amp;#039;s Defence, if the combined total is equal or greater, the Adventurer deals damage relative to the damage properties of the weapon equipped.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bow Weapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Draw Bow&lt;br /&gt;
|-&lt;br /&gt;
| Quick&lt;br /&gt;
| 25 AP&lt;br /&gt;
|&lt;br /&gt;
Specifically for bows, the Adventurer can perform the &amp;#039;Draw&amp;#039; and &amp;#039;Fire&amp;#039; actions as Quick Actions. Drawing a weapon readies an arrow or appropriate projectile into the weapon. The Adventurer can finish their turn in the Draw stance and able to benefit from the Overwatch action to fire outside their turn when the conditions are met. The Adventurer will lose their Draw stance if they take damage from any source. The Adventurer can define and change their targets during this time.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Fire Bow&lt;br /&gt;
|-&lt;br /&gt;
| Quick&lt;br /&gt;
| 25 AP&lt;br /&gt;
|&lt;br /&gt;
This action can only be taken when the Adventurer is in the Draw Stance of a Bow attack. The Adventurer will fire the loaded projectile from their Bow at their intended target. Unlike melee attacks, the projectile suffers penalties to ToHit the Adventurer&amp;#039;s ToHit based on distance, the further the target is, the worse the accuracy will be. Range properties are dependent on the weapon used.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* Roll a ToHit check to beat the target&amp;#039;s Defence, if the combined total is equal or greater:&lt;br /&gt;
** The Adventurer deals damage relative to the damage properties of the weapon equipped.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* Projectiles have three ranges; Close, Far and Max:&lt;br /&gt;
** Close range is the number of squares the Adventurer can target with no penalty to their ToHit.&lt;br /&gt;
** Far range exists between Close and Max, and is an incremental value whereby every number of squares beyond Close incurs a -10 ToHit penalty on the check to hit the target.&lt;br /&gt;
** Max Range is the weapon&amp;#039;s maximum possible range, it is 10 increments of Far range and results in the projectile falling short of its target, regardless of the Adventurer&amp;#039;s Accuracy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Thrown Weapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Ready Projectiles&lt;br /&gt;
|-&lt;br /&gt;
| Quick&lt;br /&gt;
| 25 AP&lt;br /&gt;
|&lt;br /&gt;
Before the Adventurer can throw any thrown weapon projectiles, it must be readied in hand. This action readies a number of projectiles as defined by the weapon. Each time this action is used, the Adventurer refreshes their readied projectiles to the maximum amount.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Throw Projectiles&lt;br /&gt;
|-&lt;br /&gt;
| Quick&lt;br /&gt;
| 25 AP&lt;br /&gt;
|&lt;br /&gt;
This action can be used after the Adventurer readies their thrown weapon projectiles. The Adventurer can throw these projectiles at any target at the time they throw them. Thrown projectiles use the same rules regarding ToHit penalties due to range. When the Adventurer runs out of projectiles, they cannot throw any more until they ready more with &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Ready Projectiles&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Firearm Weapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Reload Firearm (Full)&lt;br /&gt;
|-&lt;br /&gt;
| Standard&lt;br /&gt;
| 50 AP&lt;br /&gt;
|&lt;br /&gt;
Before a Firearm can be fired, the Adventurer must &amp;#039;&amp;#039;&amp;#039;load&amp;#039;&amp;#039;&amp;#039; their Firearm with &amp;#039;&amp;#039;&amp;#039;ammunition&amp;#039;&amp;#039;&amp;#039;. This action fully reloads a Firearm to full capacity, regardless of how many rounds are currently loaded (but not if it is fully loaded). The Adventurer must have both hands free to load their Firearm.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Reload Firearm (Speedload)&lt;br /&gt;
|-&lt;br /&gt;
| Quick&lt;br /&gt;
| 25 AP&lt;br /&gt;
|&lt;br /&gt;
The Adventurer can reload their weapon as a Quick-Action instead of Standard if they have a Speedloader function. This action can also be used to load up to &amp;#039;&amp;#039;&amp;#039;two rounds&amp;#039;&amp;#039;&amp;#039; to a Firearm instead of a full reload.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Shoot Firearm&lt;br /&gt;
|-&lt;br /&gt;
| Quick&lt;br /&gt;
| 25 AP&lt;br /&gt;
|&lt;br /&gt;
As long as the Firearm has at least one round loaded into it, the Adventurer may fire the weapon at a target they define at the time this action is used. The weapon&amp;#039;s accuracy and damage is determined by the weapon itself. Unlike most weapons, Firearms have a &amp;#039;Recoil&amp;#039; mechanic which incurs an additional Action-Point cost each time the weapon is fired, this recoil is defined on the weapon itself as well.&lt;br /&gt;
&lt;br /&gt;
The total action-point cost to fire a weapon is 25 AP, plus the Recoil penalty for firing the weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guard Stance / Total Defence==&lt;br /&gt;
Command your character to &amp;#039;&amp;#039;&amp;#039;raise their guard&amp;#039;&amp;#039;&amp;#039; and be on the look-out for danger. The user is more capable of deflecting, evading and resisting harm but requires a lot of concentration. The character may be able to perform actions out of Guard known as &amp;#039;&amp;#039;&amp;#039;Guard-Cancelling&amp;#039;&amp;#039;&amp;#039;, each has it&amp;#039;s associated costs and risks, combatants are to consider carefully before dropping their guard unnecessarily.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;General&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Guard Stance&amp;#039;&amp;#039;&amp;#039; is a &amp;#039;&amp;#039;&amp;#039;Quick Action (25 AP)&amp;#039;&amp;#039;&amp;#039; that cannot be interrupted when it is the user&amp;#039;s turn, but a &amp;#039;&amp;#039;&amp;#039;Standard Action (50 AP)&amp;#039;&amp;#039;&amp;#039; when used as a reaction command outside their turn.&lt;br /&gt;
  ♦ If the user uses &amp;#039;&amp;#039;&amp;#039;Guard Stance&amp;#039;&amp;#039;&amp;#039; during their turn, their turn ends as they cannot perform any other action without breaking their Guard.&lt;br /&gt;
 ♦ While guarding: User&amp;#039;s Defence/Evasion is raised by &amp;#039;&amp;#039;&amp;#039;+1.0&amp;#039;&amp;#039;&amp;#039; and takes &amp;#039;&amp;#039;&amp;#039;20% less damage&amp;#039;&amp;#039;&amp;#039; if an attack lands. &amp;#039;&amp;#039;&amp;#039;Lowers knockback/knockdown&amp;#039;&amp;#039;&amp;#039; effects of an attack by half.&lt;br /&gt;
  ♦ If the user is wielding a &amp;#039;&amp;#039;&amp;#039;Shield&amp;#039;&amp;#039;&amp;#039; or a weapon capable of &amp;#039;&amp;#039;&amp;#039;Deflection&amp;#039;&amp;#039;&amp;#039;: Guard Stance enables the user to &amp;#039;&amp;#039;&amp;#039;defer any damage taken&amp;#039;&amp;#039;&amp;#039; into the Shield/Weapon instead of themselves.&lt;br /&gt;
   ♦ There is still a chance a Weapon or Shield can &amp;#039;&amp;#039;&amp;#039;break&amp;#039;&amp;#039;&amp;#039; when used in this way, however a Shield is far more resilient to this kind of punishment.&lt;br /&gt;
 ♦ Guard Stance remains active until they &amp;#039;&amp;#039;&amp;#039;perform their next action&amp;#039;&amp;#039;&amp;#039;, including moving more than &amp;#039;&amp;#039;&amp;#039;half&amp;#039;&amp;#039;&amp;#039; their free movement during a round.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Guard-Cancelling&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Guard Stance&amp;#039;&amp;#039;&amp;#039; can be cancelled at any time, doing so removes the benefits of Guard Stance except for certain actions:&lt;br /&gt;
  ♦ &amp;#039;&amp;#039;&amp;#039;Dodge-Cancel&amp;#039;&amp;#039;&amp;#039;: The user can cancel Guard into a Dodge as a &amp;#039;&amp;#039;&amp;#039;Standard Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to move a distance equal to their personal-space (min. 1sq/5ft). If the user moves outside the range/area-of-effect of the attack, the attack is evaded. &lt;br /&gt;
  ♦ &amp;#039;&amp;#039;&amp;#039;Counter&amp;#039;&amp;#039;&amp;#039;: The user can cancel Guard into a Counter-attack as a &amp;#039;&amp;#039;&amp;#039;Standard Action (50 AP)&amp;#039;&amp;#039;&amp;#039;, the user performs an &amp;#039;&amp;#039;&amp;#039;Attack&amp;#039;&amp;#039;&amp;#039; as normal, if it meets or exceeds the attacker&amp;#039;s original ToHit, the attacker&amp;#039;s attack is deflected harmlessly and deals damage to the attacker based on your weapon/unarmed-strike.&lt;br /&gt;
   ♦ If the Counter attack falls short of your opponent&amp;#039;s original attack ToHit, the user &amp;#039;&amp;#039;&amp;#039;takes damage&amp;#039;&amp;#039;&amp;#039; as if they were unaffected by &amp;#039;&amp;#039;&amp;#039;Guard Stance&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Move (Free and Extended Movement)==&lt;br /&gt;
Command your character to &amp;#039;&amp;#039;&amp;#039;move to a different location on the battlefield&amp;#039;&amp;#039;&amp;#039; in accordance with their effective movement speed and mode of transportation. A character can move freely &amp;#039;&amp;#039;&amp;#039;without expending Action-Points&amp;#039;&amp;#039;&amp;#039; equal to their &amp;#039;&amp;#039;&amp;#039;Free-Movement&amp;#039;&amp;#039;&amp;#039; stat, a fixed amount of AP can be spent to move a &amp;#039;&amp;#039;&amp;#039;scaling amount of squares further&amp;#039;&amp;#039;&amp;#039; as required. Characters can move &amp;#039;&amp;#039;&amp;#039;before, during and after&amp;#039;&amp;#039;&amp;#039; taking other actions but must respect rules regarding terrain, obstacles and enemy combatants in where they can or cannot go.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Difficult Terrain&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ When a character encounters &amp;#039;&amp;#039;&amp;#039;difficult terrain&amp;#039;&amp;#039;&amp;#039;, they spend &amp;#039;&amp;#039;&amp;#039;double their free movement&amp;#039;&amp;#039;&amp;#039; and/or Action-Points in order to enter and exit such difficult terrain spaces.&lt;br /&gt;
  ♦ Difficult terrain includes uneven ground scattered with rocks and stones, ascending a step greater than quarter but less than half their height, knee to waist-high liquids, sticky/muddy ground and anything else the GM may describe.&lt;br /&gt;
   ♦ A character&amp;#039;s [[Size]] may &amp;#039;&amp;#039;&amp;#039;greatly affect what is considered Difficult Terrain&amp;#039;&amp;#039;&amp;#039; to them. Waist-high water to a [[Human]] may be less than knee-high water to a Giant, and require swimming for a Small or Tiny sized creature.&lt;br /&gt;
&lt;br /&gt;
=Size-Based Combat=&lt;br /&gt;
==Stomp==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Stomp&amp;#039;&amp;#039;&amp;#039; is an attack that can be performed against a target that is at least three times smaller than the attacker. Stomp refers to the act of &amp;#039;&amp;#039;&amp;#039;forcefully crushing a smaller target underfoot&amp;#039;&amp;#039;&amp;#039;, but can also be used against a specific square as crowd-control and as an area attack. Stomp is a powerful move against smaller single (or grouped) targets that can shake those nearby and heavily damage those who are directly hit. While a human-sized creature can Stomp a downed target as an extra attack, Stomp in this context refers to when the size difference between attacker and target differ greatly.&lt;br /&gt;
&lt;br /&gt;
 ♦ Stomp is a &amp;#039;&amp;#039;&amp;#039;Standard Action&amp;#039;&amp;#039;&amp;#039; with a base cost of &amp;#039;&amp;#039;&amp;#039;50 AP&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Stomp&amp;#039;s direct hit zone is treated as an &amp;#039;&amp;#039;&amp;#039;Unarmed-strike&amp;#039;&amp;#039;&amp;#039; with &amp;#039;&amp;#039;&amp;#039;x2 damage dealt for direct hits&amp;#039;&amp;#039;&amp;#039;. Stomp&amp;#039;s quake zone inflicts Down/Trip on a target if they fail to evade the tremor the attack caused.&lt;br /&gt;
 ♦ Stomp has the same range as the user&amp;#039;s melee reach, the user may move into the space they attacked with Stomp during the same action if desired. The user can target a creature&amp;#039;s square or any square within reach.&lt;br /&gt;
 ♦ Stomp has direct (direct hit zone) and indirect (quake zone) attack areas of effect increases with size:&lt;br /&gt;
  ♦ At size 1 to 3: Stomp directly hits one square with no quake zone area of effect.&lt;br /&gt;
  ♦ At size 4 and every 4 sizes larger: Stomp&amp;#039;s direct area of effect increases by 1 square in both directions (+5ft diameter) and Stomp&amp;#039;s quake-zone indirect area of effect increases by 2 squares in both directions. At size 16: Stomp has a direct hit zone of 5x5 and a quake-zone measuring 10x10.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Targets must spend Action points to move outside the attacker&amp;#039;s direct hit zone, or they will be hit by Stomp. If they fail to evade the quake-zone&amp;#039;s trip effect, they must spend Action points to get back up or be left Downed.&lt;br /&gt;
  ♦ Targets affected by the Stomp&amp;#039; quake-zone effect takes damage &amp;#039;&amp;#039;&amp;#039;equal to unarmed-strike damage relative to their own size&amp;#039;&amp;#039;&amp;#039;. Meaning a Size-1 target will take 4 damage even if they are affected by a Size-16&amp;#039;s Stomp attack.&lt;br /&gt;
&lt;br /&gt;
===Stomp: Pin===&lt;br /&gt;
When Stomp is successful in directly hitting a target, the user can choose to &amp;#039;&amp;#039;&amp;#039;Pin&amp;#039;&amp;#039;&amp;#039; the target, either to &amp;#039;&amp;#039;&amp;#039;deal crushing damage over time&amp;#039;&amp;#039;&amp;#039; or harmlessly hold a target from being able to move or take most actions. In either situation, the target will be &amp;#039;&amp;#039;&amp;#039;held, unable to move or take most actions until the attacker chooses to do any other action&amp;#039;&amp;#039;&amp;#039; than Pin, including follow-up Stomp attacks.&lt;br /&gt;
&lt;br /&gt;
 ♦ A Pin is a &amp;#039;&amp;#039;&amp;#039;Channelled Standard Action&amp;#039;&amp;#039;&amp;#039;, with a base cost of &amp;#039;&amp;#039;&amp;#039;50 AP per round&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ A Pin can be performed immediately after a Stomp attack, or by itself in place of a Stomp attack. The choice depends on whether the user wishes to harm or merely contain their target.&lt;br /&gt;
  ♦ While pinned, the attacker can inflict crushing damage on a pinned target or hold them in place harmlessly. In either case, the target cannot move or act until the Pin action is interrupted.&lt;br /&gt;
 ♦ A Pin may deal crush damage equal to &amp;#039;&amp;#039;&amp;#039;the attacker&amp;#039;s unarmed-strike&amp;#039;&amp;#039;&amp;#039; attack, except when executing a harmless pin.&lt;br /&gt;
 ♦ Releasing a Pin, even to perform another Stomp, Trample or movement action, will give the target an opportunity to escape.&lt;br /&gt;
&lt;br /&gt;
==Trample==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Trample&amp;#039;&amp;#039;&amp;#039; is an attack that can be used in conjunction with movement, so long as the user is three times larger than their targets, they can move in and through enemy target spaces, displacing, damaging or even following into a Stomp attack or Pin in the same action. A tactic often employed by larger giants to traverse the battlefield while controlling crowds. It is rarely executable by human-sized characters, except for when their targets are small sized or smaller.&lt;br /&gt;
&lt;br /&gt;
 ♦ Trample is a &amp;#039;&amp;#039;&amp;#039;Quick Action&amp;#039;&amp;#039;&amp;#039; that can be engaged during movement for a base cost of &amp;#039;&amp;#039;&amp;#039;25 AP&amp;#039;&amp;#039;&amp;#039;. The user can opt not to use Trample and use normal rules for navigating the battlefield instead.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Trample is an attack that can automatically apply whenever the user is three or more times larger than the targets when they attempt to move through their space.&lt;br /&gt;
 ♦ Trample damage is &amp;#039;&amp;#039;&amp;#039;equal to the user&amp;#039;s Unarmed Strike&amp;#039;&amp;#039;&amp;#039;. Targets can spend Action points to move out of the user&amp;#039;s way, if they do not, they will be moved by force and take damage.&lt;br /&gt;
  ♦ The user can follow up a Trample into a &amp;#039;&amp;#039;&amp;#039;Stomp attack&amp;#039;&amp;#039;&amp;#039; immediately, if the target was hit by Trample then they will &amp;#039;&amp;#039;&amp;#039;not be able to avoid&amp;#039;&amp;#039;&amp;#039; the Stomp attack.&lt;br /&gt;
 ♦ Trample has a range centred in the user&amp;#039;s space and a radius equal to their space, this means while Trample has no reach, it is active wherever the user is positioned and moving towards.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]] [[Category:WIP]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Command_List&amp;diff=1497</id>
		<title>Command List</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Command_List&amp;diff=1497"/>
		<updated>2022-11-26T21:57:16Z</updated>

		<summary type="html">&lt;p&gt;Makros: more microupdating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:140ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Actions&amp;#039;&amp;#039;&amp;#039; are defined commands used by characters in game that do meaningful effects to others and the world. Though more specifically, they&amp;#039;re used in combat and actions often require &amp;#039;&amp;#039;&amp;#039;Action Points&amp;#039;&amp;#039;&amp;#039; to use them. This article lists the most common actions that can be taken by Player Characters, for any that have requirements, those requirements will be listed.&lt;br /&gt;
&lt;br /&gt;
==Move==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Move&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Quick&lt;br /&gt;
|&lt;br /&gt;
25 AP&lt;br /&gt;
|&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Move&amp;#039;&amp;#039;&amp;#039; action allows the Adventurer to move themselves to another location in physical space, up to a distance set by their &amp;#039;&amp;#039;&amp;#039;move speed&amp;#039;&amp;#039;&amp;#039;. An Adventurer&amp;#039;s default move speed is &amp;#039;&amp;#039;&amp;#039;6 squares&amp;#039;&amp;#039;&amp;#039;, however, an Adventurer&amp;#039;s actual move speed heavily depends on their [[Attributes|Agility]] score and [[Size]]-Rating. The Move action can only be used up to two times per round. The second time Move is used, the distance the Adventurer can move is halved. The Adventurer can only move if the path is not completely obstructed by terrain or other creatures.&lt;br /&gt;
|}&lt;br /&gt;
=Weapon-Based Actions=&lt;br /&gt;
==Unarmed Strike==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Unarmed Strike&lt;br /&gt;
|-&lt;br /&gt;
| Standard&lt;br /&gt;
| 50 AP&lt;br /&gt;
|&lt;br /&gt;
The Adventurer attacks a target with their own limbs, excluding the use of weapons, except for gloves, gauntlets, boots, and wraps. The Adventurer should be able to use Unarmed Strike in any situation. The Adventurer is limited to their natural reach when it comes to hitting a target or specific square.&lt;br /&gt;
&lt;br /&gt;
The adventurer must roll a ToHit check to beat the target&amp;#039;s Defence, if the combined total equal or greater, the Unarmed Strike deals a base &amp;#039;&amp;#039;&amp;#039;d4+4 blunt physical damage&amp;#039;&amp;#039;&amp;#039; to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Melee Weapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Melee Weapon Attack&lt;br /&gt;
|-&lt;br /&gt;
| Standard&lt;br /&gt;
| 50 AP&lt;br /&gt;
|&lt;br /&gt;
The Adventurer attacks with a melee weapon they have equipped and are ready to use. Many properties, including damage, are dependent on the weapon used, but this specific action is for melee weapons that are often used in close quarters combat. Other than this, this action functions similarly to Unarmed Strike.&lt;br /&gt;
&lt;br /&gt;
The adventurer must roll a ToHit check to beat the target&amp;#039;s Defence, if the combined total is equal or greater, the Adventurer deals damage relative to the damage properties of the weapon equipped.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bow Weapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Draw Bow&lt;br /&gt;
|-&lt;br /&gt;
| Quick&lt;br /&gt;
| 25 AP&lt;br /&gt;
|&lt;br /&gt;
Specifically for bows, the Adventurer can perform the &amp;#039;Draw&amp;#039; and &amp;#039;Fire&amp;#039; actions as Quick Actions. Drawing a weapon readies an arrow or appropriate projectile into the weapon. The Adventurer can finish their turn in the Draw stance and able to benefit from the Overwatch action to fire outside their turn when the conditions are met. The Adventurer will lose their Draw stance if they take damage from any source. The Adventurer can define and change their targets during this time.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Fire Bow&lt;br /&gt;
|-&lt;br /&gt;
| Quick&lt;br /&gt;
| 25 AP&lt;br /&gt;
|&lt;br /&gt;
This action can only be taken when the Adventurer is in the Draw Stance of a Bow attack. The Adventurer will fire the loaded projectile from their Bow at their intended target. Unlike melee attacks, the projectile suffers penalties to ToHit the Adventurer&amp;#039;s ToHit based on distance, the further the target is, the worse the accuracy will be. Range properties are dependent on the weapon used.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* Roll a ToHit check to beat the target&amp;#039;s Defence, if the combined total is equal or greater:&lt;br /&gt;
** The Adventurer deals damage relative to the damage properties of the weapon equipped.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* Projectiles have three ranges; Close, Far and Max:&lt;br /&gt;
** Close range is the number of squares the Adventurer can target with no penalty to their ToHit.&lt;br /&gt;
** Far range exists between Close and Max, and is an incremental value whereby every number of squares beyond Close incurs a -10 ToHit penalty on the check to hit the target.&lt;br /&gt;
** Max Range is the weapon&amp;#039;s maximum possible range, it is 10 increments of Far range and results in the projectile falling short of its target, regardless of the Adventurer&amp;#039;s Accuracy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Thrown Weapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Ready Projectiles&lt;br /&gt;
|-&lt;br /&gt;
| Quick&lt;br /&gt;
| 25 AP&lt;br /&gt;
|&lt;br /&gt;
Before the Adventurer can throw any thrown weapon projectiles, it must be readied in hand. This action readies a number of projectiles as defined by the weapon. Each time this action is used, the Adventurer refreshes their readied projectiles to the maximum amount.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Throw Projectiles&lt;br /&gt;
|-&lt;br /&gt;
| Quick&lt;br /&gt;
| 25 AP&lt;br /&gt;
|&lt;br /&gt;
This action can be used after the Adventurer readies their thrown weapon projectiles. The Adventurer can throw these projectiles at any target at the time they throw them. Thrown projectiles use the same rules regarding ToHit penalties due to range. When the Adventurer runs out of projectiles, they cannot throw any more until they ready more with &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Ready Projectiles&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Firearm Weapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Reload Firearm (Full)&lt;br /&gt;
|-&lt;br /&gt;
| Standard&lt;br /&gt;
| 50 AP&lt;br /&gt;
|&lt;br /&gt;
Before a Firearm can be fired, the Adventurer must &amp;#039;&amp;#039;&amp;#039;load&amp;#039;&amp;#039;&amp;#039; their Firearm with &amp;#039;&amp;#039;&amp;#039;ammunition&amp;#039;&amp;#039;&amp;#039;. This action fully reloads a Firearm to full capacity, regardless of how many rounds are currently loaded (but not if it is fully loaded). The Adventurer must have both hands free to load their Firearm.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Reload Firearm (Speedload)&lt;br /&gt;
|-&lt;br /&gt;
| Quick&lt;br /&gt;
| 25 AP&lt;br /&gt;
|&lt;br /&gt;
The Adventurer can reload their weapon as a Quick-Action instead of Standard if they have a Speedloader function. This action can also be used to load up to &amp;#039;&amp;#039;&amp;#039;two rounds&amp;#039;&amp;#039;&amp;#039; to a Firearm instead of a full reload.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Shoot Firearm&lt;br /&gt;
|-&lt;br /&gt;
| Quick&lt;br /&gt;
| 25 AP&lt;br /&gt;
|&lt;br /&gt;
As long as the Firearm has at least one round loaded into it, the Adventurer may fire the weapon at a target they define at the time this action is used. The weapon&amp;#039;s accuracy and damage is determined by the weapon itself. Unlike most weapons, Firearms have a &amp;#039;Recoil&amp;#039; mechanic which incurs an additional Action-Point cost each time the weapon is fired, this recoil is defined on the weapon itself as well.&lt;br /&gt;
&lt;br /&gt;
The total action-point cost to fire a weapon is 25 AP, plus the Recoil penalty for firing the weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guard Stance / Total Defence==&lt;br /&gt;
Command your character to &amp;#039;&amp;#039;&amp;#039;raise their guard&amp;#039;&amp;#039;&amp;#039; and be on the look-out for danger. The user is more capable of deflecting, evading and resisting harm but requires a lot of concentration. The character may be able to perform actions out of Guard known as &amp;#039;&amp;#039;&amp;#039;Guard-Cancelling&amp;#039;&amp;#039;&amp;#039;, each has it&amp;#039;s associated costs and risks, combatants are to consider carefully before dropping their guard unnecessarily.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;General&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Guard Stance&amp;#039;&amp;#039;&amp;#039; is a &amp;#039;&amp;#039;&amp;#039;Quick Action (25 AP)&amp;#039;&amp;#039;&amp;#039; that cannot be interrupted when it is the user&amp;#039;s turn, but a &amp;#039;&amp;#039;&amp;#039;Standard Action (50 AP)&amp;#039;&amp;#039;&amp;#039; when used as a reaction command outside their turn.&lt;br /&gt;
  ♦ If the user uses &amp;#039;&amp;#039;&amp;#039;Guard Stance&amp;#039;&amp;#039;&amp;#039; during their turn, their turn ends as they cannot perform any other action without breaking their Guard.&lt;br /&gt;
 ♦ While guarding: User&amp;#039;s Defence/Evasion is raised by &amp;#039;&amp;#039;&amp;#039;+1.0&amp;#039;&amp;#039;&amp;#039; and takes &amp;#039;&amp;#039;&amp;#039;20% less damage&amp;#039;&amp;#039;&amp;#039; if an attack lands. &amp;#039;&amp;#039;&amp;#039;Lowers knockback/knockdown&amp;#039;&amp;#039;&amp;#039; effects of an attack by half.&lt;br /&gt;
  ♦ If the user is wielding a &amp;#039;&amp;#039;&amp;#039;Shield&amp;#039;&amp;#039;&amp;#039; or a weapon capable of &amp;#039;&amp;#039;&amp;#039;Deflection&amp;#039;&amp;#039;&amp;#039;: Guard Stance enables the user to &amp;#039;&amp;#039;&amp;#039;defer any damage taken&amp;#039;&amp;#039;&amp;#039; into the Shield/Weapon instead of themselves.&lt;br /&gt;
   ♦ There is still a chance a Weapon or Shield can &amp;#039;&amp;#039;&amp;#039;break&amp;#039;&amp;#039;&amp;#039; when used in this way, however a Shield is far more resilient to this kind of punishment.&lt;br /&gt;
 ♦ Guard Stance remains active until they &amp;#039;&amp;#039;&amp;#039;perform their next action&amp;#039;&amp;#039;&amp;#039;, including moving more than &amp;#039;&amp;#039;&amp;#039;half&amp;#039;&amp;#039;&amp;#039; their free movement during a round.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Guard-Cancelling&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Guard Stance&amp;#039;&amp;#039;&amp;#039; can be cancelled at any time, doing so removes the benefits of Guard Stance except for certain actions:&lt;br /&gt;
  ♦ &amp;#039;&amp;#039;&amp;#039;Dodge-Cancel&amp;#039;&amp;#039;&amp;#039;: The user can cancel Guard into a Dodge as a &amp;#039;&amp;#039;&amp;#039;Standard Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to move a distance equal to their personal-space (min. 1sq/5ft). If the user moves outside the range/area-of-effect of the attack, the attack is evaded. &lt;br /&gt;
  ♦ &amp;#039;&amp;#039;&amp;#039;Counter&amp;#039;&amp;#039;&amp;#039;: The user can cancel Guard into a Counter-attack as a &amp;#039;&amp;#039;&amp;#039;Standard Action (50 AP)&amp;#039;&amp;#039;&amp;#039;, the user performs an &amp;#039;&amp;#039;&amp;#039;Attack&amp;#039;&amp;#039;&amp;#039; as normal, if it meets or exceeds the attacker&amp;#039;s original ToHit, the attacker&amp;#039;s attack is deflected harmlessly and deals damage to the attacker based on your weapon/unarmed-strike.&lt;br /&gt;
   ♦ If the Counter attack falls short of your opponent&amp;#039;s original attack ToHit, the user &amp;#039;&amp;#039;&amp;#039;takes damage&amp;#039;&amp;#039;&amp;#039; as if they were unaffected by &amp;#039;&amp;#039;&amp;#039;Guard Stance&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Move (Free and Extended Movement)==&lt;br /&gt;
Command your character to &amp;#039;&amp;#039;&amp;#039;move to a different location on the battlefield&amp;#039;&amp;#039;&amp;#039; in accordance with their effective movement speed and mode of transportation. A character can move freely &amp;#039;&amp;#039;&amp;#039;without expending Action-Points&amp;#039;&amp;#039;&amp;#039; equal to their &amp;#039;&amp;#039;&amp;#039;Free-Movement&amp;#039;&amp;#039;&amp;#039; stat, a fixed amount of AP can be spent to move a &amp;#039;&amp;#039;&amp;#039;scaling amount of squares further&amp;#039;&amp;#039;&amp;#039; as required. Characters can move &amp;#039;&amp;#039;&amp;#039;before, during and after&amp;#039;&amp;#039;&amp;#039; taking other actions but must respect rules regarding terrain, obstacles and enemy combatants in where they can or cannot go.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Difficult Terrain&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ When a character encounters &amp;#039;&amp;#039;&amp;#039;difficult terrain&amp;#039;&amp;#039;&amp;#039;, they spend &amp;#039;&amp;#039;&amp;#039;double their free movement&amp;#039;&amp;#039;&amp;#039; and/or Action-Points in order to enter and exit such difficult terrain spaces.&lt;br /&gt;
  ♦ Difficult terrain includes uneven ground scattered with rocks and stones, ascending a step greater than quarter but less than half their height, knee to waist-high liquids, sticky/muddy ground and anything else the GM may describe.&lt;br /&gt;
   ♦ A character&amp;#039;s [[Size]] may &amp;#039;&amp;#039;&amp;#039;greatly affect what is considered Difficult Terrain&amp;#039;&amp;#039;&amp;#039; to them. Waist-high water to a [[Human]] may be less than knee-high water to a Giant, and require swimming for a Small or Tiny sized creature.&lt;br /&gt;
&lt;br /&gt;
=Size-Based Combat=&lt;br /&gt;
==Stomp==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Stomp&amp;#039;&amp;#039;&amp;#039; is an attack that can be performed against a target that is at least three times smaller than the attacker. Stomp refers to the act of &amp;#039;&amp;#039;&amp;#039;forcefully crushing a smaller target underfoot&amp;#039;&amp;#039;&amp;#039;, but can also be used against a specific square as crowd-control and as an area attack. Stomp is a powerful move against smaller single (or grouped) targets that can shake those nearby and heavily damage those who are directly hit. While a human-sized creature can Stomp a downed target as an extra attack, Stomp in this context refers to when the size difference between attacker and target differ greatly.&lt;br /&gt;
&lt;br /&gt;
 ♦ Stomp is a &amp;#039;&amp;#039;&amp;#039;Standard Action&amp;#039;&amp;#039;&amp;#039; with a base cost of &amp;#039;&amp;#039;&amp;#039;50 AP&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Stomp&amp;#039;s direct hit zone is treated as an &amp;#039;&amp;#039;&amp;#039;Unarmed-strike&amp;#039;&amp;#039;&amp;#039; with &amp;#039;&amp;#039;&amp;#039;x2 damage dealt for direct hits&amp;#039;&amp;#039;&amp;#039;. Stomp&amp;#039;s quake zone inflicts Down/Trip on a target if they fail to evade the tremor the attack caused.&lt;br /&gt;
 ♦ Stomp has the same range as the user&amp;#039;s melee reach, the user may move into the space they attacked with Stomp during the same action if desired. The user can target a creature&amp;#039;s square or any square within reach.&lt;br /&gt;
 ♦ Stomp has direct (direct hit zone) and indirect (quake zone) attack areas of effect increases with size:&lt;br /&gt;
  ♦ At size 1 to 3: Stomp directly hits one square with no quake zone area of effect.&lt;br /&gt;
  ♦ At size 4 and every 4 sizes larger: Stomp&amp;#039;s direct area of effect increases by 1 square in both directions (+5ft diameter) and Stomp&amp;#039;s quake-zone indirect area of effect increases by 2 squares in both directions. At size 16: Stomp has a direct hit zone of 5x5 and a quake-zone measuring 10x10.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Targets must spend Action points to move outside the attacker&amp;#039;s direct hit zone, or they will be hit by Stomp. If they fail to evade the quake-zone&amp;#039;s trip effect, they must spend Action points to get back up or be left Downed.&lt;br /&gt;
  ♦ Targets affected by the Stomp&amp;#039; quake-zone effect takes damage &amp;#039;&amp;#039;&amp;#039;equal to unarmed-strike damage relative to their own size&amp;#039;&amp;#039;&amp;#039;. Meaning a Size-1 target will take 4 damage even if they are affected by a Size-16&amp;#039;s Stomp attack.&lt;br /&gt;
&lt;br /&gt;
===Stomp: Pin===&lt;br /&gt;
When Stomp is successful in directly hitting a target, the user can choose to &amp;#039;&amp;#039;&amp;#039;Pin&amp;#039;&amp;#039;&amp;#039; the target, either to &amp;#039;&amp;#039;&amp;#039;deal crushing damage over time&amp;#039;&amp;#039;&amp;#039; or harmlessly hold a target from being able to move or take most actions. In either situation, the target will be &amp;#039;&amp;#039;&amp;#039;held, unable to move or take most actions until the attacker chooses to do any other action&amp;#039;&amp;#039;&amp;#039; than Pin, including follow-up Stomp attacks.&lt;br /&gt;
&lt;br /&gt;
 ♦ A Pin is a &amp;#039;&amp;#039;&amp;#039;Channelled Standard Action&amp;#039;&amp;#039;&amp;#039;, with a base cost of &amp;#039;&amp;#039;&amp;#039;50 AP per round&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ A Pin can be performed immediately after a Stomp attack, or by itself in place of a Stomp attack. The choice depends on whether the user wishes to harm or merely contain their target.&lt;br /&gt;
  ♦ While pinned, the attacker can inflict crushing damage on a pinned target or hold them in place harmlessly. In either case, the target cannot move or act until the Pin action is interrupted.&lt;br /&gt;
 ♦ A Pin may deal crush damage equal to &amp;#039;&amp;#039;&amp;#039;the attacker&amp;#039;s unarmed-strike&amp;#039;&amp;#039;&amp;#039; attack, except when executing a harmless pin.&lt;br /&gt;
 ♦ Releasing a Pin, even to perform another Stomp, Trample or movement action, will give the target an opportunity to escape.&lt;br /&gt;
&lt;br /&gt;
==Trample==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Trample&amp;#039;&amp;#039;&amp;#039; is an attack that can be used in conjunction with movement, so long as the user is three times larger than their targets, they can move in and through enemy target spaces, displacing, damaging or even following into a Stomp attack or Pin in the same action. A tactic often employed by larger giants to traverse the battlefield while controlling crowds. It is rarely executable by human-sized characters, except for when their targets are small sized or smaller.&lt;br /&gt;
&lt;br /&gt;
 ♦ Trample is a &amp;#039;&amp;#039;&amp;#039;Quick Action&amp;#039;&amp;#039;&amp;#039; that can be engaged during movement for a base cost of &amp;#039;&amp;#039;&amp;#039;25 AP&amp;#039;&amp;#039;&amp;#039;. The user can opt not to use Trample and use normal rules for navigating the battlefield instead.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Trample is an attack that can automatically apply whenever the user is three or more times larger than the targets when they attempt to move through their space.&lt;br /&gt;
 ♦ Trample damage is &amp;#039;&amp;#039;&amp;#039;equal to the user&amp;#039;s Unarmed Strike&amp;#039;&amp;#039;&amp;#039;. Targets can spend Action points to move out of the user&amp;#039;s way, if they do not, they will be moved by force and take damage.&lt;br /&gt;
  ♦ The user can follow up a Trample into a &amp;#039;&amp;#039;&amp;#039;Stomp attack&amp;#039;&amp;#039;&amp;#039; immediately, if the target was hit by Trample then they will &amp;#039;&amp;#039;&amp;#039;not be able to avoid&amp;#039;&amp;#039;&amp;#039; the Stomp attack.&lt;br /&gt;
 ♦ Trample has a range centred in the user&amp;#039;s space and a radius equal to their space, this means while Trample has no reach, it is active wherever the user is positioned and moving towards.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]] [[Category:WIP]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Command_List&amp;diff=1496</id>
		<title>Command List</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Command_List&amp;diff=1496"/>
		<updated>2022-11-26T03:30:16Z</updated>

		<summary type="html">&lt;p&gt;Makros: first attempt at a major update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:140ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Actions&amp;#039;&amp;#039;&amp;#039; are defined commands used by characters in game that do meaningful effects to others and the world. Though more specifically, they&amp;#039;re used in combat and Actions often require &amp;#039;&amp;#039;&amp;#039;Action Points&amp;#039;&amp;#039;&amp;#039; to use them. This article lists the most common actions that can be taken by Player Characters, for any that have requirements, those requirements will be listed.&lt;br /&gt;
&lt;br /&gt;
==Move==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Move&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Quick&lt;br /&gt;
|&lt;br /&gt;
25 AP&lt;br /&gt;
|&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Move&amp;#039;&amp;#039;&amp;#039; action allows the Adventurer to move themselves to another location in physical space, up to a distance set by their &amp;#039;&amp;#039;&amp;#039;move speed&amp;#039;&amp;#039;&amp;#039;. An Adventurer&amp;#039;s default move speed is &amp;#039;&amp;#039;&amp;#039;6 squares&amp;#039;&amp;#039;&amp;#039;, however, an Adventurer&amp;#039;s actual move speed heavily depends on their [[Attributes|Agility]] score and [[Size]]-Rating. The Move action can only be used up to two times per round. The second time Move is used, the distance the Adventurer can move is halved. The Adventurer can only move if the path is not completely obstructed by terrain or other creatures.&lt;br /&gt;
|}&lt;br /&gt;
=Warfare-Based Actions=&lt;br /&gt;
==Unarmed Strike==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Unarmed Strike&lt;br /&gt;
|-&lt;br /&gt;
| Standard&lt;br /&gt;
| 50 AP&lt;br /&gt;
|&lt;br /&gt;
The Adventurer attacks a target with their own limbs, excluding the use of weapons, except for gloves, gauntlets, boots, and wraps. The Adventurer should be able to use Unarmed Strike in any situation. The Adventurer is limited to their natural reach when it comes to hitting a target or specific square.&lt;br /&gt;
&lt;br /&gt;
Adventurer must roll a ToHit check to beat the target&amp;#039;s Defence, if the combined total equal or greater, the Unarmed Strike deals a base &amp;#039;&amp;#039;&amp;#039;d4+4 blunt physical damage&amp;#039;&amp;#039;&amp;#039; to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Melee Weapon Attack==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Melee Weapon Attack&lt;br /&gt;
|-&lt;br /&gt;
| Standard&lt;br /&gt;
| 50 AP&lt;br /&gt;
|&lt;br /&gt;
The Adventurer attacks with a melee weapon they have equipped and are ready to use. Many properties, including damage, are dependent on the weapon used, but this specific action is for melee weapons that are often used in close quarters combat. Other than this, this action functions similarly to Unarmed Strike.&lt;br /&gt;
&lt;br /&gt;
Adventurer must roll a ToHit check to beat the target&amp;#039;s Defence, if the combined total is equal or greater, the Adventurer deals damage relative to the damage properties of the weapon equipped.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bow Weapon Attack==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action Type !! AP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Draw Bow&lt;br /&gt;
|-&lt;br /&gt;
| Quick&lt;br /&gt;
| 25 AP&lt;br /&gt;
|&lt;br /&gt;
Specifically for Bows, the Adventurer can perform the &amp;#039;Draw&amp;#039; and &amp;#039;Fire&amp;#039; actions as Quick Actions. Drawing a weapon readies an arrow or appropriate projectile into the weapon. The Adventurer can finish their turn in the Draw stance and able to benefit from the Overwatch action to fire outside their turn when the conditions are met. The Adventurer will lose their Draw stance if they take damage from any source. The Adventurer can define and change their targets during this time.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Fire Bow&lt;br /&gt;
|-&lt;br /&gt;
| Quick&lt;br /&gt;
| 25 AP&lt;br /&gt;
|&lt;br /&gt;
This action can only be taken when the Adventurer is in the Draw Stance of a Bow attack. The Adventurer will fire the loaded projectile from their Bow at their intended target. Unlike melee attacks, the projectile suffers penalties to ToHit the Adventurer&amp;#039;s ToHit based on distance, the further the target is, the worse the accuracy will be. Range properties are dependent on the weapon used.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* Roll a ToHit check to beat the target&amp;#039;s Defence, if the combined total is equal or greater:&lt;br /&gt;
** The Adventurer deals damage relative to the damage properties of the weapon equipped.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* Projectiles have three ranges; Close, Far and Max:&lt;br /&gt;
** Close range is the number of squares the Adventurer can target with no penalty to their ToHit.&lt;br /&gt;
** Far range exists between Close and Max, and is an incremental value whereby every number of squares beyond Close incurs a -10 ToHit penalty on the check to hit the target.&lt;br /&gt;
** Max Range is the weapon&amp;#039;s maximum possible range, it is 10 increments of Far range and results in the projectile falling short of its target, regardless of the Adventurer&amp;#039;s Accuracy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Attacking with Ammunition&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Weapons such as &amp;#039;&amp;#039;&amp;#039;Bows with arrows&amp;#039;&amp;#039;&amp;#039; which require to be loaded after each shot must be &amp;#039;&amp;#039;&amp;#039;Primed&amp;#039;&amp;#039;&amp;#039; before they can be fired. Priming can be a &amp;#039;&amp;#039;&amp;#039;Standard Action (50 AP)&amp;#039;&amp;#039;&amp;#039; for the inexperienced.&lt;br /&gt;
 ♦ Weapons such as &amp;#039;&amp;#039;&amp;#039;Firearms with bullets&amp;#039;&amp;#039;&amp;#039; can be fired up to a certain number of times in one round relative to the character&amp;#039;s remaining AP and the maximum shots per round stat on Firearms.&lt;br /&gt;
  ♦ Reloading a Firearm will often be a &amp;#039;&amp;#039;&amp;#039;Standard Action (50 AP)&amp;#039;&amp;#039;&amp;#039; by default.&lt;br /&gt;
 ♦ Weapons such as &amp;#039;&amp;#039;&amp;#039;throwing knives and shurikens&amp;#039;&amp;#039;&amp;#039; can be thrown immediately as part of the attack action, drawing more ammunition counts as a &amp;#039;&amp;#039;&amp;#039;Quick Action (25 AP)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Guard Stance / Total Defence==&lt;br /&gt;
Command your character to &amp;#039;&amp;#039;&amp;#039;raise their guard&amp;#039;&amp;#039;&amp;#039; and be on the look-out for danger. The user is more capable of deflecting, evading and resisting harm but requires a lot of concentration. The character may be able to perform actions out of Guard known as &amp;#039;&amp;#039;&amp;#039;Guard-Cancelling&amp;#039;&amp;#039;&amp;#039;, each has it&amp;#039;s associated costs and risks, combatants are to consider carefully before dropping their guard unnecessarily.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;General&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Guard Stance&amp;#039;&amp;#039;&amp;#039; is a &amp;#039;&amp;#039;&amp;#039;Quick Action (25 AP)&amp;#039;&amp;#039;&amp;#039; that cannot be interrupted when it is the user&amp;#039;s turn, but a &amp;#039;&amp;#039;&amp;#039;Standard Action (50 AP)&amp;#039;&amp;#039;&amp;#039; when used as a reaction command outside their turn.&lt;br /&gt;
  ♦ If the user uses &amp;#039;&amp;#039;&amp;#039;Guard Stance&amp;#039;&amp;#039;&amp;#039; during their turn, their turn ends as they cannot perform any other action without breaking their Guard.&lt;br /&gt;
 ♦ While guarding: User&amp;#039;s Defence/Evasion is raised by &amp;#039;&amp;#039;&amp;#039;+1.0&amp;#039;&amp;#039;&amp;#039; and takes &amp;#039;&amp;#039;&amp;#039;20% less damage&amp;#039;&amp;#039;&amp;#039; if an attack lands. &amp;#039;&amp;#039;&amp;#039;Lowers knockback/knockdown&amp;#039;&amp;#039;&amp;#039; effects of an attack by half.&lt;br /&gt;
  ♦ If the user is wielding a &amp;#039;&amp;#039;&amp;#039;Shield&amp;#039;&amp;#039;&amp;#039; or a weapon capable of &amp;#039;&amp;#039;&amp;#039;Deflection&amp;#039;&amp;#039;&amp;#039;: Guard Stance enables the user to &amp;#039;&amp;#039;&amp;#039;defer any damage taken&amp;#039;&amp;#039;&amp;#039; into the Shield/Weapon instead of themselves.&lt;br /&gt;
   ♦ There is still a chance a Weapon or Shield can &amp;#039;&amp;#039;&amp;#039;break&amp;#039;&amp;#039;&amp;#039; when used in this way, however a Shield is far more resilient to this kind of punishment.&lt;br /&gt;
 ♦ Guard Stance remains active until they &amp;#039;&amp;#039;&amp;#039;perform their next action&amp;#039;&amp;#039;&amp;#039;, including moving more than &amp;#039;&amp;#039;&amp;#039;half&amp;#039;&amp;#039;&amp;#039; their free movement during a round.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Guard-Cancelling&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Guard Stance&amp;#039;&amp;#039;&amp;#039; can be cancelled at any time, doing so removes the benefits of Guard Stance except for certain actions:&lt;br /&gt;
  ♦ &amp;#039;&amp;#039;&amp;#039;Dodge-Cancel&amp;#039;&amp;#039;&amp;#039;: The user can cancel Guard into a Dodge as a &amp;#039;&amp;#039;&amp;#039;Standard Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to move a distance equal to their personal-space (min. 1sq/5ft). If the user moves outside the range/area-of-effect of the attack, the attack is evaded. &lt;br /&gt;
  ♦ &amp;#039;&amp;#039;&amp;#039;Counter&amp;#039;&amp;#039;&amp;#039;: The user can cancel Guard into a Counter-attack as a &amp;#039;&amp;#039;&amp;#039;Standard Action (50 AP)&amp;#039;&amp;#039;&amp;#039;, the user performs an &amp;#039;&amp;#039;&amp;#039;Attack&amp;#039;&amp;#039;&amp;#039; as normal, if it meets or exceeds the attacker&amp;#039;s original ToHit, the attacker&amp;#039;s attack is deflected harmlessly and deals damage to the attacker based on your weapon/unarmed-strike.&lt;br /&gt;
   ♦ If the Counter attack falls short of your opponent&amp;#039;s original attack ToHit, the user &amp;#039;&amp;#039;&amp;#039;takes damage&amp;#039;&amp;#039;&amp;#039; as if they were unaffected by &amp;#039;&amp;#039;&amp;#039;Guard Stance&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Move (Free and Extended Movement)==&lt;br /&gt;
Command your character to &amp;#039;&amp;#039;&amp;#039;move to a different location on the battlefield&amp;#039;&amp;#039;&amp;#039; in accordance with their effective movement speed and mode of transportation. A character can move freely &amp;#039;&amp;#039;&amp;#039;without expending Action-Points&amp;#039;&amp;#039;&amp;#039; equal to their &amp;#039;&amp;#039;&amp;#039;Free-Movement&amp;#039;&amp;#039;&amp;#039; stat, a fixed amount of AP can be spent to move a &amp;#039;&amp;#039;&amp;#039;scaling amount of squares further&amp;#039;&amp;#039;&amp;#039; as required. Characters can move &amp;#039;&amp;#039;&amp;#039;before, during and after&amp;#039;&amp;#039;&amp;#039; taking other actions but must respect rules regarding terrain, obstacles and enemy combatants in where they can or cannot go.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Difficult Terrain&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ When a character encounters &amp;#039;&amp;#039;&amp;#039;difficult terrain&amp;#039;&amp;#039;&amp;#039;, they spend &amp;#039;&amp;#039;&amp;#039;double their free movement&amp;#039;&amp;#039;&amp;#039; and/or Action-Points in order to enter and exit such difficult terrain spaces.&lt;br /&gt;
  ♦ Difficult terrain includes uneven ground scattered with rocks and stones, ascending a step greater than quarter but less than half their height, knee to waist-high liquids, sticky/muddy ground and anything else the GM may describe.&lt;br /&gt;
   ♦ A character&amp;#039;s [[Size]] may &amp;#039;&amp;#039;&amp;#039;greatly affect what is considered Difficult Terrain&amp;#039;&amp;#039;&amp;#039; to them. Waist-high water to a [[Human]] may be less than knee-high water to a Giant, and require swimming for a Small or Tiny sized creature.&lt;br /&gt;
&lt;br /&gt;
=Size-Based Combat=&lt;br /&gt;
==Stomp==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Stomp&amp;#039;&amp;#039;&amp;#039; is an attack that can be performed against a target that is at least three times smaller than the attacker. Stomp refers to the act of &amp;#039;&amp;#039;&amp;#039;forcefully crushing a smaller target underfoot&amp;#039;&amp;#039;&amp;#039;, but can also be used against a specific square as crowd-control and as an area attack. Stomp is a powerful move against smaller single (or grouped) targets that can shake those nearby and heavily damage those who are directly hit. While a human-sized creature can Stomp a downed target as an extra attack, Stomp in this context refers to when the size difference between attacker and target differ greatly.&lt;br /&gt;
&lt;br /&gt;
 ♦ Stomp is a &amp;#039;&amp;#039;&amp;#039;Standard Action&amp;#039;&amp;#039;&amp;#039; with a base cost of &amp;#039;&amp;#039;&amp;#039;50 AP&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Stomp&amp;#039;s direct hit zone is treated as an &amp;#039;&amp;#039;&amp;#039;Unarmed-strike&amp;#039;&amp;#039;&amp;#039; with &amp;#039;&amp;#039;&amp;#039;x2 damage dealt for direct hits&amp;#039;&amp;#039;&amp;#039;. Stomp&amp;#039;s quake zone inflicts Down/Trip on a target if they fail to evade the tremor the attack caused.&lt;br /&gt;
 ♦ Stomp has the same range as the user&amp;#039;s melee reach, the user may move into the space they attacked with Stomp during the same action if desired. The user can target a creature&amp;#039;s square or any square within reach.&lt;br /&gt;
 ♦ Stomp has direct (direct hit zone) and indirect (quake zone) attack areas of effect increases with size:&lt;br /&gt;
  ♦ At size 1 to 3: Stomp directly hits one square with no quake zone area of effect.&lt;br /&gt;
  ♦ At size 4 and every 4 sizes larger: Stomp&amp;#039;s direct area of effect increases by 1 square in both directions (+5ft diameter) and Stomp&amp;#039;s quake-zone indirect area of effect increases by 2 squares in both directions. At size 16: Stomp has a direct hit zone of 5x5 and a quake-zone measuring 10x10.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Targets must spend Action points to move outside the attacker&amp;#039;s direct hit zone, or they will be hit by Stomp. If they fail to evade the quake-zone&amp;#039;s trip effect, they must spend Action points to get back up or be left Downed.&lt;br /&gt;
  ♦ Targets affected by the Stomp&amp;#039; quake-zone effect takes damage &amp;#039;&amp;#039;&amp;#039;equal to unarmed-strike damage relative to their own size&amp;#039;&amp;#039;&amp;#039;. Meaning a Size-1 target will take 4 damage even if they are affected by a Size-16&amp;#039;s Stomp attack.&lt;br /&gt;
&lt;br /&gt;
===Stomp: Pin===&lt;br /&gt;
When Stomp is successful in directly hitting a target, the user can choose to &amp;#039;&amp;#039;&amp;#039;Pin&amp;#039;&amp;#039;&amp;#039; the target, either to &amp;#039;&amp;#039;&amp;#039;deal crushing damage over time&amp;#039;&amp;#039;&amp;#039; or harmlessly hold a target from being able to move or take most actions. In either situation, the target will be &amp;#039;&amp;#039;&amp;#039;held, unable to move or take most actions until the attacker chooses to do any other action&amp;#039;&amp;#039;&amp;#039; than Pin, including follow-up Stomp attacks.&lt;br /&gt;
&lt;br /&gt;
 ♦ A Pin is a &amp;#039;&amp;#039;&amp;#039;Channelled Standard Action&amp;#039;&amp;#039;&amp;#039;, with a base cost of &amp;#039;&amp;#039;&amp;#039;50 AP per round&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ A Pin can be performed immediately after a Stomp attack, or by itself in place of a Stomp attack. The choice depends on whether the user wishes to harm or merely contain their target.&lt;br /&gt;
  ♦ While pinned, the attacker can inflict crushing damage on a pinned target or hold them in place harmlessly. In either case, the target cannot move or act until the Pin action is interrupted.&lt;br /&gt;
 ♦ A Pin may deal crush damage equal to &amp;#039;&amp;#039;&amp;#039;the attacker&amp;#039;s unarmed-strike&amp;#039;&amp;#039;&amp;#039; attack, except when executing a harmless pin.&lt;br /&gt;
 ♦ Releasing a Pin, even to perform another Stomp, Trample or movement action, will give the target an opportunity to escape.&lt;br /&gt;
&lt;br /&gt;
==Trample==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Trample&amp;#039;&amp;#039;&amp;#039; is an attack that can be used in conjunction with movement, so long as the user is three times larger than their targets, they can move in and through enemy target spaces, displacing, damaging or even following into a Stomp attack or Pin in the same action. A tactic often employed by larger giants to traverse the battlefield while controlling crowds. It is rarely executable by human-sized characters, except for when their targets are small sized or smaller.&lt;br /&gt;
&lt;br /&gt;
 ♦ Trample is a &amp;#039;&amp;#039;&amp;#039;Quick Action&amp;#039;&amp;#039;&amp;#039; that can be engaged during movement for a base cost of &amp;#039;&amp;#039;&amp;#039;25 AP&amp;#039;&amp;#039;&amp;#039;. The user can opt not to use Trample and use normal rules for navigating the battlefield instead.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Trample is an attack that can automatically apply whenever the user is three or more times larger than the targets when they attempt to move through their space.&lt;br /&gt;
 ♦ Trample damage is &amp;#039;&amp;#039;&amp;#039;equal to the user&amp;#039;s Unarmed Strike&amp;#039;&amp;#039;&amp;#039;. Targets can spend Action points to move out of the user&amp;#039;s way, if they do not, they will be moved by force and take damage.&lt;br /&gt;
  ♦ The user can follow up a Trample into a &amp;#039;&amp;#039;&amp;#039;Stomp attack&amp;#039;&amp;#039;&amp;#039; immediately, if the target was hit by Trample then they will &amp;#039;&amp;#039;&amp;#039;not be able to avoid&amp;#039;&amp;#039;&amp;#039; the Stomp attack.&lt;br /&gt;
 ♦ Trample has a range centred in the user&amp;#039;s space and a radius equal to their space, this means while Trample has no reach, it is active wherever the user is positioned and moving towards.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]] [[Category:WIP]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Category:WIP&amp;diff=1495</id>
		<title>Category:WIP</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Category:WIP&amp;diff=1495"/>
		<updated>2022-11-21T01:56:22Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* November 2022 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:140ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Disclaimer=&lt;br /&gt;
This category is a collection of pages that have been marked as &amp;#039;&amp;#039;&amp;#039;Incomplete&amp;#039;&amp;#039;&amp;#039; and a &amp;#039;&amp;#039;&amp;#039;Work in Progress&amp;#039;&amp;#039;&amp;#039;. This is more of a reminder and checklist for the Game Developer than Players, however if a player does find a page that is found here, they can be assured that any missing or inconsistent elements can be explained with the aforementioned reasons.&lt;br /&gt;
&lt;br /&gt;
This page/category lists formal patch notes by the developer, use the [[Special:RecentChanges|Recent Changes]] page for a list of automatically logged edits to pages. (Records of edits older than 30 days may not be recoverable)&lt;br /&gt;
&lt;br /&gt;
=Development Log=&lt;br /&gt;
Currently working on the [[Perks List]], which follow into an [[Archetypes]] revamp. Further developments show that Skills will now need their own pages to properly home the &amp;#039;&amp;#039;&amp;#039;Skill-Perks&amp;#039;&amp;#039;&amp;#039; they belong to, instead of the [[Perks List]], similar logic will follow for the &amp;#039;&amp;#039;&amp;#039;Archetype Perks&amp;#039;&amp;#039;&amp;#039; being moved to the &amp;#039;&amp;#039;&amp;#039;Archetypes&amp;#039;&amp;#039;&amp;#039; page.&lt;br /&gt;
&lt;br /&gt;
==November 2022==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Maptool&amp;#039;&amp;#039;&amp;#039; development has begun, this will be a process of adapting elements of the game system and documentation into a playable state.&lt;br /&gt;
** While the system is being developed, there will be some slowdown regarding wiki updates. But equilibrium between each side will be achieved in time.&lt;br /&gt;
&lt;br /&gt;
* Updated [[Archetypes]], redefining the &amp;#039;&amp;#039;&amp;#039;Warlock&amp;#039;&amp;#039;&amp;#039; archetype, a master of martial combat and magic.&lt;br /&gt;
** Also updated a few other archetypes with up to date wording.&lt;br /&gt;
&lt;br /&gt;
* New [https://docs.google.com/document/d/140WRK8NWLWMten6UPFWm3iNeNmTeYCZgNVhSJ-FKZnM/edit?usp=sharing Character Sheet] is available, found here and in the Character Creation section in the Sidebar.&lt;br /&gt;
** Current version should be mostly final, some minor changes may be added in future updates.&lt;br /&gt;
** You may need to have access to Google-Docs in order to view and download this template.&lt;br /&gt;
** An example provided by AlienOvan describes his Athenean Wizard, [https://docs.google.com/document/d/1wbzui6e3Io_hpUIrponh8J152qC5coL0kQfwcWyUHzs/edit?usp=sharing Calis Liberatus Cometo]&lt;br /&gt;
&lt;br /&gt;
* Reduced [[Ravenni]] Strength bonus from +5 to &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039;, since it was a bit overtuned.&lt;br /&gt;
* Updated [[Namekian]] page to be at current level.&lt;br /&gt;
* Major revision to the [[Progression Point]] system:&lt;br /&gt;
** P-Point options now displayed in tables.&lt;br /&gt;
** Recalculated the P-Point adjustments for Size.&lt;br /&gt;
** Skill-Point upgrade option buffed:&lt;br /&gt;
*** &amp;lt;strike&amp;gt;Reduced Skill-Points granted to &amp;#039;&amp;#039;&amp;#039;15&amp;#039;&amp;#039;&amp;#039; from 25.&amp;lt;/strike&amp;gt;&lt;br /&gt;
*** Skill-Points granted remains at 25, as before.&lt;br /&gt;
*** Reduced P-Point cost to &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; from 2.&lt;br /&gt;
*** (These changes give on average &amp;#039;&amp;#039;&amp;#039;25 extra&amp;#039;&amp;#039;&amp;#039; skill points from before and gives greater multi-skill potential as before)&lt;br /&gt;
* Created [[Acrobatics]] skill page.&lt;br /&gt;
* Created [[Tactics]] and [[Deduction]] skill pages.&lt;br /&gt;
&lt;br /&gt;
==October 2022==&lt;br /&gt;
* Created [[Subdue]], [[Stealth]] and [[Bypass]] skills, thus finishing the Larceny set of skills.&lt;br /&gt;
* Created [[Arcana]] skill page, the key skill used by spellcasters in order to use magic spells.&lt;br /&gt;
* Created [[Determination]] skill page, serves as a strong skill for psychological and physiological checks.&lt;br /&gt;
* Created [[Aegis]] skill page, replacing &amp;#039;&amp;#039;&amp;#039;Guard&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Elude&amp;#039;&amp;#039;&amp;#039; as one combined self-defence skill.&lt;br /&gt;
* Updated [[Gaosi]] race, now they have loads of racial traits. Also they&amp;#039;re now base Huge sized.&lt;br /&gt;
* Created [[Gnome]] race, the tiny but quirky people from Arcadia.&lt;br /&gt;
* Created [[Metaforce]] page, the ability to gain and recover Meta-points (MP) is here!&lt;br /&gt;
* Updated [[Dromite]] page, brought up to current state of the game.&lt;br /&gt;
* Updated [[Ravenni]], updated to current game state, reduced base size to Huge (Size-4).&lt;br /&gt;
* Updated [[Attributes]], removing obsolete negative penalties, adjusted &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; rewards.&lt;br /&gt;
* Updated [[Skills]] page to describe the current state of the Skill system, removed depreciated &amp;#039;Skill Bonus&amp;#039; information.&lt;br /&gt;
* Updated [[Character Creation]] page, removing old Set-style content and better reflecting Progression-point usage, plus developer tips!&lt;br /&gt;
* Updated [[Yamanokyojin]] with updates similar to Chronean and Athenean.&lt;br /&gt;
* Created [[Chronean]] page, thus realizing the &amp;#039;big three&amp;#039; of the Viridian Republic.&lt;br /&gt;
* Updated [[Athenean]] page with racial traits and new layout.&lt;br /&gt;
* Swapped Health Perks for &amp;#039;&amp;#039;&amp;#039;Fighter and Monk&amp;#039;&amp;#039;&amp;#039;: Monks now get &amp;#039;&amp;#039;&amp;#039;10 HP&amp;#039;&amp;#039;&amp;#039; per Endurance, while Fighters get &amp;#039;&amp;#039;&amp;#039;8 HP&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Created [[Martial Arts]] page, new perks and ability to fight in close-quarters combat.&lt;br /&gt;
* Updated [[Archetypes]]: Gambler and Warsmith archetypes updated to new specs.&lt;br /&gt;
* Updated [[Artek]] page to feature Potential skill ranks, also reaffirming the &amp;#039;Trait&amp;#039; terminology for Racial perks.&lt;br /&gt;
* Created [[Checks]] page to explain concisely how Skill Checks and ToHit checks are conducted in gameplay.&lt;br /&gt;
* Updated [[Jin]] page with Racial perks in line with the Perk-List/Archetype revamp.&lt;br /&gt;
&lt;br /&gt;
==September 2022==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;One-Handed Arms&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Two-Handed Arms&amp;#039;&amp;#039;&amp;#039; have now been combined into the [[Warfare]] skill.&lt;br /&gt;
** Skill-Perks will now be stored on their own Skill article pages, Archetype Perks planned to be set into the [[Archetypes]] page in future.&lt;br /&gt;
* [[Attributes]]: Increased Strength damage by 1 (direct and spread), reduced Agility Max Action-Points by 10, reduced Perception Evasion rate to 0.1x (from 0.5x).&lt;br /&gt;
* Added P-Point Milestone bonus mechanic to [[Progression Point]]&lt;br /&gt;
** Six extra P-Points rewards will be granted at evenly spaced intervals, which will stack with the normal Level-up reward.&lt;br /&gt;
** Rebalanced point gains and costs for Progression Points.&lt;br /&gt;
** Uncapped Racial Archetype limit, increased Universal Archetype limit to 2 at 10th level, and 3 at 20th level.&lt;br /&gt;
&lt;br /&gt;
==August 2022==&lt;br /&gt;
* Updated [[Skills]] to clarify ruling on Skill-Point investment: Certain amount of Skill-Points invested per level, Skill-Focus stacks.&lt;br /&gt;
* Updated [[Golian]] Traits: Longstriders gain Reach, Broadback gains Endurance, Roundback loses &amp;#039;Always heavy load&amp;#039; penalty. Broadback and Roundback gain &amp;#039;Slow, but steady&amp;#039; trait.&lt;br /&gt;
* Updated [[Character Creation]] to address changes to [[Experience]] and [[Progression Point]] articles.&lt;br /&gt;
* Multiple updates to [[Skill List]], now in a 95% complete state and useful as character creation resource.&lt;br /&gt;
* Updated [[Experience]] and [[Progression Point]] pages to reflect the integration of Progression Points as part of the character progression system. (progression!)&lt;br /&gt;
* Updated sidebar links, including &amp;#039;&amp;#039;&amp;#039;Tabletop System Conversion&amp;#039;&amp;#039;&amp;#039;, [[Progression Point]] and the new &amp;#039;&amp;#039;&amp;#039;Viridian Discord&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Created [[Tabletop System Conversion]] as a way to help those with Dungeons and Dragons 3.5 and Pathfinder 1 backgrounds source content for Viridian TTRPG.&lt;br /&gt;
* Updated [[Size]] page: reworked AP recovery mechanics, improved writing, extra context.&lt;br /&gt;
* Patch notes (This page) now updates in reverse-order: Newest at top, oldest at bottom, from this note onwards.&lt;br /&gt;
* Began writing [[Cerulean Adventurers Guild]] lore page.&lt;br /&gt;
&lt;br /&gt;
==May 2022==&lt;br /&gt;
* Resumed work on the Viridian TTRPG&lt;br /&gt;
* Tested and applied new layouts to numerous pages for better readability and better image gallery distribution, with the intent to propagate to all pages in time.&lt;br /&gt;
* Added WIP category to main page, will now serve as an informal dev log for visitors to understand significant and upcoming changes to the wiki, including what pages are queued for fixes and changes.&lt;br /&gt;
* Updated [[Inventory]] page with simplified mechanics, Item-slots depreciated.&lt;br /&gt;
* Updated the [[Attributes]] page by depreciating the Luck attribute.&lt;br /&gt;
* Created [[Namekian]] page as a playable Third-Party race.&lt;br /&gt;
* Updated [[Actions]] with a redirect as well as layout changes and mechanics.&lt;br /&gt;
* Major update to the [[Size]] page by specifying in gameplay terms what properties are affected by size and how.&lt;br /&gt;
* Major update to the [[Golian]] page, rewritten lore, descriptions and gameplay information.&lt;br /&gt;
* Created and renamed [[Artek]] page as a playable race.&lt;br /&gt;
* Created [[Goblin]] page as a playable race.&lt;br /&gt;
* Created [[Tetramand]] page as a playable race.&lt;br /&gt;
* Created [[Experience]] page explaining how experience and levelling up works.&lt;br /&gt;
* Updated [[Environment]] page and pinned it to Wiki sidebar.&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Skill_List&amp;diff=1494</id>
		<title>Skill List</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Skill_List&amp;diff=1494"/>
		<updated>2022-11-15T15:17:13Z</updated>

		<summary type="html">&lt;p&gt;Makros: Skill name change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:125ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Potential==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Potential&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill affects the extent and effectiveness of an Adventurer&amp;#039;s natural capabilities and powers. It&amp;#039;s especially important for Races with racial abilities. As each Race has different abilities, the effects of this skill can only be found on the Adventurer&amp;#039;s own [[Playable Races|Race]] page.&lt;br /&gt;
&lt;br /&gt;
This is an &amp;#039;&amp;#039;&amp;#039;Automatic&amp;#039;&amp;#039;&amp;#039; Skill and does not need to be selected, all Adventurers have Potential as a Skill-Focus.&lt;br /&gt;
&lt;br /&gt;
=Combat Skills=&lt;br /&gt;
These skills are traditionally used in combat and self-defense and typically have the &amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039; skill tag. Mostly offense-driven.&lt;br /&gt;
&lt;br /&gt;
==[[Warfare]]==&lt;br /&gt;
Governs the proficiencies and masteries of all historical weaponised combat. From Swords and Bows, to thrown projectiles and slings.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039; skill.&lt;br /&gt;
&lt;br /&gt;
==[[Martial Arts]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Martial-Arts&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill is the practise of using close-quarters hand-to-hand combat and self-defense to strike foes with their arms, legs or even their whole body.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
==[[Firearm]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Firearms&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; is a skill that covers all manner of firearms, both one and two-handed variants. Since Firearms are a fairly new form of Arms, this skill is critical in the use and maintainance of firearms. Light Firearms count pistols and crossbows, while heavy firearms cover shotguns, rifles and projectile-launchers.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
=Survival=&lt;br /&gt;
Survival skills are specifically focuses on survival in intense and threatening situations. They are universally effective with all kinds of Adventurers.&lt;br /&gt;
&lt;br /&gt;
==[[Aegis]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Aegis&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill covers bonuses and techniques to help the Adventurer reduce the amount of damage taken while guarding and the success rate at avoiding harm via parrying or dodging.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039; skill.&lt;br /&gt;
&lt;br /&gt;
==[[Resolve]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Resolve&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill covers bonuses and techniques to rid the Adventurer of negative effects.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039; skill.&lt;br /&gt;
&lt;br /&gt;
=Larceny=&lt;br /&gt;
Larceny skills are deception-based skills primarily used by Rogues and Ninjas and not particularly dependant on typical weaponry or fighting styles.&lt;br /&gt;
&lt;br /&gt;
===[[Subdue]]===&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Subdue&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill covers techniques to deal heavy damage to foes to knock out or to kill them outright. Important for Assassins but also good for neutralizing threats non-lethally. This Skill also covers and enhance Critical-Hit and Weakness exploitation mechanics.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Stealth&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill helps Adventurers stay out of sight from foes and avoid detection or suspicion from enemy individuals. Stealth covers sight, sound and other sensory misdirection and disguising.&lt;br /&gt;
&lt;br /&gt;
===[[Bypass]]===&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Bypass&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill helps the user pick locks, disarm traps or any other means of gaining access to sealed objects and environments with the use of tools or knowledge.&lt;br /&gt;
&lt;br /&gt;
=Crafting Skills=&lt;br /&gt;
Creation Skills often allow Adventurers to create, or enhance/repair, specific items or objects.&lt;br /&gt;
&lt;br /&gt;
==[[Synthesis]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Synthesis&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill involves the processing and identification of various healing (and poisonous) herbs, creating and practising medicines and chemicals which can be used in combat. It allows the Adventurer to create herb mixes to Heal (or Harm) and make items that make it easier to apply or expose such effects to others.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Knowledge&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Crafting&amp;#039;&amp;#039;&amp;#039; skill.&lt;br /&gt;
&lt;br /&gt;
==[[Fabrication]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Fabrication&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill governs the ability to create and improve Weapons, Armours, Lifeguards and other worn protective gear. This also governs Outfits and Outfit customisations.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Crafting&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
=Metaphysical Skills=&lt;br /&gt;
Metaphysical Skills refer to the magical, supernatural or otherwise special powers Adventurers can use, these rely on the key Skill &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Metaforce&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==[[Metaforce]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Metaforce&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill determines the user&amp;#039;s capacity of Meta-points used in casting Spells, manifesting Powers and other Metaforce-related abilities, including Racial/Potential abilities that require MP.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Metaforce&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
==[[Arcana]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Arcana&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill reflects the power and magnitude of Arcane Spellcasters (Adventurers that use Spell Points to cast Spells). This skill also covers Metamagic, modifiers to spells to cast them in different ways.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Metaforce&amp;#039;&amp;#039;&amp;#039; skill.&lt;br /&gt;
&lt;br /&gt;
==[[Psionics]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Psionics&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill reflects the power and magnitude of a Psion&amp;#039;s Psionic powers (Adventurers that use Meta-points to actualize &amp;#039;Powers&amp;#039;). This skill also covers Psionic augmentations, modifiers to psionic powers in order to cast them in different ways.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Metaforce&amp;#039;&amp;#039;&amp;#039; skill.&lt;br /&gt;
&lt;br /&gt;
=Social Skills=&lt;br /&gt;
Social Skills affect the options Adventurers have when talking to or influencing other creatures. Generally speaking, Social skills can be used in and outside Combat, but is only effective when engaging those who understand the Adventurer.&lt;br /&gt;
&lt;br /&gt;
==[[Persuasion]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Persuasion&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill determines how capable the Adventurer is at creating social opportunities using Diplomacy or Charm. In combat, Persuasion allows the Adventurers to make enemies go easier on them.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Social&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Skill-Rating Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 If the Adventurer&amp;#039;s Skill-Rating is equal or greater than the Persuasion check requirement, they will pass 96% of the time. If they are 100 or less below the check requirement, they may risk to roll for a possible success.&lt;br /&gt;
 &lt;br /&gt;
 When using Persuasion against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a &amp;lt;code&amp;gt;Persuade&amp;lt;/code&amp;gt; action to lower a Foe&amp;#039;s accuracy by 1 per Skill-Rating point.&lt;br /&gt;
&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Novice-Rank Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Adventurer no longer needs to roll for every Persuasion check, they will automatically succeed for all except risky checks. They can also roll for Persuasion checks up to 20 points above their Skill-Rating.&lt;br /&gt;
 &lt;br /&gt;
 Adventurer unlocks the ability to use Persuasion against a target foe: If the result is 100 or greater: Target foe&amp;#039;s accuracy is lowered by an amount relative to their Persuasion debuff magnitude.&lt;br /&gt;
&lt;br /&gt;
==[[Deception]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Deception&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill determines how capable the Adventurer is at exploiting opportunities using Lies and Misdirection. In combat, Deception allows the Adventurer to lower an enemy&amp;#039;s guard.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Social&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Skill-Rating Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 If the Adventurer&amp;#039;s Skill-Rating is equal or greater than the Deception check requirement, they will pass 96% of the time. If they are 100 or less below the check requirement, they may risk to roll for a possible success.&lt;br /&gt;
 &lt;br /&gt;
 When using Deception against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a &amp;lt;code&amp;gt;Decieve&amp;lt;/code&amp;gt; action to lower a Foe&amp;#039;s Defence by 0.0125 per Skill-Rating point.&lt;br /&gt;
&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Novice-Rank Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Adventurer no longer needs to roll for every Deception check, they will automatically succeed for all except risky checks. They can also roll for Deception checks up to 20 points above their Skill-Rating.&lt;br /&gt;
 &lt;br /&gt;
 Adventurer unlocks the ability to use Deception against a target foe: If the result is 100 or greater: Target foe&amp;#039;s Defence is lowered by an amount relative to their Deception debuff magnitude.&lt;br /&gt;
&lt;br /&gt;
==[[Intimidation]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Intimidation&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill determines how capable the user is at creating social opportunities by being direct or coercing others to comply. In combat, Intimidate can cause enemies to consume more Action-Points when using their actions.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Social&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Skill-Rating Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 If the Adventurer&amp;#039;s Skill-Rating is equal or greater than the Intimidation check requirement, they will automatically succeed in all except Risky checks. If they are 100 or less below the check requirement, they may risk to roll for a possible success.&lt;br /&gt;
 &lt;br /&gt;
 When using Intimidation against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a &amp;lt;code&amp;gt;Intimidate&amp;lt;/code&amp;gt; Action to increase a Foe&amp;#039;s Action-Point cost by +0.625 per Skill-Rating point.&lt;br /&gt;
&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Novice-Rank Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Adventurer no longer needs to roll for every Intimidation check, they will automatically succeed for all except risky checks. They can also roll for Intimidation checks up to 20 points above their Skill-Rating.&lt;br /&gt;
 &lt;br /&gt;
 Adventurer unlocks the ability to use Intimidation against a target foe: If the result is 100 or greater: Target foe&amp;#039;s AP-cost is increased by an amount relative to their Intimidation debuff magnitude.&lt;br /&gt;
&lt;br /&gt;
=Physical Skills=&lt;br /&gt;
These skills are about physical strength, agility and fitness. Often useful in navigating terrain, but also has its uses in combat scenarios.&lt;br /&gt;
&lt;br /&gt;
==[[Acrobatics]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Acrobatics&amp;#039;&amp;#039;&amp;#039; skill determines the user&amp;#039;s ability to move and navigate difficult terrain with speed and grace. Generally used for advanced movement and mobility checks.&lt;br /&gt;
&lt;br /&gt;
==[[Athletics]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Athletics&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill focuses on the character&amp;#039;s core physical strength and endurance to navigate difficult terrain, such as climbing and swimming.&lt;br /&gt;
&lt;br /&gt;
=Knowledge Skills=&lt;br /&gt;
These skills primarily are about answering knowledge checks and less practical skills, however they can provide some additional support to existing skills.&lt;br /&gt;
&lt;br /&gt;
==[[Tactics]]==&lt;br /&gt;
This &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Tactics&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill grants additional bonuses and advantages against specific kinds of opponents and environments. The less combat focused counterpart to this skill is [[Analysis]].&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Knowledge&amp;#039;&amp;#039;&amp;#039; skill.&lt;br /&gt;
&lt;br /&gt;
==[[Deduction]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Deduction&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill governs the Adventurer&amp;#039;s ability to analyse the properties and features of individuals and environments, to reveal hidden information that may go unnoticed to the untrained. This skill is comparable to [[Tactics]] but is more focused upon information gathering and understanding rather than directly confronting individuals.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Knowledge&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
==[[Academics]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Academics&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Skill allows an Adventure to recall useful information on just about any subject, though the Adventurer will have better success on subjects they have memorised. Though this Skill cannot replace any other practical or crafting skill, it can provide a small bonus to such checks. The Academics skill also allows the user to be able to speak, listen, read or write other languages spoken or written by others and can make them multi-linguial. By default, the Adventurer never has to roll for reading or speaking their Race&amp;#039;s native language and/or Common.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Knowledge&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mechanics]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * [[Inspiration]]&lt;br /&gt;
&amp;#039;&amp;#039;The Inspiration Skill unlocks the ability to use [[Inspirations]]&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Skill Bonus: Increases the number of Inspirations a character can hold, starting with 3 and increases by 0.2125 Inspiration-slots per skill point beyond 20. (20 Inspirations at 100 skill-rating).&lt;br /&gt;
 ♦ Novice Bonus: Unlocks the ability to gain Small Inspirations when dropped. Can combine 3 of the same inspiration into 1 of another type or a larger version of the same type.&lt;br /&gt;
 ♦ Skill Perks: Fixed skill perk unlocks that give the user access to Medium, then Large inspirations.&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Namekian&amp;diff=1493</id>
		<title>Namekian</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Namekian&amp;diff=1493"/>
		<updated>2022-11-13T03:17:20Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* Racial Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=500px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
Namekian1.jpg&lt;br /&gt;
Namekian2.png&lt;br /&gt;
Namekian3.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:155ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Namekian=&lt;br /&gt;
Namekians resemble humanoids with dangling antennae, green skin that varies from light to dark tones and pink, pale yellow or peach coloured callouses appearing over their major muscle groups. Namekians have pointy ears, and red, conjoined rings around their ankles and wrists. Though some Namekians are on average around 8 feet tall, others can grow to 15ft tall and larger, often large-bodied and powerful in their own right. Namekians have peculiar biology and are able to regenerate, elongate their limbs and even temporarily grow in size. Their species are considered to be exclusively Male, there has been no such thing as a Female Namekian and notions of gender are superficial to them.&lt;br /&gt;
&lt;br /&gt;
Namekians can be found wearing robes and thick, warm fabric around their neck, with some preferring lighter outfits with bare arms and chest showing. Namekians normally live in fertile lands with plenty of where they can grow fruit and vegetables. Despite the fact that they only require water in order to survive, the crops become useful trade to other settlements, which is how most lawfully abiding Namekians live. Aside from the mundane Namekians who go about simple lives, the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Dragon-Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Namekians seek spiritual and academic enlightenment while &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Warrior-Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Namekians serve as guardians for their people. &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great-Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Namekians are typically seen as an independant group that exercises their power and allies themselves with other larger folk.&lt;br /&gt;
&lt;br /&gt;
=Race Meta=&lt;br /&gt;
* Height: 7-9ft tall (&amp;#039;&amp;#039;&amp;#039;Size: 1, Medium&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* Genus: &amp;#039;&amp;#039;&amp;#039;Ogre&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Xeno&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Faction(s): Saffron Alliance, Viridian Republic&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Namekians gain a &amp;#039;&amp;#039;&amp;#039;+2 base HP&amp;#039;&amp;#039;&amp;#039; bonus, this stacks with other base HP increasing effects.&lt;br /&gt;
 ♦ The base P-point cost to increase &amp;#039;&amp;#039;&amp;#039;all attribute&amp;#039;&amp;#039;&amp;#039; scores are reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Namekians gain a Skill-Focus in the [[Metaforce]], [[Psionics]] and [[Resolve]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
 All Namekians must choose a Racial Archetype as their first archetype:&lt;br /&gt;
 ♦ The Namekian may choose from a &amp;#039;&amp;#039;&amp;#039;Warrior Clan&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Dragon Clan&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Great Clan&amp;#039;&amp;#039;&amp;#039; Archetype.&lt;br /&gt;
 ♦ Once the Namekian acquires their archetype, they are free to acquire &amp;#039;&amp;#039;&amp;#039;other&amp;#039;&amp;#039;&amp;#039; Archetypes later.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Namekians do &amp;#039;&amp;#039;&amp;#039;not require Food&amp;#039;&amp;#039;&amp;#039; in order to survive, but they still require Water and Sleep in order to stay healthy and can &amp;#039;&amp;#039;&amp;#039;still benefit&amp;#039;&amp;#039;&amp;#039; from Food effects if consumed.&lt;br /&gt;
&lt;br /&gt;
=Namekian Archetype(s)=&lt;br /&gt;
A Namekian must select &amp;#039;&amp;#039;&amp;#039;one (1)&amp;#039;&amp;#039;&amp;#039; Archetype from the section below:&lt;br /&gt;
==Dragon Clan==&lt;br /&gt;
Dragon-Clan Namekians are sensitive to the Meta-force and capable of using magic to great effect. They have a special healing power that can be used to revive heavily injured targets:&lt;br /&gt;
 ♦ The base P-Point cost to increasing the &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; attribute scores by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in the [[Chemistry]], [[Deduction]], [[Academics]] and [[Influence]] skills.&lt;br /&gt;
 ♦ They may choose &amp;#039;&amp;#039;&amp;#039;one (1)&amp;#039;&amp;#039;&amp;#039; additional Skill-Focus from the following; [[Arcana]] or [[Psionics]].&lt;br /&gt;
 ♦ Dragon Clan Namekians automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Healing&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential Skill, it does not affect their trait choices.&lt;br /&gt;
&lt;br /&gt;
==Warrior Clan==&lt;br /&gt;
Warrior Clan Namekians are trained in both hand-to-hand, weapon and Metaforce-based combat and often regarded as protectors of their people:&lt;br /&gt;
 ♦ The base P-Point cost to increasing &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039; attribute scores is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in the [[Warfare]], [[Martial Arts]], [[Aegis]], [[Acrobatics]] and [[Athletics]] skills.&lt;br /&gt;
 ♦ Warrior Clan Namekians automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Expansion&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential skill, it does not affect their trait choices.&lt;br /&gt;
&lt;br /&gt;
==Great Clan==&lt;br /&gt;
Great Clan Namekians train from a young age to perfect their &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; form, many of their members live in their Great Forms night and day to master their giant size:&lt;br /&gt;
 ♦ The base P-Point cost to increasing the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; attribute scores are reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in the [[Warfare]], [[Martial Arts]], [[Aegis]], [[Athletics]] and [[Influence]] Skill.&lt;br /&gt;
 ♦ Great Clan Namekians automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential Skill, it does not affect their trait choices.&lt;br /&gt;
 ♦ Great Clan Namekians using &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Super Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; only require a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; to maintain the effect, instead of Standard.&lt;br /&gt;
 ♦ They also automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Superior Expansion&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential Skill, it does not affect their trait choices.&lt;br /&gt;
&lt;br /&gt;
=Racial Traits=&lt;br /&gt;
When a Namekian invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | The Namekian gains a new Racial trait for every Potential Skill-Rank they own:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Namekian Healing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dragon Clan Archetype&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
OR&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;60 Skill-Rating&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
 ♦ This trait is gained for free if the Namekian is of the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Dragon Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; archetype.&lt;br /&gt;
&lt;br /&gt;
The Namekian develops a special power to heal others by touch:&lt;br /&gt;
 ♦ This ability is a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ While active, it can be maintained every round as a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Activating and maintaining the ability costs &amp;#039;&amp;#039;&amp;#039;1 Meta-point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The ability can only be used on a willing/friendly target within the Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;natural reach&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The ability &amp;#039;&amp;#039;&amp;#039;heals&amp;#039;&amp;#039;&amp;#039; the target&amp;#039;s Health points (HP), restoring &amp;#039;&amp;#039;&amp;#039;1 HP&amp;#039;&amp;#039;&amp;#039; per Potential Skill-Rank per round.&lt;br /&gt;
 (The amount scales based on the caster and recipient, the multiplier &amp;#039;&amp;#039;&amp;#039;prioritises&amp;#039;&amp;#039;&amp;#039; the one with the &amp;#039;&amp;#039;&amp;#039;higher Size-Rating&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Energy Transfer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Namekian Healing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Namekian develops a more advanced technique for energy transfer, and can siphon magical energy unto themselves:&lt;br /&gt;
 ♦ This is an ability that requires a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ This ability can be maintained as a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; each round.&lt;br /&gt;
 ♦ The target must be within the Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;natural reach&amp;#039;&amp;#039;&amp;#039; for the duration of the ability to function.&lt;br /&gt;
&lt;br /&gt;
 ♦ If the Namekian uses &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Healing&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, the target may now recieve &amp;#039;&amp;#039;&amp;#039;2 HP&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; per Potential Skill-Rank.&lt;br /&gt;
 ♦ If used on something with &amp;#039;&amp;#039;&amp;#039;magical&amp;#039;&amp;#039;&amp;#039; energy contained within, the Namekian may &amp;#039;&amp;#039;&amp;#039;siphon&amp;#039;&amp;#039;&amp;#039; up to &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; per Potential Skill-Rank.&lt;br /&gt;
 (Magic items or equipment siphoned will be made mundane for 20 hours and cannot be siphoned further)&lt;br /&gt;
 (More substantial sources may be continiously siphoned, however the Namekian will take &amp;#039;&amp;#039;&amp;#039;damage&amp;#039;&amp;#039;&amp;#039; equal to their &amp;#039;&amp;#039;&amp;#039;Endurance score&amp;#039;&amp;#039;&amp;#039; for every round after the first, their &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Regeneration&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; ability will also be &amp;#039;&amp;#039;&amp;#039;disabled&amp;#039;&amp;#039;&amp;#039; for &amp;#039;&amp;#039;&amp;#039;1 hour&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Warrior Clan Archetype&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
OR&amp;lt;hr&amp;gt; &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;60 Skill-Rating&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
 ♦ This trait is gained for free if the Namekian is of the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Warrior Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; archetype.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Namekians are &amp;#039;&amp;#039;&amp;#039;forbidden&amp;#039;&amp;#039;&amp;#039; to take this trait, as it is incompatible with their archetype.&lt;br /&gt;
&lt;br /&gt;
The Namekian&amp;#039;s natural biological functions causes them to grow larger as they age:&lt;br /&gt;
 ♦ The Namekian is now considered to be &amp;#039;&amp;#039;&amp;#039;Large-sized&amp;#039;&amp;#039;&amp;#039; with a Size-Rating of &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039;. They now stand an average height of 12-16ft tall.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Superior Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Great Clan Archetype&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
OR&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Namekian matures further and becomes a towering version of their former self:&lt;br /&gt;
 ♦ The Namekian is now considered to be &amp;#039;&amp;#039;&amp;#039;Huged-sized&amp;#039;&amp;#039;&amp;#039; with a Size-Rating of &amp;#039;&amp;#039;&amp;#039;4&amp;#039;&amp;#039;&amp;#039;. They now stand an average height of 30ft-36ft.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have a surprisingly tough skin that is resistant to damage:&lt;br /&gt;
 ♦ The Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;, this &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with other Perks that increase base HP.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Namekians gain a special &amp;#039;&amp;#039;&amp;#039;20% resistance&amp;#039;&amp;#039;&amp;#039; to &amp;#039;&amp;#039;&amp;#039;Cold&amp;#039;&amp;#039;&amp;#039; damage, this is applied &amp;#039;&amp;#039;&amp;#039;before&amp;#039;&amp;#039;&amp;#039; Damage-Reduction.&lt;br /&gt;
 ♦ The Chill and Freeze status effects are &amp;#039;&amp;#039;&amp;#039;downgraded&amp;#039;&amp;#039;&amp;#039; by one stage when inflicted upon the Namekian.&lt;br /&gt;
 ♦ Namekians &amp;#039;&amp;#039;&amp;#039;resist&amp;#039;&amp;#039;&amp;#039; the effects of cold-temperature [[Environment|environments]] by one stage. This &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with any other cold-temp resistances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Tough Hide&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Namekian trains harder to grow a thicker skin that can withstand more harm:&lt;br /&gt;
 ♦ The Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by an additional &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The Namekian now gains &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039; of natural Damage-Reduction due to their tough exterior.&lt;br /&gt;
 (This scales with Size-Rating).&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Namekian&amp;#039;s special resistance to &amp;#039;&amp;#039;&amp;#039;Cold&amp;#039;&amp;#039;&amp;#039; is now increased to &amp;#039;&amp;#039;&amp;#039;40%&amp;#039;&amp;#039;&amp;#039;, from 20%.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Namekian Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have incredible cell-regeneration, able to heal much faster than most species:&lt;br /&gt;
 ♦ This ability is a passive that can be activated as a &amp;#039;&amp;#039;&amp;#039;Free Action&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This ability costs &amp;#039;&amp;#039;&amp;#039;1 Meta-point&amp;#039;&amp;#039;&amp;#039; per round to maintain at each of the Namekian&amp;#039;s start phases.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Namekian regenerates &amp;#039;&amp;#039;&amp;#039;1 HP&amp;#039;&amp;#039;&amp;#039; per round per Endurance attribute point owned at their start-phase.&lt;br /&gt;
 (This HP scales with their Size-Rating)&lt;br /&gt;
 ♦ This trait also &amp;#039;&amp;#039;&amp;#039;doubles&amp;#039;&amp;#039;&amp;#039; the effect of any other source that allows the Namekian to &amp;#039;&amp;#039;&amp;#039;recover health points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ While the ability is active, the Namekian gains a &amp;#039;&amp;#039;&amp;#039;+25 bonus&amp;#039;&amp;#039;&amp;#039; to [[Resolve]] checks to recover from negative &amp;#039;&amp;#039;&amp;#039;physiological&amp;#039;&amp;#039;&amp;#039; status conditions.&lt;br /&gt;
&lt;br /&gt;
This Trait is enhanced when the Namekian has a Skill-Rating of &amp;#039;&amp;#039;&amp;#039;60&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;120&amp;#039;&amp;#039;&amp;#039; respectively:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 60&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;tripled (x3)&amp;#039;&amp;#039;&amp;#039; instead of doubled.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 120&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;quadrupled (x4)&amp;#039;&amp;#039;&amp;#039; instead of tripled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Elastic Body&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have the ability to elongate their limbs, particularly their arms, in order to extend their reach:&lt;br /&gt;
 ♦ This &amp;#039;&amp;#039;&amp;#039;ability&amp;#039;&amp;#039;&amp;#039; requires a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ After activation, this ability can be maintained as a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; each start-phase until dismissed.&lt;br /&gt;
 ♦ Dismissing the effect is a &amp;#039;&amp;#039;&amp;#039;Free Action&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
While active, the Namekian can elongate the arms, legs and body to gain the following benefits:&lt;br /&gt;
 ♦ Increases their &amp;#039;&amp;#039;&amp;#039;natural reach&amp;#039;&amp;#039;&amp;#039; by a number of steps equal to their [[Size]]-Rating.&lt;br /&gt;
 ♦ When used on the legs: The Namekian can &amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; an additional number of steps equal to their Size-Rating.&lt;br /&gt;
&lt;br /&gt;
While active, the Namekian can extend their reach further for a brief period of time, with limitations:&lt;br /&gt;
 ♦ As a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;: the Namekian can extend their natural reach to x8 their normal amount to reach for or grab things.&lt;br /&gt;
 ♦ As a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;: the Namekian can elongate their legs and body in order to reach over and see at a higher vantage point.&lt;br /&gt;
 ♦ The above actions can only persist up to &amp;#039;&amp;#039;&amp;#039;one round&amp;#039;&amp;#039;&amp;#039; (unless the Namekian is holding onto something while extending).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have the ability to increase their size to truly Colossal proportions, increasing their durability and power:&lt;br /&gt;
 ♦ This is an ability that requires a &amp;#039;&amp;#039;&amp;#039;Full-Round Action (ALL)&amp;#039;&amp;#039;&amp;#039; in order to activate.&lt;br /&gt;
 ♦ This ability also requires &amp;#039;&amp;#039;&amp;#039;3 Meta-points&amp;#039;&amp;#039;&amp;#039; to activate, but requires &amp;#039;&amp;#039;&amp;#039;no&amp;#039;&amp;#039;&amp;#039; additional costs to maintain.&lt;br /&gt;
 ♦ After activation, the Namekian must use a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; each round to maintain the effect.&lt;br /&gt;
 (If the Namekian is of the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; archetype, this is a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; instead.&lt;br /&gt;
 &lt;br /&gt;
 ♦ This ability causes the Namekian&amp;#039;s Size-Rating to increase up to x4 its original amount, or up to Size-8 (whichever is lower).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Super Great Namek&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
A Namekian can master their &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; ability to enlarge themselves further in size, their mastery of this form allows them to move and act more easily:&lt;br /&gt;
&lt;br /&gt;
This is an ability that functions similarly to &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, except:&lt;br /&gt;
 ♦ The maximum Size-Rating the Namekian can attain via this ability is raised to &amp;#039;&amp;#039;&amp;#039;24&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ For an additional &amp;#039;&amp;#039;&amp;#039;+2 Meta-Points&amp;#039;&amp;#039;&amp;#039;, the Namekian can increase their Size-Rating by a factor of &amp;#039;&amp;#039;&amp;#039;x8&amp;#039;&amp;#039;&amp;#039;, instead of x4.&lt;br /&gt;
 (If the Namekian is &amp;#039;&amp;#039;&amp;#039;already&amp;#039;&amp;#039;&amp;#039; enlarged, they can simply spend &amp;#039;&amp;#039;&amp;#039;+2 MP&amp;#039;&amp;#039;&amp;#039; to go from x4 to x8.)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=500px widths=700px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
Namekian6.png&lt;br /&gt;
Namekian4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]] [[Category:Third-Party]] [[Category:Viridian]] [[Category:Ogre]] [[Category: Xeno]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Namekian&amp;diff=1492</id>
		<title>Namekian</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Namekian&amp;diff=1492"/>
		<updated>2022-11-13T01:31:53Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* Namekian Archetype(s) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=500px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
Namekian1.jpg&lt;br /&gt;
Namekian2.png&lt;br /&gt;
Namekian3.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:155ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Namekian=&lt;br /&gt;
Namekians resemble humanoids with dangling antennae, green skin that varies from light to dark tones and pink, pale yellow or peach coloured callouses appearing over their major muscle groups. Namekians have pointy ears, and red, conjoined rings around their ankles and wrists. Though some Namekians are on average around 8 feet tall, others can grow to 15ft tall and larger, often large-bodied and powerful in their own right. Namekians have peculiar biology and are able to regenerate, elongate their limbs and even temporarily grow in size. Their species are considered to be exclusively Male, there has been no such thing as a Female Namekian and notions of gender are superficial to them.&lt;br /&gt;
&lt;br /&gt;
Namekians can be found wearing robes and thick, warm fabric around their neck, with some preferring lighter outfits with bare arms and chest showing. Namekians normally live in fertile lands with plenty of where they can grow fruit and vegetables. Despite the fact that they only require water in order to survive, the crops become useful trade to other settlements, which is how most lawfully abiding Namekians live. Aside from the mundane Namekians who go about simple lives, the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Dragon-Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Namekians seek spiritual and academic enlightenment while &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Warrior-Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Namekians serve as guardians for their people. &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great-Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Namekians are typically seen as an independant group that exercises their power and allies themselves with other larger folk.&lt;br /&gt;
&lt;br /&gt;
=Race Meta=&lt;br /&gt;
* Height: 7-9ft tall (&amp;#039;&amp;#039;&amp;#039;Size: 1, Medium&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* Genus: &amp;#039;&amp;#039;&amp;#039;Ogre&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Xeno&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Faction(s): Saffron Alliance, Viridian Republic&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Namekians gain a &amp;#039;&amp;#039;&amp;#039;+2 base HP&amp;#039;&amp;#039;&amp;#039; bonus, this stacks with other base HP increasing effects.&lt;br /&gt;
 ♦ The base P-point cost to increase &amp;#039;&amp;#039;&amp;#039;all attribute&amp;#039;&amp;#039;&amp;#039; scores are reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Namekians gain a Skill-Focus in the [[Metaforce]], [[Psionics]] and [[Resolve]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
 All Namekians must choose a Racial Archetype as their first archetype:&lt;br /&gt;
 ♦ The Namekian may choose from a &amp;#039;&amp;#039;&amp;#039;Warrior Clan&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Dragon Clan&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Great Clan&amp;#039;&amp;#039;&amp;#039; Archetype.&lt;br /&gt;
 ♦ Once the Namekian acquires their archetype, they are free to acquire &amp;#039;&amp;#039;&amp;#039;other&amp;#039;&amp;#039;&amp;#039; Archetypes later.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Namekians do &amp;#039;&amp;#039;&amp;#039;not require Food&amp;#039;&amp;#039;&amp;#039; in order to survive, but they still require Water and Sleep in order to stay healthy and can &amp;#039;&amp;#039;&amp;#039;still benefit&amp;#039;&amp;#039;&amp;#039; from Food effects if consumed.&lt;br /&gt;
&lt;br /&gt;
=Namekian Archetype(s)=&lt;br /&gt;
A Namekian must select &amp;#039;&amp;#039;&amp;#039;one (1)&amp;#039;&amp;#039;&amp;#039; Archetype from the section below:&lt;br /&gt;
==Dragon Clan==&lt;br /&gt;
Dragon-Clan Namekians are sensitive to the Meta-force and capable of using magic to great effect. They have a special healing power that can be used to revive heavily injured targets:&lt;br /&gt;
 ♦ The base P-Point cost to increasing the &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; attribute scores by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in the [[Chemistry]], [[Deduction]], [[Academics]] and [[Influence]] skills.&lt;br /&gt;
 ♦ They may choose &amp;#039;&amp;#039;&amp;#039;one (1)&amp;#039;&amp;#039;&amp;#039; additional Skill-Focus from the following; [[Arcana]] or [[Psionics]].&lt;br /&gt;
 ♦ Dragon Clan Namekians automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Healing&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential Skill, it does not affect their trait choices.&lt;br /&gt;
&lt;br /&gt;
==Warrior Clan==&lt;br /&gt;
Warrior Clan Namekians are trained in both hand-to-hand, weapon and Metaforce-based combat and often regarded as protectors of their people:&lt;br /&gt;
 ♦ The base P-Point cost to increasing &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039; attribute scores is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in the [[Warfare]], [[Martial Arts]], [[Aegis]], [[Acrobatics]] and [[Athletics]] skills.&lt;br /&gt;
 ♦ Warrior Clan Namekians automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Expansion&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential skill, it does not affect their trait choices.&lt;br /&gt;
&lt;br /&gt;
==Great Clan==&lt;br /&gt;
Great Clan Namekians train from a young age to perfect their &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; form, many of their members live in their Great Forms night and day to master their giant size:&lt;br /&gt;
 ♦ The base P-Point cost to increasing the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; attribute scores are reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in the [[Warfare]], [[Martial Arts]], [[Aegis]], [[Athletics]] and [[Influence]] Skill.&lt;br /&gt;
 ♦ Great Clan Namekians automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential Skill, it does not affect their trait choices.&lt;br /&gt;
 ♦ Great Clan Namekians using &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Super Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; only require a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; to maintain the effect, instead of Standard.&lt;br /&gt;
 ♦ They also automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Superior Expansion&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential Skill, it does not affect their trait choices.&lt;br /&gt;
&lt;br /&gt;
=Racial Traits=&lt;br /&gt;
When a Namekian invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | The Namekian gains a new Racial trait for every Potential Skill-Rank they own:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Namekian Healing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dragon Clan Archetype&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
OR&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;60 Skill-Rating&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
 ♦ This trait is gained for free if the Namekian is of the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Dragon Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; archetype.&lt;br /&gt;
&lt;br /&gt;
The Namekian develops a special power to heal others by touch:&lt;br /&gt;
 ♦ This ability is a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ While active, it can be maintained every round as a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Activating and maintaining the ability costs &amp;#039;&amp;#039;&amp;#039;1 Meta-point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The ability can only be used on a willing/friendly target within the Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;natural reach&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The ability &amp;#039;&amp;#039;&amp;#039;heals&amp;#039;&amp;#039;&amp;#039; the target&amp;#039;s Health points (HP), restoring &amp;#039;&amp;#039;&amp;#039;1 HP&amp;#039;&amp;#039;&amp;#039; per Potential Skill-Rank per round.&lt;br /&gt;
 (The amount scales based on the caster and recipient, the multiplier &amp;#039;&amp;#039;&amp;#039;prioritises&amp;#039;&amp;#039;&amp;#039; the one with the &amp;#039;&amp;#039;&amp;#039;higher Size-Rating&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Energy Transfer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Namekian Healing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Namekian develops a more advanced technique for energy transfer, and can siphon magical energy unto themselves:&lt;br /&gt;
 ♦ This is an ability that requires a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ This ability can be maintained as a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; each round.&lt;br /&gt;
 ♦ The target must be within the Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;natural reach&amp;#039;&amp;#039;&amp;#039; for the duration of the ability to function.&lt;br /&gt;
&lt;br /&gt;
 ♦ If the Namekian uses &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Healing&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, the target may now recieve &amp;#039;&amp;#039;&amp;#039;2 HP&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; per Potential Skill-Rank.&lt;br /&gt;
 ♦ If used on something with &amp;#039;&amp;#039;&amp;#039;magical&amp;#039;&amp;#039;&amp;#039; energy contained within, the Namekian may &amp;#039;&amp;#039;&amp;#039;siphon&amp;#039;&amp;#039;&amp;#039; up to &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; per Potential Skill-Rank.&lt;br /&gt;
 (Magic items or equipment siphoned will be made mundane for 20 hours and cannot be siphoned further)&lt;br /&gt;
 (More substantial sources may be continiously siphoned, however the Namekian will take &amp;#039;&amp;#039;&amp;#039;damage&amp;#039;&amp;#039;&amp;#039; equal to their &amp;#039;&amp;#039;&amp;#039;Endurance score&amp;#039;&amp;#039;&amp;#039; for every round after the first, their &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Regeneration&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; ability will also be &amp;#039;&amp;#039;&amp;#039;disabled&amp;#039;&amp;#039;&amp;#039; for &amp;#039;&amp;#039;&amp;#039;1 hour&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Warrior Clan Archetype&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
OR&amp;lt;hr&amp;gt; &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;60 Skill-Rating&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
 ♦ This trait is gained for free if the Namekian is of the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Warrior Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; archetype.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Namekians are &amp;#039;&amp;#039;&amp;#039;forbidden&amp;#039;&amp;#039;&amp;#039; to take this trait, as it is incompatible with their archetype.&lt;br /&gt;
&lt;br /&gt;
The Namekian&amp;#039;s natural biological functions causes them to grow larger as they age:&lt;br /&gt;
 ♦ The Namekian is now considered to be &amp;#039;&amp;#039;&amp;#039;Large-sized&amp;#039;&amp;#039;&amp;#039; with a Size-Rating of &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039;. They now stand an average height of 12-16ft tall.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Superior Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Great Clan Archetype&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
OR&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Namekian matures further and becomes a towering version of their former self:&lt;br /&gt;
 ♦ The Namekian is now considered to be &amp;#039;&amp;#039;&amp;#039;Huged-sized&amp;#039;&amp;#039;&amp;#039; with a Size-Rating of &amp;#039;&amp;#039;&amp;#039;4&amp;#039;&amp;#039;&amp;#039;. They now stand an average height of 30ft-36ft.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have a surprisingly tough skin that is resistant to damage:&lt;br /&gt;
 ♦ The Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;, this &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with other Perks that increase base HP.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Namekians gain a special &amp;#039;&amp;#039;&amp;#039;20% resistance&amp;#039;&amp;#039;&amp;#039; to &amp;#039;&amp;#039;&amp;#039;Cold&amp;#039;&amp;#039;&amp;#039; damage, this is applied &amp;#039;&amp;#039;&amp;#039;before&amp;#039;&amp;#039;&amp;#039; Damage-Reduction.&lt;br /&gt;
 ♦ The Chill and Freeze status effects are &amp;#039;&amp;#039;&amp;#039;downgraded&amp;#039;&amp;#039;&amp;#039; by one stage when inflicted upon the Namekian.&lt;br /&gt;
 ♦ Namekians &amp;#039;&amp;#039;&amp;#039;resist&amp;#039;&amp;#039;&amp;#039; the effects of cold-temperature [[Environment|environments]] by one stage. This &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with any other cold-temp resistances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Tough Hide&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Namekian trains harder to grow a thicker skin that can withstand more harm:&lt;br /&gt;
 ♦ The Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by an additional &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The Namekian now gains &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039; of natural Damage-Reduction due to their tough exterior.&lt;br /&gt;
 (This scales with Size-Rating).&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Namekian&amp;#039;s special resistance to &amp;#039;&amp;#039;&amp;#039;Cold&amp;#039;&amp;#039;&amp;#039; is now increased to &amp;#039;&amp;#039;&amp;#039;40%&amp;#039;&amp;#039;&amp;#039;, from 20%.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Namekian Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have incredible cell-regeneration, able to heal much faster than most species:&lt;br /&gt;
 ♦ This ability is a passive that can be activated as a &amp;#039;&amp;#039;&amp;#039;Free Action&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This ability costs &amp;#039;&amp;#039;&amp;#039;1 Meta-point&amp;#039;&amp;#039;&amp;#039; per round to maintain at each of the Namekian&amp;#039;s start phases.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Namekian regenerates &amp;#039;&amp;#039;&amp;#039;1 HP&amp;#039;&amp;#039;&amp;#039; per round per Endurance attribute point owned at their start-phase.&lt;br /&gt;
 (This HP scales with their Size-Rating)&lt;br /&gt;
 ♦ This trait also &amp;#039;&amp;#039;&amp;#039;doubles&amp;#039;&amp;#039;&amp;#039; the effect of any other source that allows the Namekian to &amp;#039;&amp;#039;&amp;#039;recover health points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ While the ability is active, the Ravenni gains a &amp;#039;&amp;#039;&amp;#039;+25 bonus&amp;#039;&amp;#039;&amp;#039; to [[Resolve]] checks to recover from negative &amp;#039;&amp;#039;&amp;#039;physiological&amp;#039;&amp;#039;&amp;#039; status conditions.&lt;br /&gt;
&lt;br /&gt;
This Trait is enhanced when the Namekian has a Skill-Rating of &amp;#039;&amp;#039;&amp;#039;60&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;120&amp;#039;&amp;#039;&amp;#039; respectively:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 60&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;tripled (x3)&amp;#039;&amp;#039;&amp;#039; instead of doubled.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 120&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;quadrupled (x4)&amp;#039;&amp;#039;&amp;#039; instead of tripled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Elastic Body&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have the ability to elongate their limbs, particularly their arms, in order to extend their reach:&lt;br /&gt;
 ♦ This &amp;#039;&amp;#039;&amp;#039;ability&amp;#039;&amp;#039;&amp;#039; requires a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ After activation, this ability can be maintained as a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; each start-phase until dismissed.&lt;br /&gt;
 ♦ Dismissing the effect is a &amp;#039;&amp;#039;&amp;#039;Free Action&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
While active, the Namekian can elongate the arms, legs and body to gain the following benefits:&lt;br /&gt;
 ♦ Increases their &amp;#039;&amp;#039;&amp;#039;natural reach&amp;#039;&amp;#039;&amp;#039; by a number of steps equal to their [[Size]]-Rating.&lt;br /&gt;
 ♦ When used on the legs: The Namekian can &amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; an additional number of steps equal to their Size-Rating.&lt;br /&gt;
&lt;br /&gt;
While active, the Namekian can extend their reach further for a brief period of time, with limitations:&lt;br /&gt;
 ♦ As a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;: the Namekian can extend their natural reach to x8 their normal amount to reach for or grab things.&lt;br /&gt;
 ♦ As a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;: the Namekian can elongate their legs and body in order to reach over and see at a higher vantage point.&lt;br /&gt;
 ♦ The above actions can only persist up to &amp;#039;&amp;#039;&amp;#039;one round&amp;#039;&amp;#039;&amp;#039; (unless the Namekian is holding onto something while extending).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have the ability to increase their size to truly Colossal proportions, increasing their durability and power:&lt;br /&gt;
 ♦ This is an ability that requires a &amp;#039;&amp;#039;&amp;#039;Full-Round Action (ALL)&amp;#039;&amp;#039;&amp;#039; in order to activate.&lt;br /&gt;
 ♦ This ability also requires &amp;#039;&amp;#039;&amp;#039;3 Meta-points&amp;#039;&amp;#039;&amp;#039; to activate, but requires &amp;#039;&amp;#039;&amp;#039;no&amp;#039;&amp;#039;&amp;#039; additional costs to maintain.&lt;br /&gt;
 ♦ After activation, the Namekian must use a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; each round to maintain the effect.&lt;br /&gt;
 (If the Namekian is of the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; archetype, this is a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; instead.&lt;br /&gt;
 &lt;br /&gt;
 ♦ This ability causes the Namekian&amp;#039;s Size-Rating to increase up to x4 its original amount, or up to Size-8 (whichever is lower).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Super Great Namek&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
A Namekian can master their &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; ability to enlarge themselves further in size, their mastery of this form allows them to move and act more easily:&lt;br /&gt;
&lt;br /&gt;
This is an ability that functions similarly to &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, except:&lt;br /&gt;
 ♦ The maximum Size-Rating the Namekian can attain via this ability is raised to &amp;#039;&amp;#039;&amp;#039;24&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ For an additional &amp;#039;&amp;#039;&amp;#039;+2 Meta-Points&amp;#039;&amp;#039;&amp;#039;, the Namekian can increase their Size-Rating by a factor of &amp;#039;&amp;#039;&amp;#039;x8&amp;#039;&amp;#039;&amp;#039;, instead of x4.&lt;br /&gt;
 (If the Namekian is &amp;#039;&amp;#039;&amp;#039;already&amp;#039;&amp;#039;&amp;#039; enlarged, they can simply spend &amp;#039;&amp;#039;&amp;#039;+2 MP&amp;#039;&amp;#039;&amp;#039; to go from x4 to x8.)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=500px widths=700px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
Namekian6.png&lt;br /&gt;
Namekian4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]] [[Category:Third-Party]] [[Category:Viridian]] [[Category:Ogre]] [[Category: Xeno]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Archetypes&amp;diff=1491</id>
		<title>Archetypes</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Archetypes&amp;diff=1491"/>
		<updated>2022-11-12T18:25:03Z</updated>

		<summary type="html">&lt;p&gt;Makros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:155ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 This article is subject to a rewrite in the near future. Reasons being that Archetypes may be using attributes that no longer exist (Luck), Skills that have changed or no longer exist, and are due to gain new &amp;#039;Archetype Perks&amp;#039; to improve the value of the Archetype selection process. Be aware when creating a character to check back to see if the archetype(s) you have chosen function the way you intended them to be, as they may change in the days to come.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Archetypes&amp;#039;&amp;#039;&amp;#039; serve as a type of starter-kit and background for characters to build up their role and experience ready for their 1st level. There are two types: &amp;#039;&amp;#039;&amp;#039;Universal&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Racial&amp;#039;&amp;#039;&amp;#039;. &amp;#039;&amp;#039;&amp;#039;Universal Archetypes&amp;#039;&amp;#039;&amp;#039; are centred around traditional careers and roles that any character can take, while &amp;#039;&amp;#039;&amp;#039;Racial Archetypes&amp;#039;&amp;#039;&amp;#039; are only obtainable by specific races as indicated on their [[Playable Races|race]] page.&lt;br /&gt;
&lt;br /&gt;
A character must choose one Archetype at creation and may choose a 2nd archetype at 10th level, along with a respecification to reallocate skill points and [[Skills|skill-focuses]].&lt;br /&gt;
&lt;br /&gt;
=Universal Archetypes=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Universal Archetypes&amp;#039;&amp;#039;&amp;#039; are selectable for any Character-Race and usually follows a more typical job and role-based approach than specialised Archetypes. Universal Archetypes often come with &amp;#039;&amp;#039;&amp;#039;Archetype Perks&amp;#039;&amp;#039;&amp;#039;, which are bonuses and abilities to enhance the feeling of the Archetype, to give it more utility.&lt;br /&gt;
&lt;br /&gt;
All Adventurers are able to acquire &amp;#039;&amp;#039;&amp;#039;Archetype perks from Archetypes they do not possess&amp;#039;&amp;#039;&amp;#039;, but will have to meet harsher requirements in comparison to the Origin Archetype, which can get it &amp;#039;&amp;#039;&amp;#039;for free&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;without any other requirements&amp;#039;&amp;#039;&amp;#039; other than itself.&lt;br /&gt;
&lt;br /&gt;
Adventurers of the relevant Archetype can acquire all their Archetype Perks &amp;#039;&amp;#039;&amp;#039;regardless of their requirements&amp;#039;&amp;#039;&amp;#039;, requirements are only relevant to other Adventurers acquiring the Perk by other means.&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
The Adventurer is like the number zero, a source of infinite potential, but a blank slate.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Adventurer can choose from these sets of attribute scores: &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Strength + Endurance&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Perception + Agility&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Intelligence + Charisma&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
   &amp;gt; The Adventurer can choose one attribute score to recieve a base P-Point cost reduction of &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
   &amp;gt; Then the Adventurer can select one of the attribute score sets above, they gain a base P-Point cost reduction of &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;, for that set.&lt;br /&gt;
 &lt;br /&gt;
 ♦ This character gains a +1 attribute bonus to &amp;#039;&amp;#039;&amp;#039;all&amp;#039;&amp;#039;&amp;#039; attribute scores.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Adventurer gains Skill-Focuses in the [[Aegis]], [[Resolve]], [[Acrobatics]], [[Athletics]] and [[Academics]] skills.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Perks&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Adventurer gains no Archetype perks.&lt;br /&gt;
&lt;br /&gt;
==Fighter==&lt;br /&gt;
The Fighter excels in martial combat and the use of weapons and armour to attack and defend with stoic determination.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-Point cost to increasing their &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; attribute score is reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Their base P-Point cost to increasing &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; attribute bonus to &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Skill-Focuses&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Fighter gains a Skill-Focus in the [[Warfare]], [[Aegis]], [[Tactics]] and [[Athletics]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Perks&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Type !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Archetype Perk(s)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Weapon Master&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
* 50 Skill-Rating in [[Warfare]] Skill&lt;br /&gt;
| Combat, Archetype&lt;br /&gt;
|&lt;br /&gt;
* The Fighter-Archetype Adventurer is &amp;#039;&amp;#039;&amp;#039;treated as Proficient in all Weapon types&amp;#039;&amp;#039;&amp;#039; under the Warfare Skill.&lt;br /&gt;
* If the Adventurer gains Rank 5 in the Warfare skill: The Adventurer is rewarded &amp;#039;&amp;#039;&amp;#039;10 Progression-Points&amp;#039;&amp;#039;&amp;#039; when this Perk becomes redundant.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Armour Mastery&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
* +2 Strength, AND&lt;br /&gt;
* +2 Endurance&lt;br /&gt;
| Practical, Archetype&lt;br /&gt;
|&lt;br /&gt;
* The Adventurer gains a &amp;#039;&amp;#039;&amp;#039;-10 [[Inventory|Load-Point discount]]&amp;#039;&amp;#039;&amp;#039; on the weight of their worn Outfit/Armour.&lt;br /&gt;
* They also gain a fixed &amp;#039;&amp;#039;&amp;#039;-5 Load-Point discount&amp;#039;&amp;#039;&amp;#039; for each Outfit-Mod applied to their Outfit/Armour.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Tactical Sense&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
* +3 Perception&lt;br /&gt;
| Combat, Archetype&lt;br /&gt;
|&lt;br /&gt;
 The following effect applies to enemy units that target the Adventurer at any point during combat:&lt;br /&gt;
* The Adventurer gains a &amp;#039;&amp;#039;&amp;#039;+1 bonus to Direct Damage and Spread&amp;#039;&amp;#039;&amp;#039; per Perception point, for attacks against applicable targets.&lt;br /&gt;
* The Adventurer also gains &amp;#039;&amp;#039;&amp;#039;+1 Damage-Reduction against attacks dealt by applicable targets&amp;#039;&amp;#039;&amp;#039; per Perception point.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Bonus Perk(s)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Pain-Tolerance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| +1 Endurance&lt;br /&gt;
| Survival&lt;br /&gt;
|&lt;br /&gt;
* The Adventurer now gains &amp;#039;&amp;#039;&amp;#039;8 base Maximum HP&amp;#039;&amp;#039;&amp;#039; based on their Endurance attribute score (instead of 6).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;32 Max-HP&amp;#039;&amp;#039;&amp;#039; at +0 Endurance, &amp;#039;&amp;#039;&amp;#039;+8 Max-HP&amp;#039;&amp;#039;&amp;#039; per Endurance point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Barbarian===&lt;br /&gt;
The Barbarian focuses on pure might and aggression in order to fell their foes.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-Point cost to increase the &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; attribute score is reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The cost to increase the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; attribute scores is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Skill-Focuses&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Barbarians gain a Skill-Focus in the [[Warfare]], [[Aegis]] and [[Athletics]] skills.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Perks&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ [[Battle-Focus]]&lt;br /&gt;
 ♦ [[Thrill of Battle]]&lt;br /&gt;
&lt;br /&gt;
==Warlock==&lt;br /&gt;
Warlocks master both magic and martial combat to be formidable foes, commonly regarded as a fusion of Fighter and Wizard:&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-Point cost to increase the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; attribute scores is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ All Warlocks gain a Skill-Focus in the [[Arcana]], [[Aegis]] and [[Resolve]] skills.&lt;br /&gt;
 ♦ Warlocks gain a choice to pick up [[Warfare]], [[Martial Arts]] or [[Firearm]] as a Skill-Focus.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! min-width:300px; | Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Archetype Perk(s)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Enchant Equipment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rank 2&amp;#039;&amp;#039;&amp;#039; in the [[Warfare]] skill, AND&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rank 2 in the [[Arcana]] skill&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Warlock can enchant their weapons or armour with their own power to temporarily enhance them:&lt;br /&gt;
 ♦ This ability is a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ This ability has a &amp;#039;&amp;#039;&amp;#039;variable&amp;#039;&amp;#039;&amp;#039; Meta-point cost, between &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; and a maximum amount dictated below&lt;br /&gt;
 (The Maximum MP given is an amount equal to the Warlock&amp;#039;s &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;CharacterLevel / 2&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;5 maximum&amp;#039;&amp;#039;&amp;#039;.)&lt;br /&gt;
 ♦ The target of this ability is any one &amp;#039;&amp;#039;&amp;#039;weapon&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;armour&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The target of this ability becomes &amp;#039;&amp;#039;&amp;#039;Enchanted&amp;#039;&amp;#039;&amp;#039; for up to &amp;#039;&amp;#039;&amp;#039;1 encounter&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;12 minutes&amp;#039;&amp;#039;&amp;#039; per Character Level.&lt;br /&gt;
&lt;br /&gt;
Depending on whether the item is a Weapon or Outfit/armour, the following applies:&lt;br /&gt;
 ♦ The Warlock can grant the targeted item an enhancement bonus equal to their &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;CharacterLevel / 2&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, to a maximum of +5.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Enchanted&amp;#039;&amp;#039;&amp;#039; weapons gain a &amp;#039;&amp;#039;&amp;#039;+1 bonus&amp;#039;&amp;#039;&amp;#039; to their Direct Damage and Spread for each enhancement point it owns.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Enchanted&amp;#039;&amp;#039;&amp;#039; outfits/armours gain a &amp;#039;&amp;#039;&amp;#039;+1 bonus&amp;#039;&amp;#039;&amp;#039; to their Damage-Reduction for each enhancement point it owns.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Bonus Perk(s)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Pain-Tolerance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
* The Adventurer now gains &amp;#039;&amp;#039;&amp;#039;8 base Maximum HP&amp;#039;&amp;#039;&amp;#039; based on their Endurance attribute score (instead of 6).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;32 Max-HP&amp;#039;&amp;#039;&amp;#039; at +0 Endurance, &amp;#039;&amp;#039;&amp;#039;+8 Max-HP&amp;#039;&amp;#039;&amp;#039; per Endurance point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Monk==&lt;br /&gt;
The Monk practices many forms of Martial Arts and can manifest the metaforce through concentration and the flow of Ki.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-Point cost for increasing &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039; is reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The base P-Point cost for increasing &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; attribute bonus to &amp;#039;&amp;#039;&amp;#039;Strength, Agility, Perception and Charisma.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Monk gains a Skill-Focus in [[Martial Arts]], [[Metaforce]], [[Aegis]], [[Resolve]], [[Acrobatics]], [[Athletics]] and [[Tactics]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Perks&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Type !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Flurry of Blows&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
* 50 Skill-Rating in [[Martial Arts]] Skill.&lt;br /&gt;
| Combat, Archetype&lt;br /&gt;
|&lt;br /&gt;
When the Monk Adventurer performs an Unarmed Strike or other [[Martial-Arts]] / [[Warfare]] based attack:&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The Adventurer may follow-up their initial attack with a number of additional attacks as &amp;#039;&amp;#039;&amp;#039;Quick-Actions (25 AP)&amp;#039;&amp;#039;&amp;#039;, for as long as their Action-Points remain.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
When the Adventurer has at least 50 Skill-Rating in the [[Martial Arts]] Skill:&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The Standard-Action to attack with an Unarmed-Strike or Proficient Weapon is now considered a Quick-Action (25 AP), instead of a Standard Action.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ki Control&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
* 50 Skill-Rating in [[Martial Arts]] Skill.&lt;br /&gt;
* 50 Skill-Rating in [[Metaforce]] Skill.&lt;br /&gt;
| Metaforce, Archetype&lt;br /&gt;
|&lt;br /&gt;
The Adventurer is now capable of spending &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Metapoints (MP) in order to augment a number of [[Martial Arts]] based actions, as a Quick-Action (25 AP), including:&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ki Dash&amp;#039;&amp;#039;&amp;#039;: Gain an &amp;#039;&amp;#039;&amp;#039;additional Move action&amp;#039;&amp;#039;&amp;#039;, once per round. The Adventurer can move in any direction, including vertically through mid-air this way.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ki Strike&amp;#039;&amp;#039;&amp;#039;: Unarmed-Strikes and/or Proficient weapon attacks gains &amp;#039;&amp;#039;&amp;#039;additional non-physical Direct Damage and Spread&amp;#039;&amp;#039;&amp;#039; equal to half the attack&amp;#039;s base damage (rounded up).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ki Vanish&amp;#039;&amp;#039;&amp;#039;: Increases the Adventurer&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Evasion rate by x3 for one incoming attack&amp;#039;&amp;#039;&amp;#039;, if they avoid the attack, they can &amp;#039;&amp;#039;&amp;#039;reposition&amp;#039;&amp;#039;&amp;#039; within a distance equal to their Move-action.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ki Flow&amp;#039;&amp;#039;&amp;#039;: Until the end of their turn, the Adventurer gains &amp;#039;&amp;#039;&amp;#039;10 AP after performing every unique action&amp;#039;&amp;#039;&amp;#039; taken that round.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Bonus Perk(s)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;High Pain-Tolerance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
| Survival&lt;br /&gt;
|&lt;br /&gt;
* The Adventurer now gains &amp;#039;&amp;#039;&amp;#039;10 base Maximum HP&amp;#039;&amp;#039;&amp;#039; based on their Endurance attribute score (instead of 6).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;40 Max-HP&amp;#039;&amp;#039;&amp;#039; at +0 Endurance, &amp;#039;&amp;#039;&amp;#039;+10 Max-HP per Endurance point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 ♦ [[Weapon-Throw Training]]&lt;br /&gt;
 ♦ [[Swift Sprint]]&lt;br /&gt;
 ♦ [[Flow Training]]&lt;br /&gt;
&lt;br /&gt;
===Ranger===&lt;br /&gt;
&amp;#039;&amp;#039;The Ranger&amp;#039;s knowledge of the land gives them an edge in survival and hunting, their weapon of choice is whatever does the job best.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +2 attribute bonus to Perception and +1 to Agility.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in either [[Warfare]] or [[Firearm]] skills, plus all [[Nature]] skills.&lt;br /&gt;
&lt;br /&gt;
===Rogue===&lt;br /&gt;
&amp;#039;&amp;#039;The Rogue excels at finding solutions to their problems, illegally or otherwise, they also have ways to manipulate others.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +2 attribute bonus to Perception and +1 to Agility.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in all [[Larceny]] and [[Social]] skills.&lt;br /&gt;
&lt;br /&gt;
===Stalker===&lt;br /&gt;
&amp;#039;&amp;#039;The Stalker is good at taking down targets and taking advantage of their environment.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +1 attribute bonus to Strength, Perception and Agility.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in all [[Larceny]] and [[Nature]] skills.&lt;br /&gt;
&lt;br /&gt;
==Wizard==&lt;br /&gt;
&amp;#039;&amp;#039;The Wizard is a practitioner of magic, their research into the arcane also gave them the opportunity to learn other subjects as well.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
 ♦ The base Progression-Point cost of increasing &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; is reduced by &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Wizards gain a Skill-Focus in [[Metaforce]], [[Arcane]], [[Deduction]] and [[Academics]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Perks&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Type !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Archetype Perk(s)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Arcane Diligence&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
* 50 Skill-Rating in [[Arcane]] Skill.&lt;br /&gt;
| Metaforce, Archetype&lt;br /&gt;
|&lt;br /&gt;
 At 2nd level and every two levels beyond, the Adventurer:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Learn a new spell&amp;#039;&amp;#039;&amp;#039; for free.&lt;br /&gt;
* The number of &amp;#039;&amp;#039;&amp;#039;spells retained in memory&amp;#039;&amp;#039;&amp;#039; when preparing spells is increased by &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Spell Mastery&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
* 50 Skill-Rating in [[Arcane]] Skill&lt;br /&gt;
| Metaforce, Archetype&lt;br /&gt;
|&lt;br /&gt;
* The Adventurer&amp;#039;s Spell-level adjustment is &amp;#039;&amp;#039;&amp;#039;reduced by &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; when casting &amp;#039;&amp;#039;&amp;#039;spells modified by Metamagic&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* When the Adventurer&amp;#039;s [[Arcane]] Skill-Rating is 50 or higher: Spell-level adjustment is reduced by &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; for each &amp;#039;&amp;#039;&amp;#039;Metamagic modifier applied to the spell cast&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sorcerer===&lt;br /&gt;
&amp;#039;&amp;#039;The Sorcerer has a natural talent for spellcasting, the real magic is in their personality.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +2 attribute bonus to Charisma and +1 to Agility.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in all [[Magic]] and [[Social]] skills.&lt;br /&gt;
&lt;br /&gt;
===Paladin===&lt;br /&gt;
&amp;#039;&amp;#039;The Paladin is a crusader for their faith and will fight to uphold their tenets.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +1 attribute bonus to Strength, Endurance and Perception.&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
===Cleric===&lt;br /&gt;
&amp;#039;&amp;#039;The Cleric channels energy from a higher power to &amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +2 attribute bonus to Perception and +1 to Intelligence.&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
===Druid===&lt;br /&gt;
&amp;#039;&amp;#039;Druids have a connection to nature and can use the metaforce to protect it.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +1 attribute bonus to Endurance and +2 to Perception.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in all [[Magic]] and [[Nature]] skills.&lt;br /&gt;
&lt;br /&gt;
===Magician===&lt;br /&gt;
&amp;#039;&amp;#039;The Magician wows the crowds by night and floors monsters by day.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +2 attribute to Agility and +1 to Charisma.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in all [[Performance]] and [[Magic]] skills.&lt;br /&gt;
&lt;br /&gt;
==Gambler==&lt;br /&gt;
&amp;#039;&amp;#039;The Gambler takes risks and is able to come out on top even when the odds are against them. Their luck only seems to get better the more they push it.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Gambler gains a &amp;#039;&amp;#039;&amp;#039;-1 Progression-point discount&amp;#039;&amp;#039;&amp;#039; when increasing their &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; attribute scores.&lt;br /&gt;
 ♦ They also gain a &amp;#039;&amp;#039;&amp;#039;+2 attribute bonus to Perception.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ They also gain a Skill-Focus in one &amp;#039;&amp;#039;&amp;#039;Combat Skill&amp;#039;&amp;#039;&amp;#039; of their choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Type !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Gambler Perks&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Cheat Death&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
| Survival, Archetype&lt;br /&gt;
|&lt;br /&gt;
The Gambler gains an advantage in succeeding checks which may result in their demise if they failed:&lt;br /&gt;
 ♦ The Gambler gains a &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; bonus to checks made to avoid &amp;#039;&amp;#039;&amp;#039;Dying&amp;#039;&amp;#039;&amp;#039; for every character level they own.&lt;br /&gt;
 ♦ This bonus is &amp;#039;&amp;#039;&amp;#039;doubled&amp;#039;&amp;#039;&amp;#039; if the circumstances necessitating the check were of the &amp;#039;&amp;#039;&amp;#039;Gambler&amp;#039;s own choice or volition&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ This Perk can only be used once per encounter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Live Dangerously&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
| Archetype&lt;br /&gt;
|&lt;br /&gt;
The moments when the stakes are highest, is when the Gambler shines brightest:&lt;br /&gt;
 ♦ The Gambler gains a &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; bonus per character-level to checks that have a clear &amp;#039;&amp;#039;&amp;#039;penalty for failure&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This bonus is &amp;#039;&amp;#039;&amp;#039;doubled&amp;#039;&amp;#039;&amp;#039; if the circumstances necessitating the check were of the &amp;#039;&amp;#039;&amp;#039;Gambler&amp;#039;s own choice or volition&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Called Shot&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
* 50 Skill-Rating in appropriate Skill&lt;br /&gt;
| Combat, Archetype&lt;br /&gt;
|&lt;br /&gt;
Calling out the outcome of any event often jinxes the result, but when the Gambler calls it right, it&amp;#039;s all the sweeter.&lt;br /&gt;
&lt;br /&gt;
As a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25AP)&amp;#039;&amp;#039;&amp;#039;, the Gambler can call out their next attack as a &amp;#039;&amp;#039;&amp;#039;critical hit&amp;#039;&amp;#039;&amp;#039;, when they do:&lt;br /&gt;
 ♦ The roll result required to score a critical hit is &amp;#039;&amp;#039;&amp;#039;quadrupled&amp;#039;&amp;#039;&amp;#039;. (base crit goes from 96 to &amp;#039;&amp;#039;&amp;#039;81&amp;#039;&amp;#039;&amp;#039;).&lt;br /&gt;
 ♦ However: If the Gambler rolls &amp;#039;&amp;#039;&amp;#039;50 or lower&amp;#039;&amp;#039;&amp;#039;, the attack will result in a &amp;#039;&amp;#039;&amp;#039;critical failure&amp;#039;&amp;#039;&amp;#039; instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warsmith==&lt;br /&gt;
&amp;#039;&amp;#039;The Warsmith is a dedicated fabricator of Weapons and Armour from during the times of war. Their skill and experience makes many of their creations unique and powerful.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Warsmiths gain a &amp;#039;&amp;#039;&amp;#039;-1 Progression-point discount&amp;#039;&amp;#039;&amp;#039; when they increase their &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; attribute scores.&lt;br /&gt;
 ♦ They also gain a &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; attribute bonus to &amp;#039;&amp;#039;&amp;#039;Strength, Endurance, Intelligence and Charisma&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Warsmiths gain a Skill-Focus in the [[Warfare]], [[Aegis]], [[Bypass]] and [[Fabrication]] skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Type !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Warsmith Perks&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Warsmith&amp;#039;s Mark&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| 50 Skill-Rating in [[Fabrication]] Skill&lt;br /&gt;
| Crafting, Archetype&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;Warsmiths are so devoted to their craft that the equipment they forge is superior to any you&amp;#039;d find in mass-produced goods.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Weapons created by the Warsmith gain a &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; bonus to &amp;#039;&amp;#039;&amp;#039;Direct Damage and Spread&amp;#039;&amp;#039;&amp;#039; plus 1 for every 4 character-levels they own. (Max &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039;).&lt;br /&gt;
 ♦ Armours (and Outfits) created by the Warsmith gain a &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; bonus to any &amp;#039;&amp;#039;&amp;#039;Damage-Reduction&amp;#039;&amp;#039;&amp;#039; found on the Armour, plus &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; for every 4 character-levels they own. (Max &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039;).&lt;br /&gt;
 &lt;br /&gt;
 ♦ These bonuses increase &amp;#039;&amp;#039;&amp;#039;retroactively&amp;#039;&amp;#039;&amp;#039; to any weapon/armour created after this perk was acquired. The appropiate equipment do not need to be reforged/remade to benefit from increased bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Efficent Crafting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| 50 Skill-Rating in [[Fabrication]] Skill&lt;br /&gt;
| Crafting, Archetype&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;The Warsmith is often good at producing their wares at high quality with little waste, they can often produce for giants at a discount compared to common vendors.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When the Warsmith creates Weapons or Armour, they may benefit from &amp;#039;&amp;#039;&amp;#039;ONE (1)&amp;#039;&amp;#039;&amp;#039; of the following bonuses per project:&lt;br /&gt;
 ♦ The Warsmith can create and reforge Weapons and Armour/Outfits at a &amp;#039;&amp;#039;&amp;#039;20%&amp;#039;&amp;#039;&amp;#039; discount for &amp;#039;&amp;#039;&amp;#039;currency and common materials&amp;#039;&amp;#039;&amp;#039;. There is no discount for rare/unique materials.&lt;br /&gt;
 OR&lt;br /&gt;
 ♦ If the Warsmith creates Weapons and Armour with a Size-Rating of 2 or higher: equipment created is treated as if its Size-Rating is &amp;#039;&amp;#039;&amp;#039;halved&amp;#039;&amp;#039;&amp;#039; for the purposes of calculating cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locksmith===&lt;br /&gt;
&amp;#039;&amp;#039;The Locksmith is adept at manipulating technology and keeping it discreet.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +2 attribute bonus to Intelligence and +1 to Agility.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in all [[Engineering]] and [[Larceny]] skills.&lt;br /&gt;
&lt;br /&gt;
===Artificer===&lt;br /&gt;
&amp;#039;&amp;#039;The Artificer is an expert on the combination of magic and technology.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +2 attribute bonus to Intelligence and +1 to Charisma.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in all [[Engineering]] and [[Magic]] skills.&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Category:WIP&amp;diff=1490</id>
		<title>Category:WIP</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Category:WIP&amp;diff=1490"/>
		<updated>2022-11-12T18:12:33Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* November 2022 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:140ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Disclaimer=&lt;br /&gt;
This category is a collection of pages that have been marked as &amp;#039;&amp;#039;&amp;#039;Incomplete&amp;#039;&amp;#039;&amp;#039; and a &amp;#039;&amp;#039;&amp;#039;Work in Progress&amp;#039;&amp;#039;&amp;#039;. This is more of a reminder and checklist for the Game Developer than Players, however if a player does find a page that is found here, they can be assured that any missing or inconsistent elements can be explained with the aforementioned reasons.&lt;br /&gt;
&lt;br /&gt;
This page/category lists formal patch notes by the developer, use the [[Special:RecentChanges|Recent Changes]] page for a list of automatically logged edits to pages. (Records of edits older than 30 days may not be recoverable)&lt;br /&gt;
&lt;br /&gt;
=Development Log=&lt;br /&gt;
Currently working on the [[Perks List]], which follow into an [[Archetypes]] revamp. Further developments show that Skills will now need their own pages to properly home the &amp;#039;&amp;#039;&amp;#039;Skill-Perks&amp;#039;&amp;#039;&amp;#039; they belong to, instead of the [[Perks List]], similar logic will follow for the &amp;#039;&amp;#039;&amp;#039;Archetype Perks&amp;#039;&amp;#039;&amp;#039; being moved to the &amp;#039;&amp;#039;&amp;#039;Archetypes&amp;#039;&amp;#039;&amp;#039; page.&lt;br /&gt;
&lt;br /&gt;
==November 2022==&lt;br /&gt;
* Updated [[Archetypes]], redefining the &amp;#039;&amp;#039;&amp;#039;Warlock&amp;#039;&amp;#039;&amp;#039; archetype, a master of martial combat and magic.&lt;br /&gt;
** Also updated a few other archetypes with up to date wording.&lt;br /&gt;
&lt;br /&gt;
* New [https://docs.google.com/document/d/140WRK8NWLWMten6UPFWm3iNeNmTeYCZgNVhSJ-FKZnM/edit?usp=sharing Character Sheet] is available, found here and in the Character Creation section in the Sidebar.&lt;br /&gt;
** Current version should be mostly final, some minor changes may be added in future updates.&lt;br /&gt;
** You may need to have access to Google-Docs in order to view and download this template.&lt;br /&gt;
** An example provided by AlienOvan describes his Athenean Wizard, [https://docs.google.com/document/d/1wbzui6e3Io_hpUIrponh8J152qC5coL0kQfwcWyUHzs/edit?usp=sharing Calis Liberatus Cometo]&lt;br /&gt;
&lt;br /&gt;
* Reduced [[Ravenni]] Strength bonus from +5 to &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039;, since it was a bit overtuned.&lt;br /&gt;
* Updated [[Namekian]] page to be at current level.&lt;br /&gt;
* Major revision to the [[Progression Point]] system:&lt;br /&gt;
** P-Point options now displayed in tables.&lt;br /&gt;
** Recalculated the P-Point adjustments for Size.&lt;br /&gt;
** Skill-Point upgrade option buffed:&lt;br /&gt;
*** &amp;lt;strike&amp;gt;Reduced Skill-Points granted to &amp;#039;&amp;#039;&amp;#039;15&amp;#039;&amp;#039;&amp;#039; from 25.&amp;lt;/strike&amp;gt;&lt;br /&gt;
*** Skill-Points granted remains at 25, as before.&lt;br /&gt;
*** Reduced P-Point cost to &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; from 2.&lt;br /&gt;
*** (These changes give on average &amp;#039;&amp;#039;&amp;#039;25 extra&amp;#039;&amp;#039;&amp;#039; skill points from before and gives greater multi-skill potential as before)&lt;br /&gt;
* Created [[Acrobatics]] skill page.&lt;br /&gt;
* Created [[Tactics]] and [[Deduction]] skill pages.&lt;br /&gt;
&lt;br /&gt;
==October 2022==&lt;br /&gt;
* Created [[Subdue]], [[Stealth]] and [[Bypass]] skills, thus finishing the Larceny set of skills.&lt;br /&gt;
* Created [[Arcana]] skill page, the key skill used by spellcasters in order to use magic spells.&lt;br /&gt;
* Created [[Determination]] skill page, serves as a strong skill for psychological and physiological checks.&lt;br /&gt;
* Created [[Aegis]] skill page, replacing &amp;#039;&amp;#039;&amp;#039;Guard&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Elude&amp;#039;&amp;#039;&amp;#039; as one combined self-defence skill.&lt;br /&gt;
* Updated [[Gaosi]] race, now they have loads of racial traits. Also they&amp;#039;re now base Huge sized.&lt;br /&gt;
* Created [[Gnome]] race, the tiny but quirky people from Arcadia.&lt;br /&gt;
* Created [[Metaforce]] page, the ability to gain and recover Meta-points (MP) is here!&lt;br /&gt;
* Updated [[Dromite]] page, brought up to current state of the game.&lt;br /&gt;
* Updated [[Ravenni]], updated to current game state, reduced base size to Huge (Size-4).&lt;br /&gt;
* Updated [[Attributes]], removing obsolete negative penalties, adjusted &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; rewards.&lt;br /&gt;
* Updated [[Skills]] page to describe the current state of the Skill system, removed depreciated &amp;#039;Skill Bonus&amp;#039; information.&lt;br /&gt;
* Updated [[Character Creation]] page, removing old Set-style content and better reflecting Progression-point usage, plus developer tips!&lt;br /&gt;
* Updated [[Yamanokyojin]] with updates similar to Chronean and Athenean.&lt;br /&gt;
* Created [[Chronean]] page, thus realizing the &amp;#039;big three&amp;#039; of the Viridian Republic.&lt;br /&gt;
* Updated [[Athenean]] page with racial traits and new layout.&lt;br /&gt;
* Swapped Health Perks for &amp;#039;&amp;#039;&amp;#039;Fighter and Monk&amp;#039;&amp;#039;&amp;#039;: Monks now get &amp;#039;&amp;#039;&amp;#039;10 HP&amp;#039;&amp;#039;&amp;#039; per Endurance, while Fighters get &amp;#039;&amp;#039;&amp;#039;8 HP&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Created [[Martial Arts]] page, new perks and ability to fight in close-quarters combat.&lt;br /&gt;
* Updated [[Archetypes]]: Gambler and Warsmith archetypes updated to new specs.&lt;br /&gt;
* Updated [[Artek]] page to feature Potential skill ranks, also reaffirming the &amp;#039;Trait&amp;#039; terminology for Racial perks.&lt;br /&gt;
* Created [[Checks]] page to explain concisely how Skill Checks and ToHit checks are conducted in gameplay.&lt;br /&gt;
* Updated [[Jin]] page with Racial perks in line with the Perk-List/Archetype revamp.&lt;br /&gt;
&lt;br /&gt;
==September 2022==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;One-Handed Arms&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Two-Handed Arms&amp;#039;&amp;#039;&amp;#039; have now been combined into the [[Warfare]] skill.&lt;br /&gt;
** Skill-Perks will now be stored on their own Skill article pages, Archetype Perks planned to be set into the [[Archetypes]] page in future.&lt;br /&gt;
* [[Attributes]]: Increased Strength damage by 1 (direct and spread), reduced Agility Max Action-Points by 10, reduced Perception Evasion rate to 0.1x (from 0.5x).&lt;br /&gt;
* Added P-Point Milestone bonus mechanic to [[Progression Point]]&lt;br /&gt;
** Six extra P-Points rewards will be granted at evenly spaced intervals, which will stack with the normal Level-up reward.&lt;br /&gt;
** Rebalanced point gains and costs for Progression Points.&lt;br /&gt;
** Uncapped Racial Archetype limit, increased Universal Archetype limit to 2 at 10th level, and 3 at 20th level.&lt;br /&gt;
&lt;br /&gt;
==August 2022==&lt;br /&gt;
* Updated [[Skills]] to clarify ruling on Skill-Point investment: Certain amount of Skill-Points invested per level, Skill-Focus stacks.&lt;br /&gt;
* Updated [[Golian]] Traits: Longstriders gain Reach, Broadback gains Endurance, Roundback loses &amp;#039;Always heavy load&amp;#039; penalty. Broadback and Roundback gain &amp;#039;Slow, but steady&amp;#039; trait.&lt;br /&gt;
* Updated [[Character Creation]] to address changes to [[Experience]] and [[Progression Point]] articles.&lt;br /&gt;
* Multiple updates to [[Skill List]], now in a 95% complete state and useful as character creation resource.&lt;br /&gt;
* Updated [[Experience]] and [[Progression Point]] pages to reflect the integration of Progression Points as part of the character progression system. (progression!)&lt;br /&gt;
* Updated sidebar links, including &amp;#039;&amp;#039;&amp;#039;Tabletop System Conversion&amp;#039;&amp;#039;&amp;#039;, [[Progression Point]] and the new &amp;#039;&amp;#039;&amp;#039;Viridian Discord&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Created [[Tabletop System Conversion]] as a way to help those with Dungeons and Dragons 3.5 and Pathfinder 1 backgrounds source content for Viridian TTRPG.&lt;br /&gt;
* Updated [[Size]] page: reworked AP recovery mechanics, improved writing, extra context.&lt;br /&gt;
* Patch notes (This page) now updates in reverse-order: Newest at top, oldest at bottom, from this note onwards.&lt;br /&gt;
* Began writing [[Cerulean Adventurers Guild]] lore page.&lt;br /&gt;
&lt;br /&gt;
==May 2022==&lt;br /&gt;
* Resumed work on the Viridian TTRPG&lt;br /&gt;
* Tested and applied new layouts to numerous pages for better readability and better image gallery distribution, with the intent to propagate to all pages in time.&lt;br /&gt;
* Added WIP category to main page, will now serve as an informal dev log for visitors to understand significant and upcoming changes to the wiki, including what pages are queued for fixes and changes.&lt;br /&gt;
* Updated [[Inventory]] page with simplified mechanics, Item-slots depreciated.&lt;br /&gt;
* Updated the [[Attributes]] page by depreciating the Luck attribute.&lt;br /&gt;
* Created [[Namekian]] page as a playable Third-Party race.&lt;br /&gt;
* Updated [[Actions]] with a redirect as well as layout changes and mechanics.&lt;br /&gt;
* Major update to the [[Size]] page by specifying in gameplay terms what properties are affected by size and how.&lt;br /&gt;
* Major update to the [[Golian]] page, rewritten lore, descriptions and gameplay information.&lt;br /&gt;
* Created and renamed [[Artek]] page as a playable race.&lt;br /&gt;
* Created [[Goblin]] page as a playable race.&lt;br /&gt;
* Created [[Tetramand]] page as a playable race.&lt;br /&gt;
* Created [[Experience]] page explaining how experience and levelling up works.&lt;br /&gt;
* Updated [[Environment]] page and pinned it to Wiki sidebar.&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Category:WIP&amp;diff=1489</id>
		<title>Category:WIP</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Category:WIP&amp;diff=1489"/>
		<updated>2022-11-12T18:05:46Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* November 2022 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:140ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Disclaimer=&lt;br /&gt;
This category is a collection of pages that have been marked as &amp;#039;&amp;#039;&amp;#039;Incomplete&amp;#039;&amp;#039;&amp;#039; and a &amp;#039;&amp;#039;&amp;#039;Work in Progress&amp;#039;&amp;#039;&amp;#039;. This is more of a reminder and checklist for the Game Developer than Players, however if a player does find a page that is found here, they can be assured that any missing or inconsistent elements can be explained with the aforementioned reasons.&lt;br /&gt;
&lt;br /&gt;
This page/category lists formal patch notes by the developer, use the [[Special:RecentChanges|Recent Changes]] page for a list of automatically logged edits to pages. (Records of edits older than 30 days may not be recoverable)&lt;br /&gt;
&lt;br /&gt;
=Development Log=&lt;br /&gt;
Currently working on the [[Perks List]], which follow into an [[Archetypes]] revamp. Further developments show that Skills will now need their own pages to properly home the &amp;#039;&amp;#039;&amp;#039;Skill-Perks&amp;#039;&amp;#039;&amp;#039; they belong to, instead of the [[Perks List]], similar logic will follow for the &amp;#039;&amp;#039;&amp;#039;Archetype Perks&amp;#039;&amp;#039;&amp;#039; being moved to the &amp;#039;&amp;#039;&amp;#039;Archetypes&amp;#039;&amp;#039;&amp;#039; page.&lt;br /&gt;
&lt;br /&gt;
==November 2022==&lt;br /&gt;
* Updated [[Archetypes]], redefining the &amp;#039;&amp;#039;&amp;#039;Warlock&amp;#039;&amp;#039;&amp;#039; archetype, a master of martial combat and magic.&lt;br /&gt;
 ** Also updated a few other archetypes with up to date wording.&lt;br /&gt;
&lt;br /&gt;
* New [https://docs.google.com/document/d/140WRK8NWLWMten6UPFWm3iNeNmTeYCZgNVhSJ-FKZnM/edit?usp=sharing Character Sheet] is available, found here and in the Character Creation section in the Sidebar.&lt;br /&gt;
** Current version should be mostly final, some minor changes may be added in future updates.&lt;br /&gt;
** You may need to have access to Google-Docs in order to view and download this template.&lt;br /&gt;
** An example provided by AlienOvan describes his Athenean Wizard, [https://docs.google.com/document/d/1wbzui6e3Io_hpUIrponh8J152qC5coL0kQfwcWyUHzs/edit?usp=sharing Calis Liberatus Cometo]&lt;br /&gt;
&lt;br /&gt;
* Reduced [[Ravenni]] Strength bonus from +5 to &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039;, since it was a bit overtuned.&lt;br /&gt;
* Updated [[Namekian]] page to be at current level.&lt;br /&gt;
* Major revision to the [[Progression Point]] system:&lt;br /&gt;
** P-Point options now displayed in tables.&lt;br /&gt;
** Recalculated the P-Point adjustments for Size.&lt;br /&gt;
** Skill-Point upgrade option buffed:&lt;br /&gt;
*** &amp;lt;strike&amp;gt;Reduced Skill-Points granted to &amp;#039;&amp;#039;&amp;#039;15&amp;#039;&amp;#039;&amp;#039; from 25.&amp;lt;/strike&amp;gt;&lt;br /&gt;
*** Skill-Points granted remains at 25, as before.&lt;br /&gt;
*** Reduced P-Point cost to &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; from 2.&lt;br /&gt;
*** (These changes give on average &amp;#039;&amp;#039;&amp;#039;25 extra&amp;#039;&amp;#039;&amp;#039; skill points from before and gives greater multi-skill potential as before)&lt;br /&gt;
* Created [[Acrobatics]] skill page.&lt;br /&gt;
* Created [[Tactics]] and [[Deduction]] skill pages.&lt;br /&gt;
&lt;br /&gt;
==October 2022==&lt;br /&gt;
* Created [[Subdue]], [[Stealth]] and [[Bypass]] skills, thus finishing the Larceny set of skills.&lt;br /&gt;
* Created [[Arcana]] skill page, the key skill used by spellcasters in order to use magic spells.&lt;br /&gt;
* Created [[Determination]] skill page, serves as a strong skill for psychological and physiological checks.&lt;br /&gt;
* Created [[Aegis]] skill page, replacing &amp;#039;&amp;#039;&amp;#039;Guard&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Elude&amp;#039;&amp;#039;&amp;#039; as one combined self-defence skill.&lt;br /&gt;
* Updated [[Gaosi]] race, now they have loads of racial traits. Also they&amp;#039;re now base Huge sized.&lt;br /&gt;
* Created [[Gnome]] race, the tiny but quirky people from Arcadia.&lt;br /&gt;
* Created [[Metaforce]] page, the ability to gain and recover Meta-points (MP) is here!&lt;br /&gt;
* Updated [[Dromite]] page, brought up to current state of the game.&lt;br /&gt;
* Updated [[Ravenni]], updated to current game state, reduced base size to Huge (Size-4).&lt;br /&gt;
* Updated [[Attributes]], removing obsolete negative penalties, adjusted &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; rewards.&lt;br /&gt;
* Updated [[Skills]] page to describe the current state of the Skill system, removed depreciated &amp;#039;Skill Bonus&amp;#039; information.&lt;br /&gt;
* Updated [[Character Creation]] page, removing old Set-style content and better reflecting Progression-point usage, plus developer tips!&lt;br /&gt;
* Updated [[Yamanokyojin]] with updates similar to Chronean and Athenean.&lt;br /&gt;
* Created [[Chronean]] page, thus realizing the &amp;#039;big three&amp;#039; of the Viridian Republic.&lt;br /&gt;
* Updated [[Athenean]] page with racial traits and new layout.&lt;br /&gt;
* Swapped Health Perks for &amp;#039;&amp;#039;&amp;#039;Fighter and Monk&amp;#039;&amp;#039;&amp;#039;: Monks now get &amp;#039;&amp;#039;&amp;#039;10 HP&amp;#039;&amp;#039;&amp;#039; per Endurance, while Fighters get &amp;#039;&amp;#039;&amp;#039;8 HP&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Created [[Martial Arts]] page, new perks and ability to fight in close-quarters combat.&lt;br /&gt;
* Updated [[Archetypes]]: Gambler and Warsmith archetypes updated to new specs.&lt;br /&gt;
* Updated [[Artek]] page to feature Potential skill ranks, also reaffirming the &amp;#039;Trait&amp;#039; terminology for Racial perks.&lt;br /&gt;
* Created [[Checks]] page to explain concisely how Skill Checks and ToHit checks are conducted in gameplay.&lt;br /&gt;
* Updated [[Jin]] page with Racial perks in line with the Perk-List/Archetype revamp.&lt;br /&gt;
&lt;br /&gt;
==September 2022==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;One-Handed Arms&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Two-Handed Arms&amp;#039;&amp;#039;&amp;#039; have now been combined into the [[Warfare]] skill.&lt;br /&gt;
** Skill-Perks will now be stored on their own Skill article pages, Archetype Perks planned to be set into the [[Archetypes]] page in future.&lt;br /&gt;
* [[Attributes]]: Increased Strength damage by 1 (direct and spread), reduced Agility Max Action-Points by 10, reduced Perception Evasion rate to 0.1x (from 0.5x).&lt;br /&gt;
* Added P-Point Milestone bonus mechanic to [[Progression Point]]&lt;br /&gt;
** Six extra P-Points rewards will be granted at evenly spaced intervals, which will stack with the normal Level-up reward.&lt;br /&gt;
** Rebalanced point gains and costs for Progression Points.&lt;br /&gt;
** Uncapped Racial Archetype limit, increased Universal Archetype limit to 2 at 10th level, and 3 at 20th level.&lt;br /&gt;
&lt;br /&gt;
==August 2022==&lt;br /&gt;
* Updated [[Skills]] to clarify ruling on Skill-Point investment: Certain amount of Skill-Points invested per level, Skill-Focus stacks.&lt;br /&gt;
* Updated [[Golian]] Traits: Longstriders gain Reach, Broadback gains Endurance, Roundback loses &amp;#039;Always heavy load&amp;#039; penalty. Broadback and Roundback gain &amp;#039;Slow, but steady&amp;#039; trait.&lt;br /&gt;
* Updated [[Character Creation]] to address changes to [[Experience]] and [[Progression Point]] articles.&lt;br /&gt;
* Multiple updates to [[Skill List]], now in a 95% complete state and useful as character creation resource.&lt;br /&gt;
* Updated [[Experience]] and [[Progression Point]] pages to reflect the integration of Progression Points as part of the character progression system. (progression!)&lt;br /&gt;
* Updated sidebar links, including &amp;#039;&amp;#039;&amp;#039;Tabletop System Conversion&amp;#039;&amp;#039;&amp;#039;, [[Progression Point]] and the new &amp;#039;&amp;#039;&amp;#039;Viridian Discord&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Created [[Tabletop System Conversion]] as a way to help those with Dungeons and Dragons 3.5 and Pathfinder 1 backgrounds source content for Viridian TTRPG.&lt;br /&gt;
* Updated [[Size]] page: reworked AP recovery mechanics, improved writing, extra context.&lt;br /&gt;
* Patch notes (This page) now updates in reverse-order: Newest at top, oldest at bottom, from this note onwards.&lt;br /&gt;
* Began writing [[Cerulean Adventurers Guild]] lore page.&lt;br /&gt;
&lt;br /&gt;
==May 2022==&lt;br /&gt;
* Resumed work on the Viridian TTRPG&lt;br /&gt;
* Tested and applied new layouts to numerous pages for better readability and better image gallery distribution, with the intent to propagate to all pages in time.&lt;br /&gt;
* Added WIP category to main page, will now serve as an informal dev log for visitors to understand significant and upcoming changes to the wiki, including what pages are queued for fixes and changes.&lt;br /&gt;
* Updated [[Inventory]] page with simplified mechanics, Item-slots depreciated.&lt;br /&gt;
* Updated the [[Attributes]] page by depreciating the Luck attribute.&lt;br /&gt;
* Created [[Namekian]] page as a playable Third-Party race.&lt;br /&gt;
* Updated [[Actions]] with a redirect as well as layout changes and mechanics.&lt;br /&gt;
* Major update to the [[Size]] page by specifying in gameplay terms what properties are affected by size and how.&lt;br /&gt;
* Major update to the [[Golian]] page, rewritten lore, descriptions and gameplay information.&lt;br /&gt;
* Created and renamed [[Artek]] page as a playable race.&lt;br /&gt;
* Created [[Goblin]] page as a playable race.&lt;br /&gt;
* Created [[Tetramand]] page as a playable race.&lt;br /&gt;
* Created [[Experience]] page explaining how experience and levelling up works.&lt;br /&gt;
* Updated [[Environment]] page and pinned it to Wiki sidebar.&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Archetypes&amp;diff=1488</id>
		<title>Archetypes</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Archetypes&amp;diff=1488"/>
		<updated>2022-11-12T18:04:34Z</updated>

		<summary type="html">&lt;p&gt;Makros: Warlock archetype defined, other updates included&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:155ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 This article is subject to a rewrite in the near future. Reasons being that Archetypes may be using attributes that no longer exist (Luck), Skills that have changed or no longer exist, and are due to gain new &amp;#039;Archetype Perks&amp;#039; to improve the value of the Archetype selection process. Be aware when creating a character to check back to see if the archetype(s) you have chosen function the way you intended them to be, as they may change in the days to come.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Archetypes&amp;#039;&amp;#039;&amp;#039; serve as a type of starter-kit and background for characters to build up their role and experience ready for their 1st level. There are two types: &amp;#039;&amp;#039;&amp;#039;Universal&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Racial&amp;#039;&amp;#039;&amp;#039;. &amp;#039;&amp;#039;&amp;#039;Universal Archetypes&amp;#039;&amp;#039;&amp;#039; are centred around traditional careers and roles that any character can take, while &amp;#039;&amp;#039;&amp;#039;Racial Archetypes&amp;#039;&amp;#039;&amp;#039; are only obtainable by specific races as indicated on their [[Playable Races|race]] page.&lt;br /&gt;
&lt;br /&gt;
A character must choose one Archetype at creation and may choose a 2nd archetype at 10th level, along with a respecification to reallocate skill points and [[Skills|skill-focuses]].&lt;br /&gt;
&lt;br /&gt;
=Universal Archetypes=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Universal Archetypes&amp;#039;&amp;#039;&amp;#039; are selectable for any Character-Race and usually follows a more typical job and role-based approach than specialised Archetypes. Universal Archetypes often come with &amp;#039;&amp;#039;&amp;#039;Archetype Perks&amp;#039;&amp;#039;&amp;#039;, which are bonuses and abilities to enhance the feeling of the Archetype, to give it more utility.&lt;br /&gt;
&lt;br /&gt;
All Adventurers are able to acquire &amp;#039;&amp;#039;&amp;#039;Archetype perks from Archetypes they do not possess&amp;#039;&amp;#039;&amp;#039;, but will have to meet harsher requirements in comparison to the Origin Archetype, which can get it &amp;#039;&amp;#039;&amp;#039;for free&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;without any other requirements&amp;#039;&amp;#039;&amp;#039; other than itself.&lt;br /&gt;
&lt;br /&gt;
Adventurers of the relevant Archetype can acquire all their Archetype Perks &amp;#039;&amp;#039;&amp;#039;regardless of their requirements&amp;#039;&amp;#039;&amp;#039;, requirements are only relevant to other Adventurers acquiring the Perk by other means.&lt;br /&gt;
&lt;br /&gt;
==Adventurer==&lt;br /&gt;
The Adventurer is like the number zero, a source of infinite potential, but a blank slate.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Adventurer can choose from these sets of attribute scores: &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Strength + Endurance&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Perception + Agility&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Intelligence + Charisma&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
   &amp;gt; The Adventurer can choose one attribute score to recieve a base P-Point cost reduction of &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
   &amp;gt; Then the Adventurer can select one of the attribute score sets above, they gain a base P-Point cost reduction of &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;, for that set.&lt;br /&gt;
 &lt;br /&gt;
 ♦ This character gains a +1 attribute bonus to &amp;#039;&amp;#039;&amp;#039;all&amp;#039;&amp;#039;&amp;#039; attribute scores.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Adventurer gains Skill-Focuses in the [[Aegis]], [[Resolve]], [[Acrobatics]], [[Athletics]] and [[Academics]] skills.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Perks&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Adventurer gains no Archetype perks.&lt;br /&gt;
&lt;br /&gt;
==Fighter==&lt;br /&gt;
The Fighter excels in martial combat and the use of weapons and armour to attack and defend with stoic determination.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-Point cost to increasing their &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; attribute score is reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Their base P-Point cost to increasing &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; attribute bonus to &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Skill-Focuses&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Fighter gains a Skill-Focus in the [[Warfare]], [[Aegis]], [[Tactics]] and [[Athletics]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Perks&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Type !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Archetype Perk(s)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Weapon Master&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
* 50 Skill-Rating in [[Warfare]] Skill&lt;br /&gt;
| Combat, Archetype&lt;br /&gt;
|&lt;br /&gt;
* The Fighter-Archetype Adventurer is &amp;#039;&amp;#039;&amp;#039;treated as Proficient in all Weapon types&amp;#039;&amp;#039;&amp;#039; under the Warfare Skill.&lt;br /&gt;
* If the Adventurer gains Rank 5 in the Warfare skill: The Adventurer is rewarded &amp;#039;&amp;#039;&amp;#039;10 Progression-Points&amp;#039;&amp;#039;&amp;#039; when this Perk becomes redundant.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Armour Mastery&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
* +2 Strength, AND&lt;br /&gt;
* +2 Endurance&lt;br /&gt;
| Practical, Archetype&lt;br /&gt;
|&lt;br /&gt;
* The Adventurer gains a &amp;#039;&amp;#039;&amp;#039;-10 [[Inventory|Load-Point discount]]&amp;#039;&amp;#039;&amp;#039; on the weight of their worn Outfit/Armour.&lt;br /&gt;
* They also gain a fixed &amp;#039;&amp;#039;&amp;#039;-5 Load-Point discount&amp;#039;&amp;#039;&amp;#039; for each Outfit-Mod applied to their Outfit/Armour.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Tactical Sense&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
* +3 Perception&lt;br /&gt;
| Combat, Archetype&lt;br /&gt;
|&lt;br /&gt;
 The following effect applies to enemy units that target the Adventurer at any point during combat:&lt;br /&gt;
* The Adventurer gains a &amp;#039;&amp;#039;&amp;#039;+1 bonus to Direct Damage and Spread&amp;#039;&amp;#039;&amp;#039; per Perception point, for attacks against applicable targets.&lt;br /&gt;
* The Adventurer also gains &amp;#039;&amp;#039;&amp;#039;+1 Damage-Reduction against attacks dealt by applicable targets&amp;#039;&amp;#039;&amp;#039; per Perception point.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Bonus Perk(s)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Pain-Tolerance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| +1 Endurance&lt;br /&gt;
| Survival&lt;br /&gt;
|&lt;br /&gt;
* The Adventurer now gains &amp;#039;&amp;#039;&amp;#039;8 base Maximum HP&amp;#039;&amp;#039;&amp;#039; based on their Endurance attribute score (instead of 6).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;32 Max-HP&amp;#039;&amp;#039;&amp;#039; at +0 Endurance, &amp;#039;&amp;#039;&amp;#039;+8 Max-HP&amp;#039;&amp;#039;&amp;#039; per Endurance point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Barbarian===&lt;br /&gt;
The Barbarian focuses on pure might and aggression in order to fell their foes.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-Point cost to increase the &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; attribute score is reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The cost to increase the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; attribute scores is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Skill-Focuses&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Barbarians gain a Skill-Focus in the [[Warfare]], [[Aegis]] and [[Athletics]] skills.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Perks&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ [[Battle-Focus]]&lt;br /&gt;
 ♦ [[Thrill of Battle]]&lt;br /&gt;
&lt;br /&gt;
==Warlock==&lt;br /&gt;
Warlocks master both magic and martial combat to be formidable foes, commonly regarded as a fusion of Fighter and Wizard:&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-Point cost to increase the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; attribute scores is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ All Warlocks gain a Skill-Focus in the [[Arcana]], [[Aegis]] and [[Resolve]] skills.&lt;br /&gt;
 ♦ Warlocks gain a choice to pick up [[Warfare]], [[Martial Arts]] or [[Firearm]] as a Skill-Focus.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! min-width:300px; | Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Archetype Perk(s)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Enchant Equipment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rank 2&amp;#039;&amp;#039;&amp;#039; in the [[Warfare]] skill, AND&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rank 2 in the [[Arcana]] skill&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Warlock can enchant their weapons or armour with their own power to temporarily enhance them:&lt;br /&gt;
 ♦ This ability is a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ This ability has a &amp;#039;&amp;#039;&amp;#039;variable&amp;#039;&amp;#039;&amp;#039; Meta-point cost, between &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; and a maximum amount dictated below&lt;br /&gt;
 (The Maximum MP given is an amount equal to the Warlock&amp;#039;s &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;CharacterLevel / 2&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;5 maximum&amp;#039;&amp;#039;&amp;#039;.)&lt;br /&gt;
 ♦ The target of this ability is any one &amp;#039;&amp;#039;&amp;#039;weapon&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;armour&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The target of this ability becomes &amp;#039;&amp;#039;&amp;#039;Enchanted&amp;#039;&amp;#039;&amp;#039; for up to &amp;#039;&amp;#039;&amp;#039;1 encounter&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;12 minutes&amp;#039;&amp;#039;&amp;#039; per Character Level.&lt;br /&gt;
&lt;br /&gt;
Depending on whether the item is a Weapon or Outfit/armour, the following applies:&lt;br /&gt;
 ♦ The Warlock can grant the targeted item an enhancement bonus equal to their &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;CharacterLevel / 2&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, to a maximum of +5.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Enchanted&amp;#039;&amp;#039;&amp;#039; weapons gain a &amp;#039;&amp;#039;&amp;#039;+1 bonus&amp;#039;&amp;#039;&amp;#039; to their Direct Damage and Spread for each enhancement point it owns.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Enchanted&amp;#039;&amp;#039;&amp;#039; outfits/armours gain a &amp;#039;&amp;#039;&amp;#039;+1 bonus&amp;#039;&amp;#039;&amp;#039; to their Damage-Reduction for each enhancement point it owns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Monk==&lt;br /&gt;
The Monk practices many forms of Martial Arts and can manifest the metaforce through concentration and the flow of Ki.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-Point cost for increasing &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039; is reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The base P-Point cost for increasing &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; attribute bonus to &amp;#039;&amp;#039;&amp;#039;Strength, Agility, Perception and Charisma.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Monk gains a Skill-Focus in [[Martial Arts]], [[Metaforce]], [[Aegis]], [[Resolve]], [[Acrobatics]], [[Athletics]] and [[Tactics]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Perks&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Type !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Flurry of Blows&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
* 50 Skill-Rating in [[Martial Arts]] Skill.&lt;br /&gt;
| Combat, Archetype&lt;br /&gt;
|&lt;br /&gt;
When the Monk Adventurer performs an Unarmed Strike or other [[Martial-Arts]] / [[Warfare]] based attack:&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The Adventurer may follow-up their initial attack with a number of additional attacks as &amp;#039;&amp;#039;&amp;#039;Quick-Actions (25 AP)&amp;#039;&amp;#039;&amp;#039;, for as long as their Action-Points remain.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
When the Adventurer has at least 50 Skill-Rating in the [[Martial Arts]] Skill:&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The Standard-Action to attack with an Unarmed-Strike or Proficient Weapon is now considered a Quick-Action (25 AP), instead of a Standard Action.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ki Control&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
* 50 Skill-Rating in [[Martial Arts]] Skill.&lt;br /&gt;
* 50 Skill-Rating in [[Metaforce]] Skill.&lt;br /&gt;
| Metaforce, Archetype&lt;br /&gt;
|&lt;br /&gt;
The Adventurer is now capable of spending &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Metapoints (MP) in order to augment a number of [[Martial Arts]] based actions, as a Quick-Action (25 AP), including:&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ki Dash&amp;#039;&amp;#039;&amp;#039;: Gain an &amp;#039;&amp;#039;&amp;#039;additional Move action&amp;#039;&amp;#039;&amp;#039;, once per round. The Adventurer can move in any direction, including vertically through mid-air this way.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ki Strike&amp;#039;&amp;#039;&amp;#039;: Unarmed-Strikes and/or Proficient weapon attacks gains &amp;#039;&amp;#039;&amp;#039;additional non-physical Direct Damage and Spread&amp;#039;&amp;#039;&amp;#039; equal to half the attack&amp;#039;s base damage (rounded up).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ki Vanish&amp;#039;&amp;#039;&amp;#039;: Increases the Adventurer&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Evasion rate by x3 for one incoming attack&amp;#039;&amp;#039;&amp;#039;, if they avoid the attack, they can &amp;#039;&amp;#039;&amp;#039;reposition&amp;#039;&amp;#039;&amp;#039; within a distance equal to their Move-action.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ki Flow&amp;#039;&amp;#039;&amp;#039;: Until the end of their turn, the Adventurer gains &amp;#039;&amp;#039;&amp;#039;10 AP after performing every unique action&amp;#039;&amp;#039;&amp;#039; taken that round.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Bonus Perk(s)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;High Pain-Tolerance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
| Survival&lt;br /&gt;
|&lt;br /&gt;
* The Adventurer now gains &amp;#039;&amp;#039;&amp;#039;10 base Maximum HP&amp;#039;&amp;#039;&amp;#039; based on their Endurance attribute score (instead of 6).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;40 Max-HP&amp;#039;&amp;#039;&amp;#039; at +0 Endurance, &amp;#039;&amp;#039;&amp;#039;+10 Max-HP per Endurance point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 ♦ [[Weapon-Throw Training]]&lt;br /&gt;
 ♦ [[Swift Sprint]]&lt;br /&gt;
 ♦ [[Flow Training]]&lt;br /&gt;
&lt;br /&gt;
===Ranger===&lt;br /&gt;
&amp;#039;&amp;#039;The Ranger&amp;#039;s knowledge of the land gives them an edge in survival and hunting, their weapon of choice is whatever does the job best.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +2 attribute bonus to Perception and +1 to Agility.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in either [[Warfare]] or [[Firearm]] skills, plus all [[Nature]] skills.&lt;br /&gt;
&lt;br /&gt;
===Rogue===&lt;br /&gt;
&amp;#039;&amp;#039;The Rogue excels at finding solutions to their problems, illegally or otherwise, they also have ways to manipulate others.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +2 attribute bonus to Perception and +1 to Agility.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in all [[Larceny]] and [[Social]] skills.&lt;br /&gt;
&lt;br /&gt;
===Stalker===&lt;br /&gt;
&amp;#039;&amp;#039;The Stalker is good at taking down targets and taking advantage of their environment.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +1 attribute bonus to Strength, Perception and Agility.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in all [[Larceny]] and [[Nature]] skills.&lt;br /&gt;
&lt;br /&gt;
==Wizard==&lt;br /&gt;
&amp;#039;&amp;#039;The Wizard is a practitioner of magic, their research into the arcane also gave them the opportunity to learn other subjects as well.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
 ♦ The base Progression-Point cost of increasing &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; is reduced by &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Wizards gain a Skill-Focus in [[Metaforce]], [[Arcane]], [[Deduction]] and [[Academics]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Perks&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Type !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Archetype Perk(s)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Arcane Diligence&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
* 50 Skill-Rating in [[Arcane]] Skill.&lt;br /&gt;
| Metaforce, Archetype&lt;br /&gt;
|&lt;br /&gt;
 At 2nd level and every two levels beyond, the Adventurer:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Learn a new spell&amp;#039;&amp;#039;&amp;#039; for free.&lt;br /&gt;
* The number of &amp;#039;&amp;#039;&amp;#039;spells retained in memory&amp;#039;&amp;#039;&amp;#039; when preparing spells is increased by &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Spell Mastery&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
* 50 Skill-Rating in [[Arcane]] Skill&lt;br /&gt;
| Metaforce, Archetype&lt;br /&gt;
|&lt;br /&gt;
* The Adventurer&amp;#039;s Spell-level adjustment is &amp;#039;&amp;#039;&amp;#039;reduced by &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; when casting &amp;#039;&amp;#039;&amp;#039;spells modified by Metamagic&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* When the Adventurer&amp;#039;s [[Arcane]] Skill-Rating is 50 or higher: Spell-level adjustment is reduced by &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; for each &amp;#039;&amp;#039;&amp;#039;Metamagic modifier applied to the spell cast&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sorcerer===&lt;br /&gt;
&amp;#039;&amp;#039;The Sorcerer has a natural talent for spellcasting, the real magic is in their personality.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +2 attribute bonus to Charisma and +1 to Agility.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in all [[Magic]] and [[Social]] skills.&lt;br /&gt;
&lt;br /&gt;
===Paladin===&lt;br /&gt;
&amp;#039;&amp;#039;The Paladin is a crusader for their faith and will fight to uphold their tenets.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +1 attribute bonus to Strength, Endurance and Perception.&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
===Cleric===&lt;br /&gt;
&amp;#039;&amp;#039;The Cleric channels energy from a higher power to &amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +2 attribute bonus to Perception and +1 to Intelligence.&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
===Druid===&lt;br /&gt;
&amp;#039;&amp;#039;Druids have a connection to nature and can use the metaforce to protect it.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +1 attribute bonus to Endurance and +2 to Perception.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in all [[Magic]] and [[Nature]] skills.&lt;br /&gt;
&lt;br /&gt;
===Magician===&lt;br /&gt;
&amp;#039;&amp;#039;The Magician wows the crowds by night and floors monsters by day.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +2 attribute to Agility and +1 to Charisma.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in all [[Performance]] and [[Magic]] skills.&lt;br /&gt;
&lt;br /&gt;
==Gambler==&lt;br /&gt;
&amp;#039;&amp;#039;The Gambler takes risks and is able to come out on top even when the odds are against them. Their luck only seems to get better the more they push it.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Gambler gains a &amp;#039;&amp;#039;&amp;#039;-1 Progression-point discount&amp;#039;&amp;#039;&amp;#039; when increasing their &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; attribute scores.&lt;br /&gt;
 ♦ They also gain a &amp;#039;&amp;#039;&amp;#039;+2 attribute bonus to Perception.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ They also gain a Skill-Focus in one &amp;#039;&amp;#039;&amp;#039;Combat Skill&amp;#039;&amp;#039;&amp;#039; of their choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Type !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Gambler Perks&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Cheat Death&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
| Survival, Archetype&lt;br /&gt;
|&lt;br /&gt;
The Gambler gains an advantage in succeeding checks which may result in their demise if they failed:&lt;br /&gt;
 ♦ The Gambler gains a &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; bonus to checks made to avoid &amp;#039;&amp;#039;&amp;#039;Dying&amp;#039;&amp;#039;&amp;#039; for every character level they own.&lt;br /&gt;
 ♦ This bonus is &amp;#039;&amp;#039;&amp;#039;doubled&amp;#039;&amp;#039;&amp;#039; if the circumstances necessitating the check were of the &amp;#039;&amp;#039;&amp;#039;Gambler&amp;#039;s own choice or volition&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ This Perk can only be used once per encounter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Live Dangerously&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
| Archetype&lt;br /&gt;
|&lt;br /&gt;
The moments when the stakes are highest, is when the Gambler shines brightest:&lt;br /&gt;
 ♦ The Gambler gains a &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; bonus per character-level to checks that have a clear &amp;#039;&amp;#039;&amp;#039;penalty for failure&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This bonus is &amp;#039;&amp;#039;&amp;#039;doubled&amp;#039;&amp;#039;&amp;#039; if the circumstances necessitating the check were of the &amp;#039;&amp;#039;&amp;#039;Gambler&amp;#039;s own choice or volition&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Called Shot&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
* 50 Skill-Rating in appropriate Skill&lt;br /&gt;
| Combat, Archetype&lt;br /&gt;
|&lt;br /&gt;
Calling out the outcome of any event often jinxes the result, but when the Gambler calls it right, it&amp;#039;s all the sweeter.&lt;br /&gt;
&lt;br /&gt;
As a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25AP)&amp;#039;&amp;#039;&amp;#039;, the Gambler can call out their next attack as a &amp;#039;&amp;#039;&amp;#039;critical hit&amp;#039;&amp;#039;&amp;#039;, when they do:&lt;br /&gt;
 ♦ The roll result required to score a critical hit is &amp;#039;&amp;#039;&amp;#039;quadrupled&amp;#039;&amp;#039;&amp;#039;. (base crit goes from 96 to &amp;#039;&amp;#039;&amp;#039;81&amp;#039;&amp;#039;&amp;#039;).&lt;br /&gt;
 ♦ However: If the Gambler rolls &amp;#039;&amp;#039;&amp;#039;50 or lower&amp;#039;&amp;#039;&amp;#039;, the attack will result in a &amp;#039;&amp;#039;&amp;#039;critical failure&amp;#039;&amp;#039;&amp;#039; instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warsmith==&lt;br /&gt;
&amp;#039;&amp;#039;The Warsmith is a dedicated fabricator of Weapons and Armour from during the times of war. Their skill and experience makes many of their creations unique and powerful.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Warsmiths gain a &amp;#039;&amp;#039;&amp;#039;-1 Progression-point discount&amp;#039;&amp;#039;&amp;#039; when they increase their &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; attribute scores.&lt;br /&gt;
 ♦ They also gain a &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; attribute bonus to &amp;#039;&amp;#039;&amp;#039;Strength, Endurance, Intelligence and Charisma&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Warsmiths gain a Skill-Focus in the [[Warfare]], [[Aegis]], [[Bypass]] and [[Fabrication]] skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Type !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Warsmith Perks&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Warsmith&amp;#039;s Mark&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| 50 Skill-Rating in [[Fabrication]] Skill&lt;br /&gt;
| Crafting, Archetype&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;Warsmiths are so devoted to their craft that the equipment they forge is superior to any you&amp;#039;d find in mass-produced goods.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Weapons created by the Warsmith gain a &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; bonus to &amp;#039;&amp;#039;&amp;#039;Direct Damage and Spread&amp;#039;&amp;#039;&amp;#039; plus 1 for every 4 character-levels they own. (Max &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039;).&lt;br /&gt;
 ♦ Armours (and Outfits) created by the Warsmith gain a &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; bonus to any &amp;#039;&amp;#039;&amp;#039;Damage-Reduction&amp;#039;&amp;#039;&amp;#039; found on the Armour, plus &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; for every 4 character-levels they own. (Max &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039;).&lt;br /&gt;
 &lt;br /&gt;
 ♦ These bonuses increase &amp;#039;&amp;#039;&amp;#039;retroactively&amp;#039;&amp;#039;&amp;#039; to any weapon/armour created after this perk was acquired. The appropiate equipment do not need to be reforged/remade to benefit from increased bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Efficent Crafting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| 50 Skill-Rating in [[Fabrication]] Skill&lt;br /&gt;
| Crafting, Archetype&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;The Warsmith is often good at producing their wares at high quality with little waste, they can often produce for giants at a discount compared to common vendors.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When the Warsmith creates Weapons or Armour, they may benefit from &amp;#039;&amp;#039;&amp;#039;ONE (1)&amp;#039;&amp;#039;&amp;#039; of the following bonuses per project:&lt;br /&gt;
 ♦ The Warsmith can create and reforge Weapons and Armour/Outfits at a &amp;#039;&amp;#039;&amp;#039;20%&amp;#039;&amp;#039;&amp;#039; discount for &amp;#039;&amp;#039;&amp;#039;currency and common materials&amp;#039;&amp;#039;&amp;#039;. There is no discount for rare/unique materials.&lt;br /&gt;
 OR&lt;br /&gt;
 ♦ If the Warsmith creates Weapons and Armour with a Size-Rating of 2 or higher: equipment created is treated as if its Size-Rating is &amp;#039;&amp;#039;&amp;#039;halved&amp;#039;&amp;#039;&amp;#039; for the purposes of calculating cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locksmith===&lt;br /&gt;
&amp;#039;&amp;#039;The Locksmith is adept at manipulating technology and keeping it discreet.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +2 attribute bonus to Intelligence and +1 to Agility.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in all [[Engineering]] and [[Larceny]] skills.&lt;br /&gt;
&lt;br /&gt;
===Artificer===&lt;br /&gt;
&amp;#039;&amp;#039;The Artificer is an expert on the combination of magic and technology.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This character gains a +2 attribute bonus to Intelligence and +1 to Charisma.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in all [[Engineering]] and [[Magic]] skills.&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Metaforce&amp;diff=1487</id>
		<title>Metaforce</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Metaforce&amp;diff=1487"/>
		<updated>2022-11-11T17:53:55Z</updated>

		<summary type="html">&lt;p&gt;Makros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:140ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Metaforce&amp;#039;&amp;#039;&amp;#039; is a skill relating to the ability to store and utilise magical energies granted by the [[Metaforce Phenomena]].&lt;br /&gt;
&lt;br /&gt;
Since &amp;#039;&amp;#039;&amp;#039;Meta-points (MP)&amp;#039;&amp;#039;&amp;#039; are important for fuelling many abilities, all characters have a base Meta-point capacity equal to their &amp;#039;&amp;#039;&amp;#039;Character-Level&amp;#039;&amp;#039;&amp;#039;, meaning at level one, every Adventurer has at least 1 MP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Upon reaching Rank 1: the following Perk(s) are obtained, automatically:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Meta-Multiplier&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Adventurer gains additional Meta-points at a faster rate the more they develop their Metaforce skill:&lt;br /&gt;
 ♦ The Adventurer&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Meta-point capacity&amp;#039;&amp;#039;&amp;#039; is increased by &amp;#039;&amp;#039;&amp;#039;1%&amp;#039;&amp;#039;&amp;#039; for every &amp;#039;&amp;#039;&amp;#039;Skill-Rating&amp;#039;&amp;#039;&amp;#039; in the Metaforce Skill.&lt;br /&gt;
 ♦ This percentage multiplier initially applies &amp;#039;&amp;#039;&amp;#039;only&amp;#039;&amp;#039;&amp;#039; to the Adventurer&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Character-Level&amp;#039;&amp;#039;&amp;#039;, other Perks may apply if &amp;#039;&amp;#039;&amp;#039;specifically mentioned&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Meta-Inspiration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Adventurer gains Meta-points relative to their &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; attribute scores:&lt;br /&gt;
 ♦ The Adventurer gains a number of Meta-Points equal to the &amp;#039;&amp;#039;&amp;#039;highest attribute&amp;#039;&amp;#039;&amp;#039; score of the attributes shown above.&lt;br /&gt;
 ♦ The number of Meta-points gained is affected by the &amp;#039;&amp;#039;&amp;#039;Meta-Multiplier&amp;#039;&amp;#039;&amp;#039; perk.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Each Skill-Rank beyond 1st grants a new Skill-Perk that can be enhanced by the Metaforce skill.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Restful Recovery&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
When the Adventurer rests:&lt;br /&gt;
 ♦ Every period of &amp;#039;&amp;#039;&amp;#039;Rest&amp;#039;&amp;#039;&amp;#039;, the Adventurer recovers &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; per &amp;#039;&amp;#039;&amp;#039;Metaforce&amp;#039;&amp;#039;&amp;#039; Skill-Rank they own.&lt;br /&gt;
 (Rest is a period of relaxation for at least four hours, which can be sedentary activity or sleep.)&lt;br /&gt;
 (An Adventurer can only perform two rest periods a day, any more rest periods will not restore any MP (or HP).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Energy Siphon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Adventurer gains the ability to absorb the Metaforce energy from various objects or environments to regain their own stores:&lt;br /&gt;
 ♦ The Adventurer can now use &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Energy Siphon&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; as an Advanced-Action (100 AP).&lt;br /&gt;
 ♦ This can only be used on unattended objects charged with Metaforce energy.&lt;br /&gt;
 &lt;br /&gt;
 ♦ For &amp;#039;&amp;#039;&amp;#039;Magical items&amp;#039;&amp;#039;&amp;#039;, the Adventurer can now Siphon off a number of Meta-point equal to its &amp;#039;&amp;#039;&amp;#039;enhancement bonus&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 (After this is done, the item&amp;#039;s magical abilities are suppressed for up to 20 hours, and cannot be siphoned off again)&lt;br /&gt;
 &lt;br /&gt;
 ♦ For objects and environmental features, the Adventurer can Siphon an amount of MP as &amp;#039;&amp;#039;&amp;#039;decided&amp;#039;&amp;#039;&amp;#039; by the Game-Master.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Perks]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Namekian&amp;diff=1486</id>
		<title>Namekian</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Namekian&amp;diff=1486"/>
		<updated>2022-11-11T14:21:55Z</updated>

		<summary type="html">&lt;p&gt;Makros: &lt;/p&gt;
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Namekian1.jpg&lt;br /&gt;
Namekian2.png&lt;br /&gt;
Namekian3.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:155ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Namekian=&lt;br /&gt;
Namekians resemble humanoids with dangling antennae, green skin that varies from light to dark tones and pink, pale yellow or peach coloured callouses appearing over their major muscle groups. Namekians have pointy ears, and red, conjoined rings around their ankles and wrists. Though some Namekians are on average around 8 feet tall, others can grow to 15ft tall and larger, often large-bodied and powerful in their own right. Namekians have peculiar biology and are able to regenerate, elongate their limbs and even temporarily grow in size. Their species are considered to be exclusively Male, there has been no such thing as a Female Namekian and notions of gender are superficial to them.&lt;br /&gt;
&lt;br /&gt;
Namekians can be found wearing robes and thick, warm fabric around their neck, with some preferring lighter outfits with bare arms and chest showing. Namekians normally live in fertile lands with plenty of where they can grow fruit and vegetables. Despite the fact that they only require water in order to survive, the crops become useful trade to other settlements, which is how most lawfully abiding Namekians live. Aside from the mundane Namekians who go about simple lives, the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Dragon-Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Namekians seek spiritual and academic enlightenment while &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Warrior-Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Namekians serve as guardians for their people. &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great-Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Namekians are typically seen as an independant group that exercises their power and allies themselves with other larger folk.&lt;br /&gt;
&lt;br /&gt;
=Race Meta=&lt;br /&gt;
* Height: 7-9ft tall (&amp;#039;&amp;#039;&amp;#039;Size: 1, Medium&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* Genus: &amp;#039;&amp;#039;&amp;#039;Ogre&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Xeno&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Faction(s): Saffron Alliance, Viridian Republic&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Namekians gain a &amp;#039;&amp;#039;&amp;#039;+2 base HP&amp;#039;&amp;#039;&amp;#039; bonus, this stacks with other base HP increasing effects.&lt;br /&gt;
 ♦ The base P-point cost to increase &amp;#039;&amp;#039;&amp;#039;all attribute&amp;#039;&amp;#039;&amp;#039; scores are reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Namekians gain a Skill-Focus in the [[Metaforce]], [[Psionics]] and [[Resolve]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
 All Namekians must choose a Racial Archetype as their first archetype:&lt;br /&gt;
 ♦ The Namekian may choose from a &amp;#039;&amp;#039;&amp;#039;Warrior Clan&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Dragon Clan&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Great Clan&amp;#039;&amp;#039;&amp;#039; Archetype.&lt;br /&gt;
 ♦ Once the Namekian acquires their archetype, they are free to acquire &amp;#039;&amp;#039;&amp;#039;other&amp;#039;&amp;#039;&amp;#039; Archetypes later.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Namekians do &amp;#039;&amp;#039;&amp;#039;not require Food&amp;#039;&amp;#039;&amp;#039; in order to survive, but they still require Water and Sleep in order to stay healthy and can &amp;#039;&amp;#039;&amp;#039;still benefit&amp;#039;&amp;#039;&amp;#039; from Food effects if consumed.&lt;br /&gt;
&lt;br /&gt;
=Namekian Archetype(s)=&lt;br /&gt;
A Namekian must select &amp;#039;&amp;#039;&amp;#039;one (1)&amp;#039;&amp;#039;&amp;#039; Archetype from the section below:&lt;br /&gt;
==Dragon Clan==&lt;br /&gt;
Dragon-Clan Namekians are sensitive to the Meta-force and capable of using magic to great effect. They have a special healing power that can be used to revive heavily injured targets:&lt;br /&gt;
 ♦ The base P-Point cost to increasing the &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; attribute scores by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in the [[Chemistry]], [[Deduction]] and [[Academics]] skills.&lt;br /&gt;
 ♦ They may choose &amp;#039;&amp;#039;&amp;#039;one (1)&amp;#039;&amp;#039;&amp;#039; additional Skill-Focus from the following; [[Arcana]] or [[Psionics]].&lt;br /&gt;
 ♦ Dragon Clan Namekians automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Healing&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential Skill, it does not affect their trait choices.&lt;br /&gt;
&lt;br /&gt;
==Warrior Clan==&lt;br /&gt;
Warrior Clan Namekians are trained in both hand-to-hand, weapon and Metaforce-based combat and often regarded as protectors of their people:&lt;br /&gt;
 ♦ The base P-Point cost to increasing &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039; attribute scores is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in the [[Warfare]], [[Martial Arts]], [[Aegis]], [[Acrobatics]] and [[Athletics]] skills.&lt;br /&gt;
 ♦ Warrior Clan Namekians automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Expansion&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential skill, it does not affect their trait choices.&lt;br /&gt;
&lt;br /&gt;
==Great Clan==&lt;br /&gt;
Great Clan Namekians train from a young age to perfect their &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; form, many of their members live in their Great Forms night and day to master their giant size:&lt;br /&gt;
 ♦ The base P-Point cost to increasing the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; attribute scores are reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Great Clan Namekians automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential Skill, it does not affect their trait choices.&lt;br /&gt;
 ♦ Great Clan Namekians using &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Super Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; only require a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; to maintain the effect, instead of Standard.&lt;br /&gt;
 ♦ They also automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Superior Expansion&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential Skill, it does not affect their trait choices.&lt;br /&gt;
&lt;br /&gt;
=Racial Traits=&lt;br /&gt;
When a Namekian invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | The Namekian gains a new Racial trait for every Potential Skill-Rank they own:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Namekian Healing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dragon Clan Archetype&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
OR&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;60 Skill-Rating&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
 ♦ This trait is gained for free if the Namekian is of the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Dragon Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; archetype.&lt;br /&gt;
&lt;br /&gt;
The Namekian develops a special power to heal others by touch:&lt;br /&gt;
 ♦ This ability is a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ While active, it can be maintained every round as a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Activating and maintaining the ability costs &amp;#039;&amp;#039;&amp;#039;1 Meta-point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The ability can only be used on a willing/friendly target within the Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;natural reach&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The ability &amp;#039;&amp;#039;&amp;#039;heals&amp;#039;&amp;#039;&amp;#039; the target&amp;#039;s Health points (HP), restoring &amp;#039;&amp;#039;&amp;#039;1 HP&amp;#039;&amp;#039;&amp;#039; per Potential Skill-Rank per round.&lt;br /&gt;
 (The amount scales based on the caster and recipient, the multiplier &amp;#039;&amp;#039;&amp;#039;prioritises&amp;#039;&amp;#039;&amp;#039; the one with the &amp;#039;&amp;#039;&amp;#039;higher Size-Rating&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Energy Transfer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Namekian Healing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Namekian develops a more advanced technique for energy transfer, and can siphon magical energy unto themselves:&lt;br /&gt;
 ♦ This is an ability that requires a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ This ability can be maintained as a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; each round.&lt;br /&gt;
 ♦ The target must be within the Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;natural reach&amp;#039;&amp;#039;&amp;#039; for the duration of the ability to function.&lt;br /&gt;
&lt;br /&gt;
 ♦ If the Namekian uses &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Healing&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, the target may now recieve &amp;#039;&amp;#039;&amp;#039;2 HP&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; per Potential Skill-Rank.&lt;br /&gt;
 ♦ If used on something with &amp;#039;&amp;#039;&amp;#039;magical&amp;#039;&amp;#039;&amp;#039; energy contained within, the Namekian may &amp;#039;&amp;#039;&amp;#039;siphon&amp;#039;&amp;#039;&amp;#039; up to &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; per Potential Skill-Rank.&lt;br /&gt;
 (Magic items or equipment siphoned will be made mundane for 20 hours and cannot be siphoned further)&lt;br /&gt;
 (More substantial sources may be continiously siphoned, however the Namekian will take &amp;#039;&amp;#039;&amp;#039;damage&amp;#039;&amp;#039;&amp;#039; equal to their &amp;#039;&amp;#039;&amp;#039;Endurance score&amp;#039;&amp;#039;&amp;#039; for every round after the first, their &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Regeneration&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; ability will also be &amp;#039;&amp;#039;&amp;#039;disabled&amp;#039;&amp;#039;&amp;#039; for &amp;#039;&amp;#039;&amp;#039;1 hour&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Warrior Clan Archetype&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
OR&amp;lt;hr&amp;gt; &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;60 Skill-Rating&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
 ♦ This trait is gained for free if the Namekian is of the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Warrior Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; archetype.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Namekians are &amp;#039;&amp;#039;&amp;#039;forbidden&amp;#039;&amp;#039;&amp;#039; to take this trait, as it is incompatible with their archetype.&lt;br /&gt;
&lt;br /&gt;
The Namekian&amp;#039;s natural biological functions causes them to grow larger as they age:&lt;br /&gt;
 ♦ The Namekian is now considered to be &amp;#039;&amp;#039;&amp;#039;Large-sized&amp;#039;&amp;#039;&amp;#039; with a Size-Rating of &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039;. They now stand an average height of 12-16ft tall.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Superior Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Great Clan Archetype&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
OR&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Namekian matures further and becomes a towering version of their former self:&lt;br /&gt;
 ♦ The Namekian is now considered to be &amp;#039;&amp;#039;&amp;#039;Huged-sized&amp;#039;&amp;#039;&amp;#039; with a Size-Rating of &amp;#039;&amp;#039;&amp;#039;4&amp;#039;&amp;#039;&amp;#039;. They now stand an average height of 30ft-36ft.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have a surprisingly tough skin that is resistant to damage:&lt;br /&gt;
 ♦ The Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;, this &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with other Perks that increase base HP.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Namekians gain a special &amp;#039;&amp;#039;&amp;#039;20% resistance&amp;#039;&amp;#039;&amp;#039; to &amp;#039;&amp;#039;&amp;#039;Cold&amp;#039;&amp;#039;&amp;#039; damage, this is applied &amp;#039;&amp;#039;&amp;#039;before&amp;#039;&amp;#039;&amp;#039; Damage-Reduction.&lt;br /&gt;
 ♦ The Chill and Freeze status effects are &amp;#039;&amp;#039;&amp;#039;downgraded&amp;#039;&amp;#039;&amp;#039; by one stage when inflicted upon the Namekian.&lt;br /&gt;
 ♦ Namekians &amp;#039;&amp;#039;&amp;#039;resist&amp;#039;&amp;#039;&amp;#039; the effects of cold-temperature [[Environment|environments]] by one stage. This &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with any other cold-temp resistances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Tough Hide&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Namekian trains harder to grow a thicker skin that can withstand more harm:&lt;br /&gt;
 ♦ The Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by an additional &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The Namekian now gains &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039; of natural Damage-Reduction due to their tough exterior.&lt;br /&gt;
 (This scales with Size-Rating).&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Namekian&amp;#039;s special resistance to &amp;#039;&amp;#039;&amp;#039;Cold&amp;#039;&amp;#039;&amp;#039; is now increased to &amp;#039;&amp;#039;&amp;#039;40%&amp;#039;&amp;#039;&amp;#039;, from 20%.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Namekian Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have incredible cell-regeneration, able to heal much faster than most species:&lt;br /&gt;
 ♦ This ability is a passive that can be activated as a &amp;#039;&amp;#039;&amp;#039;Free Action&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This ability costs &amp;#039;&amp;#039;&amp;#039;1 Meta-point&amp;#039;&amp;#039;&amp;#039; per round to maintain at each of the Namekian&amp;#039;s start phases.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Namekian regenerates &amp;#039;&amp;#039;&amp;#039;1 HP&amp;#039;&amp;#039;&amp;#039; per round per Endurance attribute point owned at their start-phase.&lt;br /&gt;
 (This HP scales with their Size-Rating)&lt;br /&gt;
 ♦ This trait also &amp;#039;&amp;#039;&amp;#039;doubles&amp;#039;&amp;#039;&amp;#039; the effect of any other source that allows the Namekian to &amp;#039;&amp;#039;&amp;#039;recover health points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ While the ability is active, the Ravenni gains a &amp;#039;&amp;#039;&amp;#039;+25 bonus&amp;#039;&amp;#039;&amp;#039; to [[Resolve]] checks to recover from negative &amp;#039;&amp;#039;&amp;#039;physiological&amp;#039;&amp;#039;&amp;#039; status conditions.&lt;br /&gt;
&lt;br /&gt;
This Trait is enhanced when the Namekian has a Skill-Rating of &amp;#039;&amp;#039;&amp;#039;60&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;120&amp;#039;&amp;#039;&amp;#039; respectively:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 60&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;tripled (x3)&amp;#039;&amp;#039;&amp;#039; instead of doubled.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 120&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;quadrupled (x4)&amp;#039;&amp;#039;&amp;#039; instead of tripled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Elastic Body&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have the ability to elongate their limbs, particularly their arms, in order to extend their reach:&lt;br /&gt;
 ♦ This &amp;#039;&amp;#039;&amp;#039;ability&amp;#039;&amp;#039;&amp;#039; requires a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ After activation, this ability can be maintained as a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; each start-phase until dismissed.&lt;br /&gt;
 ♦ Dismissing the effect is a &amp;#039;&amp;#039;&amp;#039;Free Action&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
While active, the Namekian can elongate the arms, legs and body to gain the following benefits:&lt;br /&gt;
 ♦ Increases their &amp;#039;&amp;#039;&amp;#039;natural reach&amp;#039;&amp;#039;&amp;#039; by a number of steps equal to their [[Size]]-Rating.&lt;br /&gt;
 ♦ When used on the legs: The Namekian can &amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; an additional number of steps equal to their Size-Rating.&lt;br /&gt;
&lt;br /&gt;
While active, the Namekian can extend their reach further for a brief period of time, with limitations:&lt;br /&gt;
 ♦ As a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;: the Namekian can extend their natural reach to x8 their normal amount to reach for or grab things.&lt;br /&gt;
 ♦ As a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;: the Namekian can elongate their legs and body in order to reach over and see at a higher vantage point.&lt;br /&gt;
 ♦ The above actions can only persist up to &amp;#039;&amp;#039;&amp;#039;one round&amp;#039;&amp;#039;&amp;#039; (unless the Namekian is holding onto something while extending).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have the ability to increase their size to truly Colossal proportions, increasing their durability and power:&lt;br /&gt;
 ♦ This is an ability that requires a &amp;#039;&amp;#039;&amp;#039;Full-Round Action (ALL)&amp;#039;&amp;#039;&amp;#039; in order to activate.&lt;br /&gt;
 ♦ This ability also requires &amp;#039;&amp;#039;&amp;#039;3 Meta-points&amp;#039;&amp;#039;&amp;#039; to activate, but requires &amp;#039;&amp;#039;&amp;#039;no&amp;#039;&amp;#039;&amp;#039; additional costs to maintain.&lt;br /&gt;
 ♦ After activation, the Namekian must use a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; each round to maintain the effect.&lt;br /&gt;
 (If the Namekian is of the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; archetype, this is a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; instead.&lt;br /&gt;
 &lt;br /&gt;
 ♦ This ability causes the Namekian&amp;#039;s Size-Rating to increase up to x4 its original amount, or up to Size-8 (whichever is lower).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Super Great Namek&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
A Namekian can master their &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; ability to enlarge themselves further in size, their mastery of this form allows them to move and act more easily:&lt;br /&gt;
&lt;br /&gt;
This is an ability that functions similarly to &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, except:&lt;br /&gt;
 ♦ The maximum Size-Rating the Namekian can attain via this ability is raised to &amp;#039;&amp;#039;&amp;#039;24&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ For an additional &amp;#039;&amp;#039;&amp;#039;+2 Meta-Points&amp;#039;&amp;#039;&amp;#039;, the Namekian can increase their Size-Rating by a factor of &amp;#039;&amp;#039;&amp;#039;x8&amp;#039;&amp;#039;&amp;#039;, instead of x4.&lt;br /&gt;
 (If the Namekian is &amp;#039;&amp;#039;&amp;#039;already&amp;#039;&amp;#039;&amp;#039; enlarged, they can simply spend &amp;#039;&amp;#039;&amp;#039;+2 MP&amp;#039;&amp;#039;&amp;#039; to go from x4 to x8.)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=500px widths=700px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
Namekian6.png&lt;br /&gt;
Namekian4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]] [[Category:Third-Party]] [[Category:Viridian]] [[Category:Ogre]] [[Category: Xeno]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=MediaWiki:Sidebar&amp;diff=1485</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=MediaWiki:Sidebar&amp;diff=1485"/>
		<updated>2022-11-11T13:27:58Z</updated>

		<summary type="html">&lt;p&gt;Makros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
&lt;br /&gt;
* Wiki&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
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** https://docs.google.com/document/d/140WRK8NWLWMten6UPFWm3iNeNmTeYCZgNVhSJ-FKZnM/edit?usp=sharing | Character Sheet (Google Docs)&lt;br /&gt;
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&lt;br /&gt;
* SEARCH&lt;br /&gt;
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		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=MediaWiki:Sidebar&amp;diff=1484</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=MediaWiki:Sidebar&amp;diff=1484"/>
		<updated>2022-11-11T13:26:56Z</updated>

		<summary type="html">&lt;p&gt;Makros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
&lt;br /&gt;
* Wiki&lt;br /&gt;
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&lt;br /&gt;
* Character Creation &amp;amp; Progression&lt;br /&gt;
** Character Creation|Character Creation&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
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		<author><name>Makros</name></author>
	</entry>
	<entry>
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		<title>Category:WIP</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Category:WIP&amp;diff=1483"/>
		<updated>2022-11-11T11:08:23Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* November 2022 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:140ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Disclaimer=&lt;br /&gt;
This category is a collection of pages that have been marked as &amp;#039;&amp;#039;&amp;#039;Incomplete&amp;#039;&amp;#039;&amp;#039; and a &amp;#039;&amp;#039;&amp;#039;Work in Progress&amp;#039;&amp;#039;&amp;#039;. This is more of a reminder and checklist for the Game Developer than Players, however if a player does find a page that is found here, they can be assured that any missing or inconsistent elements can be explained with the aforementioned reasons.&lt;br /&gt;
&lt;br /&gt;
This page/category lists formal patch notes by the developer, use the [[Special:RecentChanges|Recent Changes]] page for a list of automatically logged edits to pages. (Records of edits older than 30 days may not be recoverable)&lt;br /&gt;
&lt;br /&gt;
=Development Log=&lt;br /&gt;
Currently working on the [[Perks List]], which follow into an [[Archetypes]] revamp. Further developments show that Skills will now need their own pages to properly home the &amp;#039;&amp;#039;&amp;#039;Skill-Perks&amp;#039;&amp;#039;&amp;#039; they belong to, instead of the [[Perks List]], similar logic will follow for the &amp;#039;&amp;#039;&amp;#039;Archetype Perks&amp;#039;&amp;#039;&amp;#039; being moved to the &amp;#039;&amp;#039;&amp;#039;Archetypes&amp;#039;&amp;#039;&amp;#039; page.&lt;br /&gt;
&lt;br /&gt;
==November 2022==&lt;br /&gt;
* New [https://docs.google.com/document/d/140WRK8NWLWMten6UPFWm3iNeNmTeYCZgNVhSJ-FKZnM/edit?usp=sharing Character Sheet] is available, found here and in the Character Creation section in the Sidebar.&lt;br /&gt;
** Current version should be mostly final, some minor changes may be added in future updates.&lt;br /&gt;
** You may need to have access to Google-Docs in order to view and download this template.&lt;br /&gt;
** An example provided by AlienOvan describes his Athenean Wizard, [https://docs.google.com/document/d/1wbzui6e3Io_hpUIrponh8J152qC5coL0kQfwcWyUHzs/edit?usp=sharing Calis Liberatus Cometo]&lt;br /&gt;
&lt;br /&gt;
* Reduced [[Ravenni]] Strength bonus from +5 to &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039;, since it was a bit overtuned.&lt;br /&gt;
* Updated [[Namekian]] page to be at current level.&lt;br /&gt;
* Major revision to the [[Progression Point]] system:&lt;br /&gt;
** P-Point options now displayed in tables.&lt;br /&gt;
** Recalculated the P-Point adjustments for Size.&lt;br /&gt;
** Skill-Point upgrade option buffed:&lt;br /&gt;
*** &amp;lt;strike&amp;gt;Reduced Skill-Points granted to &amp;#039;&amp;#039;&amp;#039;15&amp;#039;&amp;#039;&amp;#039; from 25.&amp;lt;/strike&amp;gt;&lt;br /&gt;
*** Skill-Points granted remains at 25, as before.&lt;br /&gt;
*** Reduced P-Point cost to &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; from 2.&lt;br /&gt;
*** (These changes give on average &amp;#039;&amp;#039;&amp;#039;25 extra&amp;#039;&amp;#039;&amp;#039; skill points from before and gives greater multi-skill potential as before)&lt;br /&gt;
* Created [[Acrobatics]] skill page.&lt;br /&gt;
* Created [[Tactics]] and [[Deduction]] skill pages.&lt;br /&gt;
&lt;br /&gt;
==October 2022==&lt;br /&gt;
* Created [[Subdue]], [[Stealth]] and [[Bypass]] skills, thus finishing the Larceny set of skills.&lt;br /&gt;
* Created [[Arcana]] skill page, the key skill used by spellcasters in order to use magic spells.&lt;br /&gt;
* Created [[Determination]] skill page, serves as a strong skill for psychological and physiological checks.&lt;br /&gt;
* Created [[Aegis]] skill page, replacing &amp;#039;&amp;#039;&amp;#039;Guard&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Elude&amp;#039;&amp;#039;&amp;#039; as one combined self-defence skill.&lt;br /&gt;
* Updated [[Gaosi]] race, now they have loads of racial traits. Also they&amp;#039;re now base Huge sized.&lt;br /&gt;
* Created [[Gnome]] race, the tiny but quirky people from Arcadia.&lt;br /&gt;
* Created [[Metaforce]] page, the ability to gain and recover Meta-points (MP) is here!&lt;br /&gt;
* Updated [[Dromite]] page, brought up to current state of the game.&lt;br /&gt;
* Updated [[Ravenni]], updated to current game state, reduced base size to Huge (Size-4).&lt;br /&gt;
* Updated [[Attributes]], removing obsolete negative penalties, adjusted &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; rewards.&lt;br /&gt;
* Updated [[Skills]] page to describe the current state of the Skill system, removed depreciated &amp;#039;Skill Bonus&amp;#039; information.&lt;br /&gt;
* Updated [[Character Creation]] page, removing old Set-style content and better reflecting Progression-point usage, plus developer tips!&lt;br /&gt;
* Updated [[Yamanokyojin]] with updates similar to Chronean and Athenean.&lt;br /&gt;
* Created [[Chronean]] page, thus realizing the &amp;#039;big three&amp;#039; of the Viridian Republic.&lt;br /&gt;
* Updated [[Athenean]] page with racial traits and new layout.&lt;br /&gt;
* Swapped Health Perks for &amp;#039;&amp;#039;&amp;#039;Fighter and Monk&amp;#039;&amp;#039;&amp;#039;: Monks now get &amp;#039;&amp;#039;&amp;#039;10 HP&amp;#039;&amp;#039;&amp;#039; per Endurance, while Fighters get &amp;#039;&amp;#039;&amp;#039;8 HP&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Created [[Martial Arts]] page, new perks and ability to fight in close-quarters combat.&lt;br /&gt;
* Updated [[Archetypes]]: Gambler and Warsmith archetypes updated to new specs.&lt;br /&gt;
* Updated [[Artek]] page to feature Potential skill ranks, also reaffirming the &amp;#039;Trait&amp;#039; terminology for Racial perks.&lt;br /&gt;
* Created [[Checks]] page to explain concisely how Skill Checks and ToHit checks are conducted in gameplay.&lt;br /&gt;
* Updated [[Jin]] page with Racial perks in line with the Perk-List/Archetype revamp.&lt;br /&gt;
&lt;br /&gt;
==September 2022==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;One-Handed Arms&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Two-Handed Arms&amp;#039;&amp;#039;&amp;#039; have now been combined into the [[Warfare]] skill.&lt;br /&gt;
** Skill-Perks will now be stored on their own Skill article pages, Archetype Perks planned to be set into the [[Archetypes]] page in future.&lt;br /&gt;
* [[Attributes]]: Increased Strength damage by 1 (direct and spread), reduced Agility Max Action-Points by 10, reduced Perception Evasion rate to 0.1x (from 0.5x).&lt;br /&gt;
* Added P-Point Milestone bonus mechanic to [[Progression Point]]&lt;br /&gt;
** Six extra P-Points rewards will be granted at evenly spaced intervals, which will stack with the normal Level-up reward.&lt;br /&gt;
** Rebalanced point gains and costs for Progression Points.&lt;br /&gt;
** Uncapped Racial Archetype limit, increased Universal Archetype limit to 2 at 10th level, and 3 at 20th level.&lt;br /&gt;
&lt;br /&gt;
==August 2022==&lt;br /&gt;
* Updated [[Skills]] to clarify ruling on Skill-Point investment: Certain amount of Skill-Points invested per level, Skill-Focus stacks.&lt;br /&gt;
* Updated [[Golian]] Traits: Longstriders gain Reach, Broadback gains Endurance, Roundback loses &amp;#039;Always heavy load&amp;#039; penalty. Broadback and Roundback gain &amp;#039;Slow, but steady&amp;#039; trait.&lt;br /&gt;
* Updated [[Character Creation]] to address changes to [[Experience]] and [[Progression Point]] articles.&lt;br /&gt;
* Multiple updates to [[Skill List]], now in a 95% complete state and useful as character creation resource.&lt;br /&gt;
* Updated [[Experience]] and [[Progression Point]] pages to reflect the integration of Progression Points as part of the character progression system. (progression!)&lt;br /&gt;
* Updated sidebar links, including &amp;#039;&amp;#039;&amp;#039;Tabletop System Conversion&amp;#039;&amp;#039;&amp;#039;, [[Progression Point]] and the new &amp;#039;&amp;#039;&amp;#039;Viridian Discord&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Created [[Tabletop System Conversion]] as a way to help those with Dungeons and Dragons 3.5 and Pathfinder 1 backgrounds source content for Viridian TTRPG.&lt;br /&gt;
* Updated [[Size]] page: reworked AP recovery mechanics, improved writing, extra context.&lt;br /&gt;
* Patch notes (This page) now updates in reverse-order: Newest at top, oldest at bottom, from this note onwards.&lt;br /&gt;
* Began writing [[Cerulean Adventurers Guild]] lore page.&lt;br /&gt;
&lt;br /&gt;
==May 2022==&lt;br /&gt;
* Resumed work on the Viridian TTRPG&lt;br /&gt;
* Tested and applied new layouts to numerous pages for better readability and better image gallery distribution, with the intent to propagate to all pages in time.&lt;br /&gt;
* Added WIP category to main page, will now serve as an informal dev log for visitors to understand significant and upcoming changes to the wiki, including what pages are queued for fixes and changes.&lt;br /&gt;
* Updated [[Inventory]] page with simplified mechanics, Item-slots depreciated.&lt;br /&gt;
* Updated the [[Attributes]] page by depreciating the Luck attribute.&lt;br /&gt;
* Created [[Namekian]] page as a playable Third-Party race.&lt;br /&gt;
* Updated [[Actions]] with a redirect as well as layout changes and mechanics.&lt;br /&gt;
* Major update to the [[Size]] page by specifying in gameplay terms what properties are affected by size and how.&lt;br /&gt;
* Major update to the [[Golian]] page, rewritten lore, descriptions and gameplay information.&lt;br /&gt;
* Created and renamed [[Artek]] page as a playable race.&lt;br /&gt;
* Created [[Goblin]] page as a playable race.&lt;br /&gt;
* Created [[Tetramand]] page as a playable race.&lt;br /&gt;
* Created [[Experience]] page explaining how experience and levelling up works.&lt;br /&gt;
* Updated [[Environment]] page and pinned it to Wiki sidebar.&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Progression_Point&amp;diff=1482</id>
		<title>Progression Point</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Progression_Point&amp;diff=1482"/>
		<updated>2022-11-11T11:01:35Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* Progression Point Upgrades &amp;amp; Costs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:140ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Progression Points (P-Points)&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; are an open-ended progression mechanic for Player-Characters/Adventurers to improve their skills and acquire new abilities, completely independent of a ridged class-based structure. Progression points are granted in chunks through levelling up, and by piecemeal from the Game-Master when they deem it appropriate.&lt;br /&gt;
&lt;br /&gt;
Adventurers gain &amp;#039;&amp;#039;&amp;#039;P-Points every level&amp;#039;&amp;#039;&amp;#039; and the amount increases at regular intervals as shown in the chart below.&lt;br /&gt;
&lt;br /&gt;
==Progression Point gains by Size==&lt;br /&gt;
When a Campaign is set to &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Scale by P-Points&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, instead of modifying the experience multiplier, the number of P-Points gained per level-up is affected instead. When the chart reads &amp;#039;1st to 4th&amp;#039; and so on, it is referring to the Adventurer&amp;#039;s &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Character Level&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! [[Size]]-Rating !! 1st to 4th !! 5th to 8th !! 9th to 12th !! 13th to 16th !! 17th onward !! Total&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 1&lt;br /&gt;
| +10&lt;br /&gt;
| +15&lt;br /&gt;
| +20&lt;br /&gt;
| +25&lt;br /&gt;
| +30&lt;br /&gt;
| 400&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 |&lt;br /&gt;
|-&lt;br /&gt;
! Small&lt;br /&gt;
| 0.7&lt;br /&gt;
| +15&lt;br /&gt;
| +20&lt;br /&gt;
| +25&lt;br /&gt;
| +30&lt;br /&gt;
| +35&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
! Tiny&lt;br /&gt;
| 0.4&lt;br /&gt;
| +20&lt;br /&gt;
| +25&lt;br /&gt;
| +30&lt;br /&gt;
| +35&lt;br /&gt;
| +40&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 |&lt;br /&gt;
|-&lt;br /&gt;
! Large&lt;br /&gt;
| 2&lt;br /&gt;
| +10&lt;br /&gt;
| +12&lt;br /&gt;
| +15&lt;br /&gt;
| +18&lt;br /&gt;
| +25&lt;br /&gt;
| 320&lt;br /&gt;
|-&lt;br /&gt;
! Huge&lt;br /&gt;
| 4&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| +15&lt;br /&gt;
| +15&lt;br /&gt;
| +20&lt;br /&gt;
| 280&lt;br /&gt;
|-&lt;br /&gt;
! Gargantuan&lt;br /&gt;
| 8&lt;br /&gt;
| colspan=99 rowspan=3 | [as Huge]&lt;br /&gt;
|-&lt;br /&gt;
! Colossal&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! Titanic&lt;br /&gt;
| 17+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Progression Point Upgrades &amp;amp; Costs==&lt;br /&gt;
The following &amp;#039;&amp;#039;&amp;#039;upgrades&amp;#039;&amp;#039;&amp;#039; can be purchased with P-Points.&lt;br /&gt;
&lt;br /&gt;
 Upgrade costs scale &amp;#039;&amp;#039;&amp;#039;linearly&amp;#039;&amp;#039;&amp;#039; by the number of times a specific upgrade is purchased. Cost is calculated &amp;#039;&amp;#039;&amp;#039;AFTER&amp;#039;&amp;#039;&amp;#039; acquiring a new upgrade, therefore the first time you spend P-Points on an upgrade, it always counts itself.&lt;br /&gt;
 &lt;br /&gt;
 ex. If an upgrade has a base cost of &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, the number of P-Points to purchase it consecutively will be: &amp;#039;&amp;#039;&amp;#039;2, 4, 6, 8, 10&amp;#039;&amp;#039;&amp;#039;...etc.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cost &amp;amp; Scaling !! Effect(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Gain Universal / Archetype / Skill Perk&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Perk/Trait purchased&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
Upon redemption, the Adventurer can acquire one Perk or Trait to which they meet the requirements:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Universal Perks&amp;#039;&amp;#039;&amp;#039; are obtainable so long as the Adventurer meets its &amp;#039;&amp;#039;&amp;#039;requirements&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Archetype Perks&amp;#039;&amp;#039;&amp;#039; can also be acquired in the same way (maximum up to &amp;#039;&amp;#039;&amp;#039;3&amp;#039;&amp;#039;&amp;#039; archetype sets per character).&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Skill Perks&amp;#039;&amp;#039;&amp;#039; can be acquired this way, but only after reaching &amp;#039;&amp;#039;&amp;#039;Rank 5&amp;#039;&amp;#039;&amp;#039; to its respective skill.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Racial Traits&amp;#039;&amp;#039;&amp;#039; from the Potential Skill can be obtained this way only when their Potential Skill reaches &amp;#039;&amp;#039;&amp;#039;Rank 5&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Increase Single Attribute&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Attribute boost purchased&lt;br /&gt;
|&lt;br /&gt;
Upon Redemption, the Adventurer can increase one Attribute of their choice by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
 ♦ All Attribute upgrades are &amp;#039;&amp;#039;&amp;#039;mutually exclusive&amp;#039;&amp;#039;&amp;#039;, meaning increasing one score will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; increase the cost of the others.&lt;br /&gt;
 ♦ As a rule, Attribute cost reduction caused by Archetypes, Races and other effects cannot &amp;#039;&amp;#039;&amp;#039;lower&amp;#039;&amp;#039;&amp;#039; the cost below &amp;#039;&amp;#039;&amp;#039;2 P-Points&amp;#039;&amp;#039;&amp;#039; per upgrade.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; Attribute score is unique in that the Adventurer must &amp;#039;&amp;#039;&amp;#039;decide&amp;#039;&amp;#039;&amp;#039; which Intelligence bonus the point should grant&lt;br /&gt;
 (see [[Attributes]] for more information.)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Gain (25) Skill-Points&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Skill-Point redemption purchased&lt;br /&gt;
|&lt;br /&gt;
Upon redemption, the Adventurer gains a modest amount of Skill-Points they can use to invest in Skills:&lt;br /&gt;
 ♦ The Adventurer gains &amp;#039;&amp;#039;&amp;#039;25 Skill-points&amp;#039;&amp;#039;&amp;#039; that &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; be immediately assigned to valid skills.&lt;br /&gt;
 ♦ The Adventurer cannot assign more skill points than the &amp;#039;&amp;#039;&amp;#039;cap&amp;#039;&amp;#039;&amp;#039; set by their &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Character Level&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; (&amp;#039;&amp;#039;&amp;#039;10&amp;#039;&amp;#039;&amp;#039; per level).&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Gain additional Archetype &amp;amp; Respecification&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;25&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Archetype purchased&lt;br /&gt;
|&lt;br /&gt;
Upon redemption, The Adventurer can acquire a 2nd or even a 3rd Archetype, with limitations:&lt;br /&gt;
 ♦ The Adventurer can select another Universal or Racial &amp;#039;&amp;#039;&amp;#039;Archetype&amp;#039;&amp;#039;&amp;#039; and obtain it as a &amp;#039;&amp;#039;&amp;#039;2nd or 3rd&amp;#039;&amp;#039;&amp;#039; archetype.&lt;br /&gt;
 ♦ The Adventurer can only have up to &amp;#039;&amp;#039;&amp;#039;three (3)&amp;#039;&amp;#039;&amp;#039; archetypes at any one time, and only up to &amp;#039;&amp;#039;&amp;#039;two (2)&amp;#039;&amp;#039;&amp;#039; of a Universal or Racial Archetype.&lt;br /&gt;
&lt;br /&gt;
Acquiring a new Archetype triggers a &amp;#039;&amp;#039;&amp;#039;Respecification&amp;#039;&amp;#039;&amp;#039;, which follows this process:&lt;br /&gt;
 ♦ The Adventurer now gains all the adjustments and Archetype Perks of the Archetypes they now possess.&lt;br /&gt;
 ♦ Skill-Focuses shared by multiple Archetypes grants a &amp;#039;&amp;#039;&amp;#039;permanent +10 Skill-Rating&amp;#039;&amp;#039;&amp;#039; bonus per duplicate for &amp;#039;&amp;#039;&amp;#039;overlapping&amp;#039;&amp;#039;&amp;#039; Skills.&lt;br /&gt;
 ♦ The Adventurer may &amp;#039;&amp;#039;&amp;#039;reassign&amp;#039;&amp;#039;&amp;#039; all existing &amp;#039;&amp;#039;&amp;#039;Skill Points&amp;#039;&amp;#039;&amp;#039; into other skills, to help adapt to Skill-focus changes.&lt;br /&gt;
 ♦ The Adventurer may &amp;#039;&amp;#039;&amp;#039;reassign&amp;#039;&amp;#039;&amp;#039; all Perk/Trait purchases into &amp;#039;&amp;#039;&amp;#039;other&amp;#039;&amp;#039;&amp;#039; Perks/Traits if desired.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Attribute scores must be recalculated if an Archetype gives P-Point discounts.&lt;br /&gt;
 (If the discounts result in the Adventurer gaining &amp;#039;&amp;#039;&amp;#039;more&amp;#039;&amp;#039;&amp;#039; Attribute points, their attribute(s) will be &amp;#039;&amp;#039;&amp;#039;increased&amp;#039;&amp;#039;&amp;#039; according to the new costs)&lt;br /&gt;
 (Any &amp;#039;&amp;#039;&amp;#039;remaining&amp;#039;&amp;#039;&amp;#039; P-Points after following the previous step will be &amp;#039;&amp;#039;&amp;#039;refunded&amp;#039;&amp;#039;&amp;#039; to the Adventurer to use)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Fortune: Passive-Income&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Fortune upgrade purchased&lt;br /&gt;
|&lt;br /&gt;
The Adventurer passively gains currency each time they level up as well as retroactively for every Fortune upgrade obtained:&lt;br /&gt;
 ♦ The Adventurer gains [[Currency|5 Gold coins]] times the number of &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Character Levels&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; they own times the number of Fortune upgrades purchased.&lt;br /&gt;
 (The Adventurer will gain 5 Gold coins multiplied by their character level the first time they purchase a Fortune upgrade.)&lt;br /&gt;
 &lt;br /&gt;
 ♦ When the Adventurer levels up: they will gain 5 Gold Coins by the &amp;#039;&amp;#039;&amp;#039;number of Fortunes&amp;#039;&amp;#039;&amp;#039; they have purchased.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Max-Level only===&lt;br /&gt;
The option(s) below can only be selected when the Adventurer is at 20th level (or whichever is the maximum level):&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Increase HP / Meta-Points&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 An Adventurer who has reached Max-Level but cannot afford any other upgrades can instead increase their health points or Meta-Points used by special abilities and powers. This option can only be selected when no other P-Point upgrade can be purchased.&lt;br /&gt;
 &lt;br /&gt;
 Cost: &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; (Only when no other Progression-Point option can be purchased)&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Effect: Increases the Adventurer&amp;#039;s Maximum Health, or Meta-points by 1. If the Adventurer&amp;#039;s Size-Rating is greater than 1: Bonus is multiplied by their Size-Rating.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===During Character-Creation only===&lt;br /&gt;
The option(s) below can only be selected during the creation of the Adventurer, before the game/campaign begins:&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Trait: Become Giant&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The base Size-Rating of the Adventurer will increase, and be treated as if it were their natural size. This Trait can only be acquired at creation and cannot be removed or changed when the game begins. An Adventurer cannot become larger than the maximum size set by their GM, the GM can also disallow this option entirely.&lt;br /&gt;
 &lt;br /&gt;
 Cost: &amp;lt;code&amp;gt;None.&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Effect: Adventurer&amp;#039;s base Size-Rating is increased permanently, but now use the P-Point progression of the size category they have converted into.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Trait: Become Tiny&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The base Size-Rating of the Adventurer will decrease and be treated as if it were their natural size. This Trait can only be acquired at creation and cannot be removed or changed when the game begins. An adventurer cannot become smaller than the minimum size set by their GM, the GM can also disallow this option entirely.&lt;br /&gt;
 &lt;br /&gt;
 Cost: &amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Effect: Adventurer&amp;#039;s base Size-Rating is decreased permanently, and now use the P-Point progression of the size category they have converted into.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
[[Category: Mechanics]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Ravenni&amp;diff=1481</id>
		<title>Ravenni</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Ravenni&amp;diff=1481"/>
		<updated>2022-11-11T10:23:19Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* Attributes */ nerfed strength&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;gallery heights=400px widths=400px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Ravenni1.jpg&lt;br /&gt;
File:Ravenni5.jpg&lt;br /&gt;
File:Ravenni2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:40ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:115ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Ravenni=&lt;br /&gt;
 Resembling gigantic humanoids with varying skin hues (Red, Green, Blue, Grey, Tan), large jaws, heavy brows and big pointed ears. Physically robust with powerful arms and legs and broad frames, they display surprising agility in climbing and leaping. Their powerful immune system not only protects them from most diseases but also gives them a healing factor that allow them to restore lost limbs.&lt;br /&gt;
 &lt;br /&gt;
 Ravenni are a proud people who reside primarily in massive forest and jungles where giants like themselves can thrive. Generally hunters and gatherers, they hunt gigantic animals to feed their insatiable growth in both size and number. Their contributions to trade stem primarily from the creation of herbal mixtures and potions, some of which can be used recreationally. With boundless energy, Ravenni love to wrestle and prove their strength and stamina in games.&lt;br /&gt;
&lt;br /&gt;
=Game Meta=&lt;br /&gt;
* Ravenni stand between the heights of 24ft and 36ft. Their size is &amp;#039;&amp;#039;&amp;#039;Huge (4)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Genus: &amp;#039;&amp;#039;&amp;#039;Ogre&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Faction(s): &amp;#039;&amp;#039;&amp;#039;Viridian Republic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Ravenni are a massive and powerful force of nature.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Racial Traits &amp;amp; Skills=&lt;br /&gt;
==Attributes==&lt;br /&gt;
 ♦ The base P-Point cost to increasing the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; attributes is reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; attribute bonus to the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; scores.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The base P-Point cost to increasing &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; suffers an increase of &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
 ♦ Ravenni gain a Skill-Focus in the [[Resolve]] and [[Athletics]] skills.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Reckless Trample&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
 ♦ While Ravenni &amp;#039;&amp;#039;&amp;#039;no longer spend 25 Action-Points to engage Trample&amp;#039;&amp;#039;&amp;#039;, they can &amp;#039;&amp;#039;&amp;#039;no longer disengage the Trample effect&amp;#039;&amp;#039;&amp;#039; during movement. Furthermore, Trample &amp;#039;&amp;#039;&amp;#039;no longer discriminates between hostiles and friendlies&amp;#039;&amp;#039;&amp;#039;. As such, movement through allied squares will be affected as if they were an enemy.&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s Size-Rating is treated as being &amp;#039;&amp;#039;&amp;#039;double&amp;#039;&amp;#039;&amp;#039; it&amp;#039;s actual amount for the purposes of calculating &amp;#039;&amp;#039;&amp;#039;damage&amp;#039;&amp;#039;&amp;#039; and checks for the &amp;#039;&amp;#039;&amp;#039;Trample, Pin and Stomp&amp;#039;&amp;#039;&amp;#039; action.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
When a Ravenni invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks. The Ravenni adventurer gets to pick one trait at creation due to their automatic skill-focus.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Growth&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Ravenni can increase their size significantly:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s Size-Rating increases by &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; for every Potential Skill-Rank owned (Max +4).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Viridian Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ravenni Growth&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
+ 80 Skill-Rating&lt;br /&gt;
|&lt;br /&gt;
The Ravenni is subject to a continuous growth cycle that is capable of enlarging them to sizes that would dwarf even colossal giants:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s Size-Rating increases by &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; for every &amp;#039;&amp;#039;&amp;#039;5 Skill-Rating&amp;#039;&amp;#039;&amp;#039; beyond 20.&lt;br /&gt;
 ♦ This trait only counts &amp;#039;&amp;#039;&amp;#039;Skill-Points and Skill-Focus bonuses&amp;#039;&amp;#039;&amp;#039;, temporary bonuses do &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; apply.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Ravenni&amp;#039;s base Size category changes when they reach Size-Rating &amp;#039;&amp;#039;&amp;#039;7 (Gargantuan), 13 (Colossal) &amp;#039;&amp;#039;&amp;#039;and&amp;#039;&amp;#039;&amp;#039; 25 (Titanic)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ This Trait &amp;#039;&amp;#039;&amp;#039;overwrites&amp;#039;&amp;#039;&amp;#039; the effects of &amp;#039;&amp;#039;&amp;#039;Ravenni Growth&amp;#039;&amp;#039;&amp;#039; and the Size-Rating adjustments of the previous trait are &amp;#039;&amp;#039;&amp;#039;ignored&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
This trait grants the Ravenni an ability to regenerate health:&lt;br /&gt;
 ♦ This ability is a passive that can be activated as a &amp;#039;&amp;#039;&amp;#039;Free Action&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This ability costs 1 Meta-point per round to maintain, at each of the Ravenni&amp;#039;s start phases.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Ravenni regenerates &amp;#039;&amp;#039;&amp;#039;1 HP&amp;#039;&amp;#039;&amp;#039; per round per Endurance attribute point owned at their start-phase.&lt;br /&gt;
 (This HP scales with their Size-Rating)&lt;br /&gt;
 ♦ This trait also &amp;#039;&amp;#039;&amp;#039;doubles&amp;#039;&amp;#039;&amp;#039; the effect of any source that allows the Ravenni to &amp;#039;&amp;#039;&amp;#039;recover health points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ While the ability is active, the Ravenni gains a &amp;#039;&amp;#039;&amp;#039;+25 bonus&amp;#039;&amp;#039;&amp;#039; to [[Resolve]] checks to recover from negative physiological status conditions.&lt;br /&gt;
&lt;br /&gt;
This Trait is enhanced when the Ravenni has a Skill-Rating of &amp;#039;&amp;#039;&amp;#039;60&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;120&amp;#039;&amp;#039;&amp;#039; respectively:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 60&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;tripled (x3)&amp;#039;&amp;#039;&amp;#039; instead of doubled.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 120&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;quadrupled (x4)&amp;#039;&amp;#039;&amp;#039; instead of tripled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Hyper Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Ravenni gains the ability to completely restore lost limbs or instantly cure themselves of serious ailments, at a cost:&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This is an &amp;#039;&amp;#039;&amp;#039;Advanced Action (100 AP)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This Action costs &amp;#039;&amp;#039;&amp;#039;3 MP&amp;#039;&amp;#039;&amp;#039; to perform the first time, but increases by &amp;#039;&amp;#039;&amp;#039;+1 MP&amp;#039;&amp;#039;&amp;#039; each time it is used until it &amp;#039;&amp;#039;&amp;#039;resets&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This action resets after a &amp;#039;&amp;#039;&amp;#039;long rest&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Ravenni can regenerate up to &amp;#039;&amp;#039;&amp;#039;40%&amp;#039;&amp;#039;&amp;#039; of their maximum health and &amp;#039;&amp;#039;&amp;#039;restore&amp;#039;&amp;#039;&amp;#039; a single body part from dismemberment or serious damage.&lt;br /&gt;
 ♦ This action also &amp;#039;&amp;#039;&amp;#039;cures&amp;#039;&amp;#039;&amp;#039; the Ravenni of all &amp;#039;&amp;#039;&amp;#039;negative physiological&amp;#039;&amp;#039;&amp;#039; status conditions.&lt;br /&gt;
 &lt;br /&gt;
If the Ravenni cannot pay the full MP cost to use this action, the Ravenni can use this action, but with the following adjustments:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s MP is reduced to 0.&lt;br /&gt;
 ♦ Health recovered is reduced to &amp;#039;&amp;#039;&amp;#039;20%&amp;#039;&amp;#039;&amp;#039; instead of 40%.&lt;br /&gt;
 ♦ Cures only &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; unique physiological status ailment, instead of all.&lt;br /&gt;
 ♦ Does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; restore a broken/missing limb or organ.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Ravenni are incredibly durable and pain-resistant, even without armour physical harm:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;, this &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with other Perks that increase base HP.&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s base HP increases by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039; at &amp;#039;&amp;#039;&amp;#039;Rank 3&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;Rank 5&amp;#039;&amp;#039;&amp;#039;. (Max. +3 bonus).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery heights=500px widths=500px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
File:Ravenni3.png&lt;br /&gt;
File:Ravenni4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]] [[Category:Ogre]] [[Category:Viridian]] [[Category:Third-Party]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Playable_Races&amp;diff=1480</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Playable_Races&amp;diff=1480"/>
		<updated>2022-11-11T10:19:48Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* Viridian Republic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:130ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
When creating a character, you must select a &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Character Race&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; to serve as the base physical form taken to appear within the game setting. As a rule, players may only choose a race that appears on this page; if their preferred race does not appear, they cannot play as that race. Choices may appear and disappear at any time for any reason.&lt;br /&gt;
&lt;br /&gt;
The letter contained within [] denotes base size category (&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;iny (6in)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039;mall (2.5ft)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;M&amp;#039;&amp;#039;&amp;#039;edium (6ft)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;L&amp;#039;&amp;#039;&amp;#039;arge (16ft)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;uge (30ft)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;argantuan (60ft)&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;olossal (120ft)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
The four main factions of the Viridian world setting are the &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Cerulean Kingdom&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;, the &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Vermillion Freeholds&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;, the &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Saffron Alliance&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; and the elusive &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Viridian Republic&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;. While the core population of a given race originates from one of these four nations, the player character is not expected to hold any alligence to any of these factions during play.&lt;br /&gt;
&lt;br /&gt;
==Cerulean Kingdom==&lt;br /&gt;
The &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Cerulean Kingdom&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; is predominantly inhabited by mostly Medium-sized races, with some large and small. The Cerulean Kingdom has seen the most progress in technology in the past century and is popular in trade and cooperation with the Vermillion and Saffron guilds. The &amp;lt;code&amp;gt;[[Cerulean Adventurers Guild]]&amp;lt;/code&amp;gt; is dedicated to sending the best and brightest to far away locations to map out the greater world and uncover its treasures and secrets.&lt;br /&gt;
&lt;br /&gt;
* The Cerulean Kingdom has a &amp;#039;&amp;#039;&amp;#039;strong&amp;#039;&amp;#039;&amp;#039; relationship with the Vermillion Freehold.&lt;br /&gt;
* They have a &amp;#039;&amp;#039;&amp;#039;good&amp;#039;&amp;#039;&amp;#039; relationship with the Saffron Alliance, although some groups may differ.&lt;br /&gt;
* They have a &amp;#039;&amp;#039;&amp;#039;little ties&amp;#039;&amp;#039;&amp;#039; to the Viridian Republic, whose people have not made formal contact as of yet.&lt;br /&gt;
&lt;br /&gt;
 The three core races that make up the majority of the Cerulean Kingdom are:&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Human]]&amp;#039;&amp;#039;&amp;#039; [M]: A diverse and ambitious race with the potential to break the boundaries of their fate. The ruling family of the Cerulean Kingdom are Humans.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Aemer]]&amp;#039;&amp;#039;&amp;#039; [M]: A race of tall and graceful Elves with an air of superiority masking hidden struggles of being held to impossible standards.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Duergar]]&amp;#039;&amp;#039;&amp;#039; [M]: A race of Stout-powerful Dwarves with dense bodies, a fascination for mechanics and the ability to turn invisible and become giants.&lt;br /&gt;
 &lt;br /&gt;
 Other Races linked to the Cerulean Kingdom include:&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Artek]]&amp;#039;&amp;#039;&amp;#039; [T~H]: Humanoid constructs given artificial intelligence and sentience, originally created to combat giants in an old war, they now have new goals.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Kobrave]]&amp;#039;&amp;#039;&amp;#039; [L] Large-sized anthropomorphic dragons with a deep history and strong sense of pride.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Orc]]&amp;#039;&amp;#039;&amp;#039; [L]: Brutish humanoids bearing tusks and large frames, a proud people who live in wilds and cities alike.&lt;br /&gt;
&lt;br /&gt;
==Vermillion Freeholds==&lt;br /&gt;
The &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Vermillion Freeholds&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; are home to Small and Tiny-sized races. Though the Freeholds are primarily secluded away from the other kingdoms, they have a strong internal economy and produce intelligent and resourceful adventurers capable of surviving out in the big world outside their lands. Vermillions formed an alliance with the Cerulean Kingdom due to the cooperative nature of the two factions and are more likely to interact with them than other bigger factions. They are generally fearful of the massive people of Saffron and, with a few exceptions, most find the vast size difference between Viridians and Vermillions makes interactions with them alien and stressful.&lt;br /&gt;
&lt;br /&gt;
* Vermillions have the &amp;#039;&amp;#039;&amp;#039;most stable relationship&amp;#039;&amp;#039;&amp;#039; with the Cerulean kingdom, trusting them more not to abuse the physical disadvantage they have as a nation compared to other factions.&lt;br /&gt;
* Vermillions are &amp;#039;&amp;#039;&amp;#039;often fearful&amp;#039;&amp;#039;&amp;#039; of working with Saffronites due to the huge size disadvantage they have against them, many would be reluctant to take on a Saffonite even with recommendation of their Cerulean allies.&lt;br /&gt;
* Vermillions have &amp;#039;&amp;#039;&amp;#039;very little interaction&amp;#039;&amp;#039;&amp;#039; only heard of vague accounts of giants larger than the Saffonites and if they were to meet such a being, the means of communication would be &amp;#039;&amp;#039;&amp;#039;alien and stressful&amp;#039;&amp;#039;&amp;#039; at best.&lt;br /&gt;
&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Homan]]&amp;#039;&amp;#039;&amp;#039; [S]: A diminutive race of human-like Halflings that use their wits and wiles to navigate a seemingly giant world. They feel kinship towards Humans the best despite the difference in size.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Goblin]]&amp;#039;&amp;#039;&amp;#039; [S]: Small green humanoids with exaggerated facial features and keen senses of the world around them as well as how to manipulate it. &lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Gnome]]&amp;#039;&amp;#039;&amp;#039; [T]: Small-sized humanoids whose lineage was touched by the Fey, their mysterious ways are matched by their quirkiness. They have kinship towards Aemer and Tieflings due to the aura surrounding them.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Kobold]]&amp;#039;&amp;#039;&amp;#039; [S]: Small-sized reptilians, the smaller cousins of the Kobrave. Exceptionally fearless, their kind revere Kobraves and Dragonkind in the hopes of becoming like them.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Dromite]]&amp;#039;&amp;#039;&amp;#039; [T]: Anthropomorphic Formicidae (Ants) that possesses significant physical strength and durability for their size. &lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Grippli]]&amp;#039;&amp;#039;&amp;#039; [S]: Anthropomorphic Frogs that evolved to use their powerful legs and elastic tongue to hunt their prey.&lt;br /&gt;
&lt;br /&gt;
==Saffron Alliance==&lt;br /&gt;
The &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Saffron Alliance&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; is composed of many groups of Large and Huge-sized races. Saffronites are mostly splintered across a vast area of lands inhabited by a diverse set of people adapted to their environments. Their main export includes the raw resources and medicines that nations like the Cerulean Kingdom values greatly.&lt;br /&gt;
&lt;br /&gt;
* Saffronites &amp;#039;&amp;#039;&amp;#039;interact and trade&amp;#039;&amp;#039;&amp;#039; with the Cerulean Kingdom to find work or obtain manufactured items not readily available at home. Though they find the Cerulean a little slow or resilient to providing proper accomodation for their size.&lt;br /&gt;
* Saffronites &amp;#039;&amp;#039;&amp;#039;don&amp;#039;t have good relations&amp;#039;&amp;#039;&amp;#039; with Vermillions for the most part, as the stark size difference puts Vermillions on the defensive, and some Saffronites will take advantage of their size to worsen relations further.&lt;br /&gt;
* Saffronites are the faction &amp;#039;&amp;#039;&amp;#039;closest to the Viridian Republic&amp;#039;&amp;#039;&amp;#039;. With the least difference in size as well as proximity to the areas Viridians would use to travel to the lands of the other three nations.&lt;br /&gt;
&lt;br /&gt;
 The list of races are known as &amp;#039;&amp;#039;&amp;#039;formal allies&amp;#039;&amp;#039;&amp;#039; of the Cerulean Kingdom and its affilates, including direct trade agreements and passage into each others&amp;#039; domains:&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Golian]]&amp;#039;&amp;#039;&amp;#039; [H]: A race of giant humans with exaggerated proportions varying from the tall and agile Longstriders, to the massive and hulking Broadbacks. Golians are the people who are friendliest towards the Cerulean Kingdom and Vermillions.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Shradi]]&amp;#039;&amp;#039;&amp;#039; [H]: A race of humanoid nomads that originated from the harsh deserts but developed a knack for navigating terrain and trades with other nations. They share a bond with the Golians.&lt;br /&gt;
 &lt;br /&gt;
 Below are the Saffronites that do not have formal agreements with the Cerulean Kingdom but do &amp;#039;&amp;#039;&amp;#039;lean towards friendship and cooperation&amp;#039;&amp;#039;&amp;#039;, for the most part:&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Troll]]&amp;#039;&amp;#039;&amp;#039; [H]: Burly beast-like humanoids with large horns and cobblestone callouses. They&amp;#039;re familiar with and bond with Orcs the best.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Loxodon]]&amp;#039;&amp;#039;&amp;#039; [H]: Anthropomorphic Elephants with powerful bodies and a prehensile trunk they can use as a third arm, they&amp;#039;re loud and proud.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Tortle]]&amp;#039;&amp;#039;&amp;#039; [L~H]: A race of Anthropomorphic Turtles who use their tough hide and shield-strong shells to repel blows from enemy attackers.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Saurian]]&amp;#039;&amp;#039;&amp;#039; [H]: Anthropomorphic Dinosaurs that are seasoned hunters and deep philosophers, Saurian variants can affect their abilities.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Minotaur]]&amp;#039;&amp;#039;&amp;#039; [L~H]: Anthropomorphic bull-headed humanoids who use their goring horns and tough hooved feet to trample their foes.&lt;br /&gt;
 &lt;br /&gt;
 The races listed below are &amp;#039;&amp;#039;&amp;#039;ambivilent&amp;#039;&amp;#039;&amp;#039; or unaligned towards the Cerulean Kingdom:&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Nagaji]]&amp;#039;&amp;#039;&amp;#039; [L]: A race of Anthropomorphic Snakes that utilize their powerful venom and serpentine anatomy to lock down their foes. They sometimes clash with the Shradi but it varies from tribe to tribe.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Oni]]&amp;#039;&amp;#039;&amp;#039; [L]: A race of pure-blooded Demons with ties to the underworld, they frequently call upon their ogre-like cousins, the Yokaijin, in times of need. They also revere the Yamanokyojin.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Yokaijin]]&amp;#039;&amp;#039;&amp;#039; [H]:A race of towering, three-eyed Demon-ogres that possess keen, lethal skill beneath their fearsome visage. They see kinship with those known as the Oni and revere the Yamanokyojin.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Jin]]&amp;#039;&amp;#039;&amp;#039; [T~M~H]: Magical Outsiders with immense powers that rely on anchoring themselves to something material to resist banishment. Based upon the Janni, the neutrally-elemental kind of Genie. They are mischievious towards the Shradi.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Ursus]]&amp;#039;&amp;#039;&amp;#039; [L]: (Bugbear)&lt;br /&gt;
&lt;br /&gt;
==Viridian Republic==&lt;br /&gt;
The &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Viridian Republic&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; is a disconnected nation home to a democratic union of states run by Colossal races. The Viridian Republic has the highest average technology level of all the four nations, years ahead of Cerulean in terms of magical and mechanical prowess. Viridians are also quite powerful and their great numbers make them the most powerful nation on the planet. The location of their lands is often a well-kept secret and rarely leave except out of sheer curiosity or specific intent.&lt;br /&gt;
&lt;br /&gt;
* Most Viridians &amp;#039;&amp;#039;&amp;#039;don&amp;#039;t involve themselves&amp;#039;&amp;#039;&amp;#039; much in the affairs of the Cerulean Kingdom or Vermillion Freeholds, though certain adventurers and individuals might travel far to see them for themselves.&lt;br /&gt;
* They have &amp;#039;&amp;#039;&amp;#039;some connections&amp;#039;&amp;#039;&amp;#039; with the Saffron Alliance, due to their size and proximity to the Republic..&lt;br /&gt;
* Most Viridians &amp;#039;&amp;#039;&amp;#039;don&amp;#039;t even realize&amp;#039;&amp;#039;&amp;#039; many of the Vermillions and Cerulean races exist because of distance between them, both geographically and physically.&lt;br /&gt;
&lt;br /&gt;
 The three mains races that rule and govern the Viridian Republic include:&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Athenean]]&amp;#039;&amp;#039;&amp;#039; [C]: Astral Giants of immense intellect and innovative thinking, well versed in the metaforce and serves as the architects of the Viridian Republic.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Chronean]]&amp;#039;&amp;#039;&amp;#039; [C]: Great and Powerful bronzed mythic Titans that embrace competition and physical feats of its members, they serve as the champions of the Viridian Republic.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Yamanokyojin]]&amp;#039;&amp;#039;&amp;#039; [C]: Rune Giants with a deep and complex history and culture, trained to become pinnacles of giantkind, they serve as the tacticians of the Viridian Republic.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Atlantean]]&amp;#039;&amp;#039;&amp;#039; [C]: Anthropomorphic aquatic mammals that remain unrivalled movement in bodies of water, Atlantean variants can affect the abilities they possess.&lt;br /&gt;
 &lt;br /&gt;
 Other representive races of the Viridian Republic include:&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Gaosi]]&amp;#039;&amp;#039;&amp;#039; [H]: Mountainous Stone Giants that dutifully and patiently protect the Viridian lands with stone-like stoicism, they serve as the guardians of the Viridian Republic.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Dweman]]&amp;#039;&amp;#039;&amp;#039; [H]: Stout-Powerful Dwarves with blazing passion and fiery ambitions, their mechanical prowess allows them to serve as the builders, mechanics and arms-manufacturer of the Viridian Republic.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Nord]]&amp;#039;&amp;#039;&amp;#039; [H]: Robust men and women of the Frost and masters of the winter wastelands, their survival training and grit enables them to serve as the Rangers of the Viridian Republic.&lt;br /&gt;
 * &amp;#039;&amp;#039;&amp;#039;[[Firbolg]]&amp;#039;&amp;#039;&amp;#039; [H]: Forest Giants with a knack for nature and nurturing, while still having the strength to protect. They serve as the agriculturists of the Viridian Republic.&lt;br /&gt;
&lt;br /&gt;
=Third-Party=&lt;br /&gt;
For legal reasons, these Races do not officially exist in the Viridian world setting, but have been included as options for players along with their respective Home factions. Races protected by the Open-Gaming Licence (OGL), and Free-Domain exceptions will not appear on this list. In campaigns and scenarios that feature player characters belonging to a race, or when included as part of a Game Master&amp;#039;s campaign from the list below, that campaign/scenario will be portrayed as the appropiate races being a part of the Viridian world setting to maintain narrative integrity.&lt;br /&gt;
&lt;br /&gt;
The Races shown in (parentheses) refers to their canonical &amp;#039;Twin&amp;#039;, each Race has their own unique qualities but fulfil similar roles to one another. Chances are, if you enjoy playing as one race, you might enjoy their twin as well.&lt;br /&gt;
&lt;br /&gt;
==Vermillion Freeholds==&lt;br /&gt;
 * [[Galvan]] ([[Gnome]]) [T]: Tiny Frog-like Xenos with advanced intelligence and innovation with regard to technology.&lt;br /&gt;
&lt;br /&gt;
==Saffron Alliance==&lt;br /&gt;
 * [[Gorn]] ([[Kobrave]]) [L~H]: A race of reptilians with tough hides and powerful jaws resembling crocodiles and alligators.&lt;br /&gt;
 * [[Tetramand]]: A race of Xenos divergent between castes of mind and body, sharing their trait of being four-armed humanoids between them.&lt;br /&gt;
 * [[Rito]] [M~L]: A race of Anthropomorphic avians with colourful feathers that possess the ability to fly when guided by strong winds.&lt;br /&gt;
 * [[Xamoan]] ([[Loxodon]]) [H]: A whale-like Xeno with a powerful body and innate knack for analysing and adapting to their prey and terrain. The Xamoans and Loxodon have strong bonds with one another.&lt;br /&gt;
 * [[Namekian]] [C] Green-skinned Xenos of incredible power and flexibility over their own anatomy.&lt;br /&gt;
&lt;br /&gt;
==Viridian Republic==&lt;br /&gt;
 * [[Ravenni]] ([[Orc]]) [H+]: Titanic Orcs from another plane that took refuge in the Viridian republic after leaving a dying world behind, they roam Viridian&amp;#039;s wilds as one of its residents. They feel kinship towards their smaller Orc cousins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==Independent==&lt;br /&gt;
 These races are not affiliated with any faction, ask your GM before creating a character from this section.&lt;br /&gt;
* [[Daeus]] [T~C+]: Demi-God race that gains incredible power through the admiration, respect or fear from mortals.&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Namekian&amp;diff=1479</id>
		<title>Namekian</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Namekian&amp;diff=1479"/>
		<updated>2022-11-10T15:39:42Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* Race Meta */&lt;/p&gt;
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&lt;br /&gt;
=Namekian=&lt;br /&gt;
Namekians resemble humanoids with dangling antennae, green skin that varies from light to dark tones, and pink, pale yellow or sandy coloured callouses appearing throughout their bodies. They have pointy ears, and red, conjoined rings around their ankles and wrists. Though some Namekians are as tall as [[Human|Humans]], the average height of a Namekian is around 8 feet tall, while others can grow to 15ft and larger, often large-bodied and powerful in their own right. Namekians are peculiar in that their species are considered to be exclusively Male, there is no such thing as a Female Namekian. Namekians can be found wearing robes and neck-covers, with some preferring lighter outfits with bare arms and chest showing.&lt;br /&gt;
&lt;br /&gt;
=Race Meta=&lt;br /&gt;
* Height: 7-9ft tall (&amp;#039;&amp;#039;&amp;#039;Size: 1, Medium&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* Genus: &amp;#039;&amp;#039;&amp;#039;Ogre&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Xeno&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Faction(s): Saffron Alliance, Viridian Republic&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-point cost to increase &amp;#039;&amp;#039;&amp;#039;all attribute&amp;#039;&amp;#039;&amp;#039; scores are reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Namekians gain a &amp;#039;&amp;#039;&amp;#039;+1 attribute bonus&amp;#039;&amp;#039;&amp;#039; to &amp;#039;&amp;#039;&amp;#039;all attributes except Intelligence&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Namekians gain a Skill-Focus in the [[Metaforce]], [[Acrobatics]] and [[Resolve]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
All Namekians must choose a Racial Archetype as their first archetype.&lt;br /&gt;
 ♦ The Namekian may choose from a &amp;#039;&amp;#039;&amp;#039;Warrior Clan&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Dragon Clan&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Great Clan&amp;#039;&amp;#039;&amp;#039; Archetype.&lt;br /&gt;
 ♦ Once the Namekian acquires their archetype, they are free to acquire &amp;#039;&amp;#039;&amp;#039;other&amp;#039;&amp;#039;&amp;#039; Archetypes later.&lt;br /&gt;
&lt;br /&gt;
=Namekian Archetype(s)=&lt;br /&gt;
A Namekian must select &amp;#039;&amp;#039;&amp;#039;one (1)&amp;#039;&amp;#039;&amp;#039; Archetype from the section below:&lt;br /&gt;
==Warrior Clan==&lt;br /&gt;
Warrior Clan Namekians are trained in both hand-to-hand, weapon and Metaforce-based combat and often regarded as protectors of their people:&lt;br /&gt;
 ♦ The base P-Point cost to increasing &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039; attribute scores is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in the [[Warfare]], [[Martial Arts]] and [[Aegis]] skills.&lt;br /&gt;
 ♦ Warrior Clan Namekians automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Expansion&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential skill, it does not affect their trait choices.&lt;br /&gt;
&lt;br /&gt;
==Dragon Clan==&lt;br /&gt;
Dragon-Clan Namekians are sensitive to the Meta-force and capable of using magic to great effect. They have a special healing power that can be used to revive heavily injured targets:&lt;br /&gt;
 ♦ The base P-Point cost to increasing the &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; attribute score by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a base P-Point discount to increasing &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in the [[Medicate]] and [[Academics]] skills.&lt;br /&gt;
 ♦ They may choose &amp;#039;&amp;#039;&amp;#039;one (1)&amp;#039;&amp;#039;&amp;#039; additional Skill-Focus from the following; [[Arcana]] or [[Psionics]].&lt;br /&gt;
 ♦ Dragon Clan Namekians automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Healing&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential Skill, it does not affect their trait choices.&lt;br /&gt;
&lt;br /&gt;
==Great Clan==&lt;br /&gt;
Great Clan Namekians train from a young age to perfect their &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; form, many of their members live in their Great Forms night and day to master their giant size:&lt;br /&gt;
 ♦ The base P-Point cost to increasing the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; attribute scores are reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Great Clan Namekians are considered to be &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Size 4 (Huge)&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;, they now stand 30ft tall on average.&lt;br /&gt;
 ♦ Great Clan Namekians automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential Skill, it does not affect their trait choices.&lt;br /&gt;
 ♦ Great Clan Namekians using &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Super Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; only require a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; to maintain the effect, instead of Standard.&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
When a Namekian invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | The Namekian gains a new Racial trait for every Potential Skill-Rank they own:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Namekian Healing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dragon Clan Archetype&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
OR&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;60 Skill-Rating&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
 ♦ This trait is gained for free if the Namekian is of the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Dragon Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; archetype.&lt;br /&gt;
&lt;br /&gt;
The Namekian develops a special power to heal others by touch:&lt;br /&gt;
 ♦ This ability is a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ While active, it can be maintained every round as a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Activating and maintaining the ability costs &amp;#039;&amp;#039;&amp;#039;1 Meta-point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The ability can only be used on a willing/friendly target within the Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;natural reach&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The ability &amp;#039;&amp;#039;&amp;#039;heals&amp;#039;&amp;#039;&amp;#039; the target&amp;#039;s Health points (HP), restoring &amp;#039;&amp;#039;&amp;#039;1 HP&amp;#039;&amp;#039;&amp;#039; per Potential Skill-Rank per round.&lt;br /&gt;
 (The amount scales based on the caster and recipient, the multiplier &amp;#039;&amp;#039;&amp;#039;prioritises&amp;#039;&amp;#039;&amp;#039; the one with the &amp;#039;&amp;#039;&amp;#039;higher Size-Rating&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Energy Transfer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Namekian Healing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Namekian develops a more advanced technique for energy transfer, and can siphon magical energy unto themselves:&lt;br /&gt;
 ♦ This is an ability that requires a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ This ability can be maintained as a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; each round.&lt;br /&gt;
 ♦ The target must be within the Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;natural reach&amp;#039;&amp;#039;&amp;#039; for the duration of the ability to function.&lt;br /&gt;
&lt;br /&gt;
 ♦ If the Namekian uses &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Healing&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, the target may now recieve &amp;#039;&amp;#039;&amp;#039;2 HP&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; per Potential Skill-Rank.&lt;br /&gt;
 ♦ If used on something with &amp;#039;&amp;#039;&amp;#039;magical&amp;#039;&amp;#039;&amp;#039; energy contained within, the Namekian may &amp;#039;&amp;#039;&amp;#039;siphon&amp;#039;&amp;#039;&amp;#039; up to &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; per Potential Skill-Rank.&lt;br /&gt;
 (Magic items or equipment siphoned will be made mundane for 20 hours and cannot be siphoned further)&lt;br /&gt;
 (More substantial sources may be continiously siphoned, however the Namekian will take &amp;#039;&amp;#039;&amp;#039;damage&amp;#039;&amp;#039;&amp;#039; equal to their &amp;#039;&amp;#039;&amp;#039;Endurance score&amp;#039;&amp;#039;&amp;#039; for every round after the first, their &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Regeneration&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; ability will also be &amp;#039;&amp;#039;&amp;#039;disabled&amp;#039;&amp;#039;&amp;#039; for &amp;#039;&amp;#039;&amp;#039;1 hour&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Warrior Clan Archetype&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
OR&amp;lt;hr&amp;gt; &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;60 Skill-Rating&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
 ♦ This trait is gained for free if the Namekian is of the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Warrior Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; archetype.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Namekians are &amp;#039;&amp;#039;&amp;#039;forbidden&amp;#039;&amp;#039;&amp;#039; to take this trait, as it is incompatible with their archetype.&lt;br /&gt;
&lt;br /&gt;
The Namekian&amp;#039;s natural biological functions causes them to grow larger as they age:&lt;br /&gt;
 ♦ The Namekian is now considered to be &amp;#039;&amp;#039;&amp;#039;Large-sized&amp;#039;&amp;#039;&amp;#039; with a Size-Rating of &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039;. They now stand an average height of 12-16ft tall.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Superior Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Great Clan Archetype&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
OR&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Namekian matures further and becomes a towering version of their former self:&lt;br /&gt;
 ♦ The Namekian is now considered to be &amp;#039;&amp;#039;&amp;#039;Huged-sized&amp;#039;&amp;#039;&amp;#039; with a Size-Rating of &amp;#039;&amp;#039;&amp;#039;4&amp;#039;&amp;#039;&amp;#039;. They now stand an average height of 30ft-36ft.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have a surprisingly tough skin that is resistant to damage:&lt;br /&gt;
 ♦ The Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;, this &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with other Perks that increase base HP.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Namekians gain a special &amp;#039;&amp;#039;&amp;#039;20% resistance&amp;#039;&amp;#039;&amp;#039; to &amp;#039;&amp;#039;&amp;#039;Cold&amp;#039;&amp;#039;&amp;#039; damage, this is applied &amp;#039;&amp;#039;&amp;#039;before&amp;#039;&amp;#039;&amp;#039; Damage-Reduction.&lt;br /&gt;
 ♦ The Chill and Freeze status effects are &amp;#039;&amp;#039;&amp;#039;downgraded&amp;#039;&amp;#039;&amp;#039; by one stage when inflicted upon the Namekian.&lt;br /&gt;
 ♦ Namekians &amp;#039;&amp;#039;&amp;#039;resist&amp;#039;&amp;#039;&amp;#039; the effects of cold-temperature [[Environment|environments]] by one stage. This &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with any other cold-temp resistances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Tough Hide&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Namekian trains harder to grow a thicker skin that can withstand more harm:&lt;br /&gt;
 ♦ The Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by an additional &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The Namekian now gains &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039; of natural Damage-Reduction due to their tough exterior.&lt;br /&gt;
 (This scales with Size-Rating).&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Namekian&amp;#039;s special resistance to &amp;#039;&amp;#039;&amp;#039;Cold&amp;#039;&amp;#039;&amp;#039; is now increased to &amp;#039;&amp;#039;&amp;#039;40%&amp;#039;&amp;#039;&amp;#039;, from 20%.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Namekian Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have incredible cell-regeneration, able to heal much faster than most species:&lt;br /&gt;
 ♦ This ability is a passive that can be activated as a &amp;#039;&amp;#039;&amp;#039;Free Action&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This ability costs &amp;#039;&amp;#039;&amp;#039;1 Meta-point&amp;#039;&amp;#039;&amp;#039; per round to maintain at each of the Namekian&amp;#039;s start phases.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Namekian regenerates &amp;#039;&amp;#039;&amp;#039;1 HP&amp;#039;&amp;#039;&amp;#039; per round per Endurance attribute point owned at their start-phase.&lt;br /&gt;
 (This HP scales with their Size-Rating)&lt;br /&gt;
 ♦ This trait also &amp;#039;&amp;#039;&amp;#039;doubles&amp;#039;&amp;#039;&amp;#039; the effect of any other source that allows the Namekian to &amp;#039;&amp;#039;&amp;#039;recover health points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ While the ability is active, the Ravenni gains a &amp;#039;&amp;#039;&amp;#039;+25 bonus&amp;#039;&amp;#039;&amp;#039; to [[Resolve]] checks to recover from negative &amp;#039;&amp;#039;&amp;#039;physiological&amp;#039;&amp;#039;&amp;#039; status conditions.&lt;br /&gt;
&lt;br /&gt;
This Trait is enhanced when the Namekian has a Skill-Rating of &amp;#039;&amp;#039;&amp;#039;60&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;120&amp;#039;&amp;#039;&amp;#039; respectively:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 60&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;tripled (x3)&amp;#039;&amp;#039;&amp;#039; instead of doubled.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 120&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;quadrupled (x4)&amp;#039;&amp;#039;&amp;#039; instead of tripled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Elastic Body&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have the ability to elongate their limbs, particularly their arms, in order to extend their reach:&lt;br /&gt;
 ♦ This &amp;#039;&amp;#039;&amp;#039;ability&amp;#039;&amp;#039;&amp;#039; requires a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ After activation, this ability can be maintained as a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; each start-phase until dismissed.&lt;br /&gt;
 ♦ Dismissing the effect is a &amp;#039;&amp;#039;&amp;#039;Free Action&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
While active, the Namekian can elongate the arms, legs and body to gain the following benefits:&lt;br /&gt;
 ♦ Increases their &amp;#039;&amp;#039;&amp;#039;natural reach&amp;#039;&amp;#039;&amp;#039; by a number of steps equal to their [[Size]]-Rating.&lt;br /&gt;
 ♦ When used on the legs: The Namekian can &amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; an additional number of steps equal to their Size-Rating.&lt;br /&gt;
&lt;br /&gt;
While active, the Namekian can extend their reach further for a brief period of time, with limitations:&lt;br /&gt;
 ♦ As a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;: the Namekian can extend their natural reach to x8 their normal amount to reach for or grab things.&lt;br /&gt;
 ♦ As a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;: the Namekian can elongate their legs and body in order to reach over and see at a higher vantage point.&lt;br /&gt;
 ♦ The above actions can only persist up to &amp;#039;&amp;#039;&amp;#039;one round&amp;#039;&amp;#039;&amp;#039; (unless the Namekian is holding onto something while extending).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have the ability to increase their size to truly Colossal proportions, increasing their durability and power:&lt;br /&gt;
 ♦ This is an ability that requires a &amp;#039;&amp;#039;&amp;#039;Full-Round Action (ALL)&amp;#039;&amp;#039;&amp;#039; in order to activate.&lt;br /&gt;
 ♦ This ability also requires &amp;#039;&amp;#039;&amp;#039;3 Meta-points&amp;#039;&amp;#039;&amp;#039; to activate, but requires &amp;#039;&amp;#039;&amp;#039;no&amp;#039;&amp;#039;&amp;#039; additional costs to maintain.&lt;br /&gt;
 ♦ After activation, the Namekian must use a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; each round to maintain the effect.&lt;br /&gt;
 (If the Namekian is of the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; archetype, this is a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; instead.&lt;br /&gt;
 &lt;br /&gt;
 ♦ This ability causes the Namekian&amp;#039;s Size-Rating to increase up to x4 its original amount, or up to Size-8 (whichever is lower).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Super Great Namek&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
A Namekian can master their &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; ability to enlarge themselves further in size, their mastery of this form allows them to move and act more easily:&lt;br /&gt;
&lt;br /&gt;
This is an ability that functions similarly to &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, except:&lt;br /&gt;
 ♦ The maximum Size-Rating the Namekian can attain via this ability is raised to &amp;#039;&amp;#039;&amp;#039;24&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ For an additional &amp;#039;&amp;#039;&amp;#039;+2 Meta-Points&amp;#039;&amp;#039;&amp;#039;, the Namekian can increase their Size-Rating by a factor of &amp;#039;&amp;#039;&amp;#039;x8&amp;#039;&amp;#039;&amp;#039;, instead of x4.&lt;br /&gt;
 (If the Namekian is &amp;#039;&amp;#039;&amp;#039;already&amp;#039;&amp;#039;&amp;#039; enlarged, they can simply spend &amp;#039;&amp;#039;&amp;#039;+2 MP&amp;#039;&amp;#039;&amp;#039; to go from x4 to x8.)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=500px widths=700px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
Namekian6.png&lt;br /&gt;
Namekian4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]] [[Category:Third-Party]] [[Category:Viridian]] [[Category: Xeno]] [[Category:WIP]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Namekian&amp;diff=1478</id>
		<title>Namekian</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Namekian&amp;diff=1478"/>
		<updated>2022-11-10T15:38:13Z</updated>

		<summary type="html">&lt;p&gt;Makros: Another major update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=500px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
Namekian1.jpg&lt;br /&gt;
Namekian2.png&lt;br /&gt;
Namekian3.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:155ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Namekian=&lt;br /&gt;
Namekians resemble humanoids with dangling antennae, green skin that varies from light to dark tones, and pink, pale yellow or sandy coloured callouses appearing throughout their bodies. They have pointy ears, and red, conjoined rings around their ankles and wrists. Though some Namekians are as tall as [[Human|Humans]], the average height of a Namekian is around 8 feet tall, while others can grow to 15ft and larger, often large-bodied and powerful in their own right. Namekians are peculiar in that their species are considered to be exclusively Male, there is no such thing as a Female Namekian. Namekians can be found wearing robes and neck-covers, with some preferring lighter outfits with bare arms and chest showing.&lt;br /&gt;
&lt;br /&gt;
=Race Meta=&lt;br /&gt;
* Height: 12 to 16ft tall (&amp;#039;&amp;#039;&amp;#039;Size: 2, Large&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* Genus: &amp;#039;&amp;#039;&amp;#039;Ogre&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Xeno&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Faction(s): Saffron Alliance, Viridian Republic&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-point cost to increase &amp;#039;&amp;#039;&amp;#039;all attribute&amp;#039;&amp;#039;&amp;#039; scores are reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Namekians gain a &amp;#039;&amp;#039;&amp;#039;+1 attribute bonus&amp;#039;&amp;#039;&amp;#039; to &amp;#039;&amp;#039;&amp;#039;all attributes except Intelligence&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Namekians gain a Skill-Focus in the [[Metaforce]], [[Acrobatics]] and [[Resolve]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
All Namekians must choose a Racial Archetype as their first archetype.&lt;br /&gt;
 ♦ The Namekian may choose from a &amp;#039;&amp;#039;&amp;#039;Warrior Clan&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Dragon Clan&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Great Clan&amp;#039;&amp;#039;&amp;#039; Archetype.&lt;br /&gt;
 ♦ Once the Namekian acquires their archetype, they are free to acquire &amp;#039;&amp;#039;&amp;#039;other&amp;#039;&amp;#039;&amp;#039; Archetypes later.&lt;br /&gt;
&lt;br /&gt;
=Namekian Archetype(s)=&lt;br /&gt;
A Namekian must select &amp;#039;&amp;#039;&amp;#039;one (1)&amp;#039;&amp;#039;&amp;#039; Archetype from the section below:&lt;br /&gt;
==Warrior Clan==&lt;br /&gt;
Warrior Clan Namekians are trained in both hand-to-hand, weapon and Metaforce-based combat and often regarded as protectors of their people:&lt;br /&gt;
 ♦ The base P-Point cost to increasing &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039; attribute scores is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in the [[Warfare]], [[Martial Arts]] and [[Aegis]] skills.&lt;br /&gt;
 ♦ Warrior Clan Namekians automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Expansion&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential skill, it does not affect their trait choices.&lt;br /&gt;
&lt;br /&gt;
==Dragon Clan==&lt;br /&gt;
Dragon-Clan Namekians are sensitive to the Meta-force and capable of using magic to great effect. They have a special healing power that can be used to revive heavily injured targets:&lt;br /&gt;
 ♦ The base P-Point cost to increasing the &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; attribute score by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a base P-Point discount to increasing &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in the [[Medicate]] and [[Academics]] skills.&lt;br /&gt;
 ♦ They may choose &amp;#039;&amp;#039;&amp;#039;one (1)&amp;#039;&amp;#039;&amp;#039; additional Skill-Focus from the following; [[Arcana]] or [[Psionics]].&lt;br /&gt;
 ♦ Dragon Clan Namekians automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Healing&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential Skill, it does not affect their trait choices.&lt;br /&gt;
&lt;br /&gt;
==Great Clan==&lt;br /&gt;
Great Clan Namekians train from a young age to perfect their &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; form, many of their members live in their Great Forms night and day to master their giant size:&lt;br /&gt;
 ♦ The base P-Point cost to increasing the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; attribute scores are reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Great Clan Namekians are considered to be &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Size 4 (Huge)&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;, they now stand 30ft tall on average.&lt;br /&gt;
 ♦ Great Clan Namekians automatically unlock the trait &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; from their Potential Skill, it does not affect their trait choices.&lt;br /&gt;
 ♦ Great Clan Namekians using &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Super Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; only require a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; to maintain the effect, instead of Standard.&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
When a Namekian invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | The Namekian gains a new Racial trait for every Potential Skill-Rank they own:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Namekian Healing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dragon Clan Archetype&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
OR&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;60 Skill-Rating&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
 ♦ This trait is gained for free if the Namekian is of the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Dragon Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; archetype.&lt;br /&gt;
&lt;br /&gt;
The Namekian develops a special power to heal others by touch:&lt;br /&gt;
 ♦ This ability is a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ While active, it can be maintained every round as a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Activating and maintaining the ability costs &amp;#039;&amp;#039;&amp;#039;1 Meta-point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The ability can only be used on a willing/friendly target within the Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;natural reach&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The ability &amp;#039;&amp;#039;&amp;#039;heals&amp;#039;&amp;#039;&amp;#039; the target&amp;#039;s Health points (HP), restoring &amp;#039;&amp;#039;&amp;#039;1 HP&amp;#039;&amp;#039;&amp;#039; per Potential Skill-Rank per round.&lt;br /&gt;
 (The amount scales based on the caster and recipient, the multiplier &amp;#039;&amp;#039;&amp;#039;prioritises&amp;#039;&amp;#039;&amp;#039; the one with the &amp;#039;&amp;#039;&amp;#039;higher Size-Rating&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Energy Transfer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Namekian Healing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Namekian develops a more advanced technique for energy transfer, and can siphon magical energy unto themselves:&lt;br /&gt;
 ♦ This is an ability that requires a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ This ability can be maintained as a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; each round.&lt;br /&gt;
 ♦ The target must be within the Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;natural reach&amp;#039;&amp;#039;&amp;#039; for the duration of the ability to function.&lt;br /&gt;
&lt;br /&gt;
 ♦ If the Namekian uses &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Healing&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, the target may now recieve &amp;#039;&amp;#039;&amp;#039;2 HP&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; per Potential Skill-Rank.&lt;br /&gt;
 ♦ If used on something with &amp;#039;&amp;#039;&amp;#039;magical&amp;#039;&amp;#039;&amp;#039; energy contained within, the Namekian may &amp;#039;&amp;#039;&amp;#039;siphon&amp;#039;&amp;#039;&amp;#039; up to &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; per Potential Skill-Rank.&lt;br /&gt;
 (Magic items or equipment siphoned will be made mundane for 20 hours and cannot be siphoned further)&lt;br /&gt;
 (More substantial sources may be continiously siphoned, however the Namekian will take &amp;#039;&amp;#039;&amp;#039;damage&amp;#039;&amp;#039;&amp;#039; equal to their &amp;#039;&amp;#039;&amp;#039;Endurance score&amp;#039;&amp;#039;&amp;#039; for every round after the first, their &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Regeneration&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; ability will also be &amp;#039;&amp;#039;&amp;#039;disabled&amp;#039;&amp;#039;&amp;#039; for &amp;#039;&amp;#039;&amp;#039;1 hour&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Warrior Clan Archetype&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
OR&amp;lt;hr&amp;gt; &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;60 Skill-Rating&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
 ♦ This trait is gained for free if the Namekian is of the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Warrior Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; archetype.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Namekians are &amp;#039;&amp;#039;&amp;#039;forbidden&amp;#039;&amp;#039;&amp;#039; to take this trait, as it is incompatible with their archetype.&lt;br /&gt;
&lt;br /&gt;
The Namekian&amp;#039;s natural biological functions causes them to grow larger as they age:&lt;br /&gt;
 ♦ The Namekian is now considered to be &amp;#039;&amp;#039;&amp;#039;Large-sized&amp;#039;&amp;#039;&amp;#039; with a Size-Rating of &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039;. They now stand an average height of 12-16ft tall.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Superior Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Great Clan Archetype&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
OR&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Namekian matures further and becomes a towering version of their former self:&lt;br /&gt;
 ♦ The Namekian is now considered to be &amp;#039;&amp;#039;&amp;#039;Huged-sized&amp;#039;&amp;#039;&amp;#039; with a Size-Rating of &amp;#039;&amp;#039;&amp;#039;4&amp;#039;&amp;#039;&amp;#039;. They now stand an average height of 30ft-36ft.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have a surprisingly tough skin that is resistant to damage:&lt;br /&gt;
 ♦ The Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;, this &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with other Perks that increase base HP.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Namekians gain a special &amp;#039;&amp;#039;&amp;#039;20% resistance&amp;#039;&amp;#039;&amp;#039; to &amp;#039;&amp;#039;&amp;#039;Cold&amp;#039;&amp;#039;&amp;#039; damage, this is applied &amp;#039;&amp;#039;&amp;#039;before&amp;#039;&amp;#039;&amp;#039; Damage-Reduction.&lt;br /&gt;
 ♦ The Chill and Freeze status effects are &amp;#039;&amp;#039;&amp;#039;downgraded&amp;#039;&amp;#039;&amp;#039; by one stage when inflicted upon the Namekian.&lt;br /&gt;
 ♦ Namekians &amp;#039;&amp;#039;&amp;#039;resist&amp;#039;&amp;#039;&amp;#039; the effects of cold-temperature [[Environment|environments]] by one stage. This &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with any other cold-temp resistances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Tough Hide&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Namekian trains harder to grow a thicker skin that can withstand more harm:&lt;br /&gt;
 ♦ The Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by an additional &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The Namekian now gains &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039; of natural Damage-Reduction due to their tough exterior.&lt;br /&gt;
 (This scales with Size-Rating).&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Namekian&amp;#039;s special resistance to &amp;#039;&amp;#039;&amp;#039;Cold&amp;#039;&amp;#039;&amp;#039; is now increased to &amp;#039;&amp;#039;&amp;#039;40%&amp;#039;&amp;#039;&amp;#039;, from 20%.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Namekian Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have incredible cell-regeneration, able to heal much faster than most species:&lt;br /&gt;
 ♦ This ability is a passive that can be activated as a &amp;#039;&amp;#039;&amp;#039;Free Action&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This ability costs &amp;#039;&amp;#039;&amp;#039;1 Meta-point&amp;#039;&amp;#039;&amp;#039; per round to maintain at each of the Namekian&amp;#039;s start phases.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Namekian regenerates &amp;#039;&amp;#039;&amp;#039;1 HP&amp;#039;&amp;#039;&amp;#039; per round per Endurance attribute point owned at their start-phase.&lt;br /&gt;
 (This HP scales with their Size-Rating)&lt;br /&gt;
 ♦ This trait also &amp;#039;&amp;#039;&amp;#039;doubles&amp;#039;&amp;#039;&amp;#039; the effect of any other source that allows the Namekian to &amp;#039;&amp;#039;&amp;#039;recover health points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ While the ability is active, the Ravenni gains a &amp;#039;&amp;#039;&amp;#039;+25 bonus&amp;#039;&amp;#039;&amp;#039; to [[Resolve]] checks to recover from negative &amp;#039;&amp;#039;&amp;#039;physiological&amp;#039;&amp;#039;&amp;#039; status conditions.&lt;br /&gt;
&lt;br /&gt;
This Trait is enhanced when the Namekian has a Skill-Rating of &amp;#039;&amp;#039;&amp;#039;60&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;120&amp;#039;&amp;#039;&amp;#039; respectively:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 60&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;tripled (x3)&amp;#039;&amp;#039;&amp;#039; instead of doubled.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 120&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;quadrupled (x4)&amp;#039;&amp;#039;&amp;#039; instead of tripled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Elastic Body&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have the ability to elongate their limbs, particularly their arms, in order to extend their reach:&lt;br /&gt;
 ♦ This &amp;#039;&amp;#039;&amp;#039;ability&amp;#039;&amp;#039;&amp;#039; requires a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to activate.&lt;br /&gt;
 ♦ After activation, this ability can be maintained as a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; each start-phase until dismissed.&lt;br /&gt;
 ♦ Dismissing the effect is a &amp;#039;&amp;#039;&amp;#039;Free Action&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
While active, the Namekian can elongate the arms, legs and body to gain the following benefits:&lt;br /&gt;
 ♦ Increases their &amp;#039;&amp;#039;&amp;#039;natural reach&amp;#039;&amp;#039;&amp;#039; by a number of steps equal to their [[Size]]-Rating.&lt;br /&gt;
 ♦ When used on the legs: The Namekian can &amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; an additional number of steps equal to their Size-Rating.&lt;br /&gt;
&lt;br /&gt;
While active, the Namekian can extend their reach further for a brief period of time, with limitations:&lt;br /&gt;
 ♦ As a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;: the Namekian can extend their natural reach to x8 their normal amount to reach for or grab things.&lt;br /&gt;
 ♦ As a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;: the Namekian can elongate their legs and body in order to reach over and see at a higher vantage point.&lt;br /&gt;
 ♦ The above actions can only persist up to &amp;#039;&amp;#039;&amp;#039;one round&amp;#039;&amp;#039;&amp;#039; (unless the Namekian is holding onto something while extending).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Namekians have the ability to increase their size to truly Colossal proportions, increasing their durability and power:&lt;br /&gt;
 ♦ This is an ability that requires a &amp;#039;&amp;#039;&amp;#039;Full-Round Action (ALL)&amp;#039;&amp;#039;&amp;#039; in order to activate.&lt;br /&gt;
 ♦ This ability also requires &amp;#039;&amp;#039;&amp;#039;3 Meta-points&amp;#039;&amp;#039;&amp;#039; to activate, but requires &amp;#039;&amp;#039;&amp;#039;no&amp;#039;&amp;#039;&amp;#039; additional costs to maintain.&lt;br /&gt;
 ♦ After activation, the Namekian must use a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; each round to maintain the effect.&lt;br /&gt;
 (If the Namekian is of the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Clan&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; archetype, this is a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; instead.&lt;br /&gt;
 &lt;br /&gt;
 ♦ This ability causes the Namekian&amp;#039;s Size-Rating to increase up to x4 its original amount, or up to Size-8 (whichever is lower).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Super Great Namek&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
A Namekian can master their &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; ability to enlarge themselves further in size, their mastery of this form allows them to move and act more easily:&lt;br /&gt;
&lt;br /&gt;
This is an ability that functions similarly to &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, except:&lt;br /&gt;
 ♦ The maximum Size-Rating the Namekian can attain via this ability is raised to &amp;#039;&amp;#039;&amp;#039;24&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ For an additional &amp;#039;&amp;#039;&amp;#039;+2 Meta-Points&amp;#039;&amp;#039;&amp;#039;, the Namekian can increase their Size-Rating by a factor of &amp;#039;&amp;#039;&amp;#039;x8&amp;#039;&amp;#039;&amp;#039;, instead of x4.&lt;br /&gt;
 (If the Namekian is &amp;#039;&amp;#039;&amp;#039;already&amp;#039;&amp;#039;&amp;#039; enlarged, they can simply spend &amp;#039;&amp;#039;&amp;#039;+2 MP&amp;#039;&amp;#039;&amp;#039; to go from x4 to x8.)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=500px widths=700px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
Namekian6.png&lt;br /&gt;
Namekian4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]] [[Category:Third-Party]] [[Category:Viridian]] [[Category: Xeno]] [[Category:WIP]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Namekian&amp;diff=1477</id>
		<title>Namekian</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Namekian&amp;diff=1477"/>
		<updated>2022-11-09T02:40:05Z</updated>

		<summary type="html">&lt;p&gt;Makros: incomplete update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=500px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
Namekian1.jpg&lt;br /&gt;
Namekian2.png&lt;br /&gt;
Namekian3.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Namekian=&lt;br /&gt;
Namekians resemble humanoids with dangling antennae, green skin that varies from light to dark tones, and pink, pale yellow or sandy coloured callouses appearing throughout their bodies. They have pointy ears, and red, conjoined rings around their ankles and wrists. Though some Namekians are as tall as [[Human|Humans]], the average height of a Namekian is around 13 feet tall, and such Nameks are often large-bodied and powerful in their own right. Namekians are peculiar in that their species are considered to be exclusively Male, there is no such thing as a Female Namekian. Namekians can be found wearing robes and neck-covers, with some preferring lighter outfits with bare arms and chest showing.&lt;br /&gt;
&lt;br /&gt;
=Race Meta=&lt;br /&gt;
* Height: 12 to 16ft tall (&amp;#039;&amp;#039;&amp;#039;Size: 2, Large&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* Genus: &amp;#039;&amp;#039;&amp;#039;Ogre&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Xeno&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Faction(s): Saffron Alliance, Viridian Republic&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-point cost to increase &amp;#039;&amp;#039;&amp;#039;all attribute&amp;#039;&amp;#039;&amp;#039; scores are reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Namekians gain a &amp;#039;&amp;#039;&amp;#039;+1 attribute bonus&amp;#039;&amp;#039;&amp;#039; to &amp;#039;&amp;#039;&amp;#039;all attributes except Intelligence&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Namekians gain a Skill-Focus in [[Metaforce]], [[Martial Arts]] [[Athletics]], and [[Resolve]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
All Namekians must choose a Racial Archetype as their first archetype.&lt;br /&gt;
 ♦ The Namekian may choose from a &amp;#039;&amp;#039;&amp;#039;Warrior Clan&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Dragon Clan&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Great Clan&amp;#039;&amp;#039;&amp;#039; Archetype.&lt;br /&gt;
 ♦ Once the Namekian acquires their archetype, they are free to acquire &amp;#039;&amp;#039;&amp;#039;other&amp;#039;&amp;#039;&amp;#039; Archetypes later.&lt;br /&gt;
&lt;br /&gt;
=Namekian Archetype(s)=&lt;br /&gt;
==Warrior Clan==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Warrior Clan Namekians are trained in both hand-to-hand, weapon and Metaforce-based combat and often regarded as protectors of their people.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Warrior-Clan Namekians gain a &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; attribute bonus to &amp;#039;&amp;#039;&amp;#039;Strength, Endurance and Perception&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in [[Martial Arts]], [[Defence]] and one other &amp;#039;&amp;#039;&amp;#039;Combat-oriented Skill Group&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Regeneration&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; trait&amp;#039;s threshold for HP recovery is increased to 60%. (Normally: 30%)&lt;br /&gt;
 ♦ When &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Namekian Regeneration&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; is not active (above 60% HP): They gain a 20% Action-Point Recovery rate bonus (70% per step).&lt;br /&gt;
&lt;br /&gt;
==Dragon Clan==&lt;br /&gt;
&amp;#039;&amp;#039;Dragon-Clan Namekians are sensitive to the Meta-force and capable of using magic to great effect. They have a special healing power that can be used to revive heavily injured targets.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Dragon-Clan Namekians gain a &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; attribute bonus to an attribute that benefits the Skill-Focused &amp;#039;&amp;#039;&amp;#039;Metaforce-related Skill group&amp;#039;&amp;#039;&amp;#039; you select with this Archetype.&lt;br /&gt;
 ♦ They also gain a &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; attribute bonus to &amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a Skill-Focus in one &amp;#039;&amp;#039;&amp;#039;Metaforce-related Skill Group&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Ability: Namekian Healing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ As a Standard Action (50 AP): A Dragon-Clan Namekian can heal a target by 4 HP per round.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Range&amp;#039;&amp;#039;&amp;#039;: Target must be within the Namekian&amp;#039;s natural-reach for the entire duration in order for this ability to function.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;: Each round of healing costs &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; and cannot be used if no MP remains.&lt;br /&gt;
&lt;br /&gt;
==Great Clan==&lt;br /&gt;
&amp;#039;&amp;#039;Great Clan Namekians train from a young age to perfect their &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; form, many of their members live in their Great Forms night and day to master their giant size.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Great Clan Namekians gain a &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; attribute bonus to &amp;#039;&amp;#039;&amp;#039;Strength, Endurance and Agility&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Great Clan Namekians are considered to be &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Size 4&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; and stand 30ft tall on average.&lt;br /&gt;
 ♦ Great Clan Namekians do not suffer any AP Recovery rate penalties when using the &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; ability. However they cannot exceed Size 4 without the &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Super Great Namek&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; Perk.&lt;br /&gt;
 &amp;gt; Great Clan Namekians can unlock the &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Super Great Namek&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; Perk with a Potential Skill-Rating of 40 instead of 60.&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
When a Namekian invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | The Namekian gains a new Racial trait for every Potential Skill-Rank they own:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
 ♦ The Namekian&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;, this &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with other Perks that increase base HP.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Namekians gain a special &amp;#039;&amp;#039;&amp;#039;20% resistance&amp;#039;&amp;#039;&amp;#039; to &amp;#039;&amp;#039;&amp;#039;Cold&amp;#039;&amp;#039;&amp;#039; damage, this is applied &amp;#039;&amp;#039;&amp;#039;before&amp;#039;&amp;#039;&amp;#039; Damage-Reduction.&lt;br /&gt;
 ♦ The Chill and Freeze status effects are &amp;#039;&amp;#039;&amp;#039;downgraded&amp;#039;&amp;#039;&amp;#039; by one stage when inflicted upon the Namekian.&lt;br /&gt;
 ♦ Namekians &amp;#039;&amp;#039;&amp;#039;resist&amp;#039;&amp;#039;&amp;#039; the effects of cold-temperature [[Environment|environments]] by one stage. This &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with any other cold-temp resistances.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=500px widths=700px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
Namekian6.png&lt;br /&gt;
Namekian4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Passive: Namekian Regeneration==&lt;br /&gt;
&amp;#039;&amp;#039;Namekians have incredible cell-regeneration, able to heal much faster than most species. But it appears it&amp;#039;s only effective as a survival reflex.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ If the Namekian&amp;#039;s health falls below 30% of their maximum: The Namekian regains 1 HP per round of action in battle, or every 6 seconds outside of battle, until their health is 30% or higher.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Ability: Regenerate Body&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;: 100 AP, 5 MP&lt;br /&gt;
 ♦ As an Advanced Action (100 AP): The Namekian can regenerate 30% of their maximum health and cure themselves of all non-special physiological status conditions.&lt;br /&gt;
&lt;br /&gt;
==Ability: Elastic Body==&lt;br /&gt;
&amp;#039;&amp;#039;Namekians have the ability to elongate their limbs, particularly their arms, in order to extend their reach.&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;: 50 AP + 25 AP per round&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Use&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ As a Quick-Action (50 AP): A Namekian can elongate their arms to increase their &amp;#039;&amp;#039;&amp;#039;natural reach by 5ft per Size-rating&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This state can be maintained for 25 AP per additional round.&lt;br /&gt;
 ♦ When this Ability is dismissed: The Namekian&amp;#039;s arms return to their original length and natural reach is returned to normal.&lt;br /&gt;
&lt;br /&gt;
==Ability: Great Namek==&lt;br /&gt;
&amp;#039;&amp;#039;Namekians have the ability to increase their size to truly Colossal proportions, increasing their durability and power. However, the necessary stamina needed to maintain the form reduces the Namek&amp;#039;s recovery rate.&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ &amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt; is a Full-Round Action (All AP) to activate.&lt;br /&gt;
 ♦ While Active: Namekian&amp;#039;s Action-Point Recovery rate is reduced by 20%. No further AP costs apply.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Effect(s)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Increases the Namekian&amp;#039;s Size-Rating by up to 4 times their base Size-Rating.&lt;br /&gt;
 ♦ The Namekian Trait &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Namekian Regeneration&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;#039;s HP regen rate is multiplied by 4 while in &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Great Namek&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; form.&lt;br /&gt;
 ♦ The threshold for HP regeneration is increased to 100% of the Namekian&amp;#039;s Max HP. (Normally: 30%).&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Limitations&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ A Namekian can only increase their size up to &amp;lt;code&amp;gt;Size 4&amp;lt;/code&amp;gt; with this ability.&lt;br /&gt;
&lt;br /&gt;
=Potential Perks=&lt;br /&gt;
Namekians can acquire the following Perks by raising their [[Potential]] Skill.&lt;br /&gt;
&lt;br /&gt;
==Super Great Namek==&lt;br /&gt;
&amp;#039;&amp;#039;A Namekian can master their &amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt; ability to enlarge themselves further in size, to colossal proportions! And be able to move and act more easily at giant sizes.&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Requirement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Namekian must have a Potential Skill Rating of 60 or higher to take this Perk.&lt;br /&gt;
 &amp;gt; Except: If the Namekian has the &amp;#039;&amp;#039;&amp;#039;Great Clan&amp;#039;&amp;#039;&amp;#039; archetype, in which case their Potential Rating must be 40 or higher.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Allows a Namekian to use the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Great Namek&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; ability to enlarge themselves up to &amp;#039;&amp;#039;&amp;#039;Size 16&amp;#039;&amp;#039;&amp;#039;, or 8 times their base size (whichever is smaller). (Normally: Namekians are limited to Size 4).&lt;br /&gt;
 ♦ Additionally, this reduces the ability&amp;#039;s Action-Point Recovery rate penalty by 20.&lt;br /&gt;
 ♦ Note: A Namekian enlarging themselves above size 8 incurs a base 60% AP recovery rate penalty, so at Size 16, this Perk inflicts a 40% AP recovery rate penalty.&lt;br /&gt;
 &lt;br /&gt;
 If the Namekian has the &amp;#039;&amp;#039;&amp;#039;Great Clan&amp;#039;&amp;#039;&amp;#039; Archetype, the total AP recovery rate penalty at Size 16 will become 20% instead of 40%.&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]] [[Category:Third-Party]] [[Category:Viridian]] [[Category: Xeno]] [[Category:WIP]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Ravenni&amp;diff=1476</id>
		<title>Ravenni</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Ravenni&amp;diff=1476"/>
		<updated>2022-11-08T13:09:44Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;gallery heights=400px widths=400px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Ravenni1.jpg&lt;br /&gt;
File:Ravenni5.jpg&lt;br /&gt;
File:Ravenni2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:40ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:115ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Ravenni=&lt;br /&gt;
 Resembling gigantic humanoids with varying skin hues (Red, Green, Blue, Grey, Tan), large jaws, heavy brows and big pointed ears. Physically robust with powerful arms and legs and broad frames, they display surprising agility in climbing and leaping. Their powerful immune system not only protects them from most diseases but also gives them a healing factor that allow them to restore lost limbs.&lt;br /&gt;
 &lt;br /&gt;
 Ravenni are a proud people who reside primarily in massive forest and jungles where giants like themselves can thrive. Generally hunters and gatherers, they hunt gigantic animals to feed their insatiable growth in both size and number. Their contributions to trade stem primarily from the creation of herbal mixtures and potions, some of which can be used recreationally. With boundless energy, Ravenni love to wrestle and prove their strength and stamina in games.&lt;br /&gt;
&lt;br /&gt;
=Game Meta=&lt;br /&gt;
* Ravenni stand between the heights of 24ft and 36ft. Their size is &amp;#039;&amp;#039;&amp;#039;Huge (4)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Genus: &amp;#039;&amp;#039;&amp;#039;Ogre&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Faction(s): &amp;#039;&amp;#039;&amp;#039;Viridian Republic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Ravenni are a massive and powerful force of nature.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Racial Traits &amp;amp; Skills=&lt;br /&gt;
==Attributes==&lt;br /&gt;
 ♦ The base P-Point cost to increasing the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; attributes is reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; attribute bonus to the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; scores, plus a &amp;#039;&amp;#039;&amp;#039;+2 bonus&amp;#039;&amp;#039;&amp;#039; to their &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; scores.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The base P-Point cost to increasing &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; suffers an increase of &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
 ♦ Ravenni gain a Skill-Focus in the [[Resolve]] and [[Athletics]] skills.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Reckless Trample&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
 ♦ While Ravenni &amp;#039;&amp;#039;&amp;#039;no longer spend 25 Action-Points to engage Trample&amp;#039;&amp;#039;&amp;#039;, they can &amp;#039;&amp;#039;&amp;#039;no longer disengage the Trample effect&amp;#039;&amp;#039;&amp;#039; during movement. Furthermore, Trample &amp;#039;&amp;#039;&amp;#039;no longer discriminates between hostiles and friendlies&amp;#039;&amp;#039;&amp;#039;. As such, movement through allied squares will be affected as if they were an enemy.&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s Size-Rating is treated as being &amp;#039;&amp;#039;&amp;#039;double&amp;#039;&amp;#039;&amp;#039; it&amp;#039;s actual amount for the purposes of calculating &amp;#039;&amp;#039;&amp;#039;damage&amp;#039;&amp;#039;&amp;#039; and checks for the &amp;#039;&amp;#039;&amp;#039;Trample, Pin and Stomp&amp;#039;&amp;#039;&amp;#039; action.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
When a Ravenni invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks. The Ravenni adventurer gets to pick one trait at creation due to their automatic skill-focus.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Growth&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Ravenni can increase their size significantly:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s Size-Rating increases by &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; for every Potential Skill-Rank owned (Max +4).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Viridian Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ravenni Growth&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
+ 80 Skill-Rating&lt;br /&gt;
|&lt;br /&gt;
The Ravenni is subject to a continuous growth cycle that is capable of enlarging them to sizes that would dwarf even colossal giants:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s Size-Rating increases by &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; for every &amp;#039;&amp;#039;&amp;#039;5 Skill-Rating&amp;#039;&amp;#039;&amp;#039; beyond 20.&lt;br /&gt;
 ♦ This trait only counts &amp;#039;&amp;#039;&amp;#039;Skill-Points and Skill-Focus bonuses&amp;#039;&amp;#039;&amp;#039;, temporary bonuses do &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; apply.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Ravenni&amp;#039;s base Size category changes when they reach Size-Rating &amp;#039;&amp;#039;&amp;#039;7 (Gargantuan), 13 (Colossal) &amp;#039;&amp;#039;&amp;#039;and&amp;#039;&amp;#039;&amp;#039; 25 (Titanic)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ This Trait &amp;#039;&amp;#039;&amp;#039;overwrites&amp;#039;&amp;#039;&amp;#039; the effects of &amp;#039;&amp;#039;&amp;#039;Ravenni Growth&amp;#039;&amp;#039;&amp;#039; and the Size-Rating adjustments of the previous trait are &amp;#039;&amp;#039;&amp;#039;ignored&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
This trait grants the Ravenni an ability to regenerate health:&lt;br /&gt;
 ♦ This ability is a passive that can be activated as a &amp;#039;&amp;#039;&amp;#039;Free Action&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This ability costs 1 Meta-point per round to maintain, at each of the Ravenni&amp;#039;s start phases.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Ravenni regenerates &amp;#039;&amp;#039;&amp;#039;1 HP&amp;#039;&amp;#039;&amp;#039; per round per Endurance attribute point owned at their start-phase.&lt;br /&gt;
 (This HP scales with their Size-Rating)&lt;br /&gt;
 ♦ This trait also &amp;#039;&amp;#039;&amp;#039;doubles&amp;#039;&amp;#039;&amp;#039; the effect of any source that allows the Ravenni to &amp;#039;&amp;#039;&amp;#039;recover health points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ While the ability is active, the Ravenni gains a &amp;#039;&amp;#039;&amp;#039;+25 bonus&amp;#039;&amp;#039;&amp;#039; to [[Resolve]] checks to recover from negative physiological status conditions.&lt;br /&gt;
&lt;br /&gt;
This Trait is enhanced when the Ravenni has a Skill-Rating of &amp;#039;&amp;#039;&amp;#039;60&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;120&amp;#039;&amp;#039;&amp;#039; respectively:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 60&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;tripled (x3)&amp;#039;&amp;#039;&amp;#039; instead of doubled.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 120&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;quadrupled (x4)&amp;#039;&amp;#039;&amp;#039; instead of tripled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Hyper Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Ravenni gains the ability to completely restore lost limbs or instantly cure themselves of serious ailments, at a cost:&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This is an &amp;#039;&amp;#039;&amp;#039;Advanced Action (100 AP)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This Action costs &amp;#039;&amp;#039;&amp;#039;3 MP&amp;#039;&amp;#039;&amp;#039; to perform the first time, but increases by &amp;#039;&amp;#039;&amp;#039;+1 MP&amp;#039;&amp;#039;&amp;#039; each time it is used until it &amp;#039;&amp;#039;&amp;#039;resets&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This action resets after a &amp;#039;&amp;#039;&amp;#039;long rest&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Ravenni can regenerate up to &amp;#039;&amp;#039;&amp;#039;40%&amp;#039;&amp;#039;&amp;#039; of their maximum health and &amp;#039;&amp;#039;&amp;#039;restore&amp;#039;&amp;#039;&amp;#039; a single body part from dismemberment or serious damage.&lt;br /&gt;
 ♦ This action also &amp;#039;&amp;#039;&amp;#039;cures&amp;#039;&amp;#039;&amp;#039; the Ravenni of all &amp;#039;&amp;#039;&amp;#039;negative physiological&amp;#039;&amp;#039;&amp;#039; status conditions.&lt;br /&gt;
 &lt;br /&gt;
If the Ravenni cannot pay the full MP cost to use this action, the Ravenni can use this action, but with the following adjustments:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s MP is reduced to 0.&lt;br /&gt;
 ♦ Health recovered is reduced to &amp;#039;&amp;#039;&amp;#039;20%&amp;#039;&amp;#039;&amp;#039; instead of 40%.&lt;br /&gt;
 ♦ Cures only &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; unique physiological status ailment, instead of all.&lt;br /&gt;
 ♦ Does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; restore a broken/missing limb or organ.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Ravenni are incredibly durable and pain-resistant, even without armour physical harm:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;, this &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with other Perks that increase base HP.&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s base HP increases by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039; at &amp;#039;&amp;#039;&amp;#039;Rank 3&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;Rank 5&amp;#039;&amp;#039;&amp;#039;. (Max. +3 bonus).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery heights=500px widths=500px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
File:Ravenni3.png&lt;br /&gt;
File:Ravenni4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]] [[Category:Ogre]] [[Category:Viridian]] [[Category:Third-Party]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Ravenni&amp;diff=1475</id>
		<title>Ravenni</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Ravenni&amp;diff=1475"/>
		<updated>2022-11-08T13:09:00Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;gallery heights=400px widths=400px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Ravenni1.jpg&lt;br /&gt;
File:Ravenni5.jpg&lt;br /&gt;
File:Ravenni2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:40ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:115ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Ravenni=&lt;br /&gt;
 Resembling gigantic humanoids with varying skin hues (Red, Green, Blue, Grey, Tan), large jaws, heavy brows and big pointed ears. Physically robust with powerful arms and legs and broad frames, they display surprising agility in climbing and leaping. Their powerful immune system not only protects them from most diseases but also gives them a healing factor that allow them to restore lost limbs.&lt;br /&gt;
 &lt;br /&gt;
 Ravenni are a proud people who reside primarily in massive forest and jungles where giants like themselves can thrive. Generally hunters and gatherers, they hunt gigantic animals to feed their insatiable growth in both size and number. Their contributions to trade stem primarily from the creation of herbal mixtures and potions, some of which can be used recreationally. With boundless energy, Ravenni love to wrestle and prove their strength and stamina in games.&lt;br /&gt;
&lt;br /&gt;
=Game Meta=&lt;br /&gt;
* Ravenni stand between the heights of 24ft and 36ft. Their size is &amp;#039;&amp;#039;&amp;#039;Huge (4)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Genus: &amp;#039;&amp;#039;&amp;#039;Ogre&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Faction(s): &amp;#039;&amp;#039;&amp;#039;Viridian Republic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Ravenni are a massive and powerful force of nature.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Racial Traits &amp;amp; Skills=&lt;br /&gt;
==Attributes==&lt;br /&gt;
 ♦ The base P-Point cost to increasing the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; attributes is reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; attribute bonus to the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; scores, plus a &amp;#039;&amp;#039;&amp;#039;+2 bonus&amp;#039;&amp;#039;&amp;#039; to their &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; scores.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The base P-Point cost to increasing &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; suffers an increase of &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
 ♦ Ravenni gain a Skill-Focus in the [[Resolve]] and [[Athletics]] skills.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Reckless Trample&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
 ♦ While Ravenni &amp;#039;&amp;#039;&amp;#039;no longer spend 25 Action-Points to engage Trample&amp;#039;&amp;#039;&amp;#039;, they can &amp;#039;&amp;#039;&amp;#039;no longer disengage the Trample effect&amp;#039;&amp;#039;&amp;#039; during movement. Furthermore, Trample &amp;#039;&amp;#039;&amp;#039;no longer discriminates between hostiles and friendlies&amp;#039;&amp;#039;&amp;#039;. As such, movement through allied squares will be affected as if they were an enemy.&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s Size-Rating is treated as being &amp;#039;&amp;#039;&amp;#039;double&amp;#039;&amp;#039;&amp;#039; it&amp;#039;s actual amount for the purposes of calculating &amp;#039;&amp;#039;&amp;#039;damage&amp;#039;&amp;#039;&amp;#039; and checks for the &amp;#039;&amp;#039;&amp;#039;Trample, Pin and Stomp&amp;#039;&amp;#039;&amp;#039; action.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
When a Ravenni invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks. The Ravenni adventurer gets to pick one trait at creation due to their automatic skill-focus.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Growth&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Ravenni can increase their size significantly:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s Size-Rating increases by &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; for every Potential Skill-Rank owned (Max +4).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Viridian Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Growth&amp;#039;&amp;#039;&amp;#039; + 80 Skill-Rating&lt;br /&gt;
|&lt;br /&gt;
The Ravenni is subject to a continuous growth cycle that is capable of enlarging them to sizes that would dwarf even colossal giants:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s Size-Rating increases by &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; for every &amp;#039;&amp;#039;&amp;#039;5 Skill-Rating&amp;#039;&amp;#039;&amp;#039; beyond 20.&lt;br /&gt;
 ♦ This trait only counts &amp;#039;&amp;#039;&amp;#039;Skill-Points and Skill-Focus bonuses&amp;#039;&amp;#039;&amp;#039;, temporary bonuses do &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; apply.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Ravenni&amp;#039;s base Size category changes when they reach Size-Rating &amp;#039;&amp;#039;&amp;#039;7 (Gargantuan), 13 (Colossal) &amp;#039;&amp;#039;&amp;#039;and&amp;#039;&amp;#039;&amp;#039; 25 (Titanic)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ This Trait &amp;#039;&amp;#039;&amp;#039;overwrites&amp;#039;&amp;#039;&amp;#039; the effects of &amp;#039;&amp;#039;&amp;#039;Ravenni Growth&amp;#039;&amp;#039;&amp;#039; and the Size-Rating adjustments of the previous trait are &amp;#039;&amp;#039;&amp;#039;ignored&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
This trait grants the Ravenni an ability to regenerate health:&lt;br /&gt;
 ♦ This ability is a passive that can be activated as a &amp;#039;&amp;#039;&amp;#039;Free Action&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This ability costs 1 Meta-point per round to maintain, at each of the Ravenni&amp;#039;s start phases.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Ravenni regenerates &amp;#039;&amp;#039;&amp;#039;1 HP&amp;#039;&amp;#039;&amp;#039; per round per Endurance attribute point owned at their start-phase.&lt;br /&gt;
 (This HP scales with their Size-Rating)&lt;br /&gt;
 ♦ This trait also &amp;#039;&amp;#039;&amp;#039;doubles&amp;#039;&amp;#039;&amp;#039; the effect of any source that allows the Ravenni to &amp;#039;&amp;#039;&amp;#039;recover health points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ While the ability is active, the Ravenni gains a &amp;#039;&amp;#039;&amp;#039;+25 bonus&amp;#039;&amp;#039;&amp;#039; to [[Resolve]] checks to recover from negative physiological status conditions.&lt;br /&gt;
&lt;br /&gt;
This Trait is enhanced when the Ravenni has a Skill-Rating of &amp;#039;&amp;#039;&amp;#039;60&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;120&amp;#039;&amp;#039;&amp;#039; respectively:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 60&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;tripled (x3)&amp;#039;&amp;#039;&amp;#039; instead of doubled.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 120&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;quadrupled (x4)&amp;#039;&amp;#039;&amp;#039; instead of tripled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Hyper Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Ravenni gains the ability to completely restore lost limbs or instantly cure themselves of serious ailments, at a cost:&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This is an &amp;#039;&amp;#039;&amp;#039;Advanced Action (100 AP)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This Action costs &amp;#039;&amp;#039;&amp;#039;3 MP&amp;#039;&amp;#039;&amp;#039; to perform the first time, but increases by &amp;#039;&amp;#039;&amp;#039;+1 MP&amp;#039;&amp;#039;&amp;#039; each time it is used until it &amp;#039;&amp;#039;&amp;#039;resets&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This action resets after a &amp;#039;&amp;#039;&amp;#039;long rest&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Ravenni can regenerate up to &amp;#039;&amp;#039;&amp;#039;40%&amp;#039;&amp;#039;&amp;#039; of their maximum health and &amp;#039;&amp;#039;&amp;#039;restore&amp;#039;&amp;#039;&amp;#039; a single body part from dismemberment or serious damage.&lt;br /&gt;
 ♦ This action also &amp;#039;&amp;#039;&amp;#039;cures&amp;#039;&amp;#039;&amp;#039; the Ravenni of all &amp;#039;&amp;#039;&amp;#039;negative physiological&amp;#039;&amp;#039;&amp;#039; status conditions.&lt;br /&gt;
 &lt;br /&gt;
If the Ravenni cannot pay the full MP cost to use this action, the Ravenni can use this action, but with the following adjustments:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s MP is reduced to 0.&lt;br /&gt;
 ♦ Health recovered is reduced to &amp;#039;&amp;#039;&amp;#039;20%&amp;#039;&amp;#039;&amp;#039; instead of 40%.&lt;br /&gt;
 ♦ Cures only &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; unique physiological status ailment, instead of all.&lt;br /&gt;
 ♦ Does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; restore a broken/missing limb or organ.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Ravenni are incredibly durable and pain-resistant, even without armour physical harm:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;, this &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with other Perks that increase base HP.&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s base HP increases by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039; at &amp;#039;&amp;#039;&amp;#039;Rank 3&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;Rank 5&amp;#039;&amp;#039;&amp;#039;. (Max. +3 bonus).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery heights=500px widths=500px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
File:Ravenni3.png&lt;br /&gt;
File:Ravenni4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]] [[Category:Ogre]] [[Category:Viridian]] [[Category:Third-Party]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Progression_Point&amp;diff=1474</id>
		<title>Progression Point</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Progression_Point&amp;diff=1474"/>
		<updated>2022-11-08T10:41:12Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* Progression Point Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:140ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Progression Points (P-Points)&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; are an open-ended progression mechanic for Player-Characters/Adventurers to improve their skills and acquire new abilities, completely independent of a ridged class-based structure. Progression points are granted in chunks through levelling up, and by piecemeal from the Game-Master when they deem it appropriate.&lt;br /&gt;
&lt;br /&gt;
Adventurers gain &amp;#039;&amp;#039;&amp;#039;P-Points every level&amp;#039;&amp;#039;&amp;#039; and the amount increases at regular intervals as shown in the chart below.&lt;br /&gt;
&lt;br /&gt;
==Progression Point gains by Size==&lt;br /&gt;
When a Campaign is set to &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Scale by P-Points&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, instead of modifying the experience multiplier, the number of P-Points gained per level-up is affected instead. When the chart reads &amp;#039;1st to 4th&amp;#039; and so on, it is referring to the Adventurer&amp;#039;s &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Character Level&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! [[Size]]-Rating !! 1st to 4th !! 5th to 8th !! 9th to 12th !! 13th to 16th !! 17th onward !! Total&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 1&lt;br /&gt;
| +10&lt;br /&gt;
| +15&lt;br /&gt;
| +20&lt;br /&gt;
| +25&lt;br /&gt;
| +30&lt;br /&gt;
| 400&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 |&lt;br /&gt;
|-&lt;br /&gt;
! Small&lt;br /&gt;
| 0.7&lt;br /&gt;
| +15&lt;br /&gt;
| +20&lt;br /&gt;
| +25&lt;br /&gt;
| +30&lt;br /&gt;
| +35&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
! Tiny&lt;br /&gt;
| 0.4&lt;br /&gt;
| +20&lt;br /&gt;
| +25&lt;br /&gt;
| +30&lt;br /&gt;
| +35&lt;br /&gt;
| +40&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 |&lt;br /&gt;
|-&lt;br /&gt;
! Large&lt;br /&gt;
| 2&lt;br /&gt;
| +10&lt;br /&gt;
| +12&lt;br /&gt;
| +15&lt;br /&gt;
| +18&lt;br /&gt;
| +25&lt;br /&gt;
| 320&lt;br /&gt;
|-&lt;br /&gt;
! Huge&lt;br /&gt;
| 4&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| +15&lt;br /&gt;
| +15&lt;br /&gt;
| +20&lt;br /&gt;
| 280&lt;br /&gt;
|-&lt;br /&gt;
! Gargantuan&lt;br /&gt;
| 8&lt;br /&gt;
| colspan=99 rowspan=3 | [as Huge]&lt;br /&gt;
|-&lt;br /&gt;
! Colossal&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! Titanic&lt;br /&gt;
| 17+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Progression Point Upgrades &amp;amp; Costs==&lt;br /&gt;
The following &amp;#039;&amp;#039;&amp;#039;upgrades&amp;#039;&amp;#039;&amp;#039; can be purchased with P-Points.&lt;br /&gt;
&lt;br /&gt;
 Upgrade costs scale &amp;#039;&amp;#039;&amp;#039;linearly&amp;#039;&amp;#039;&amp;#039; by the number of times a specific upgrade is purchased. Cost is calculated &amp;#039;&amp;#039;&amp;#039;AFTER&amp;#039;&amp;#039;&amp;#039; acquiring a new upgrade, therefore the first time you spend P-Points on an upgrade, it always counts itself.&lt;br /&gt;
 &lt;br /&gt;
 ex. If an upgrade has a base cost of &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, the number of P-Points to purchase it consecutively will be: &amp;#039;&amp;#039;&amp;#039;2, 4, 6, 8, 10&amp;#039;&amp;#039;&amp;#039;...etc.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cost &amp;amp; Scaling !! Effect(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Gain Universal / Archetype / Skill Perk&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Perk/Trait purchased&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
Upon redemption, the Adventurer can acquire one Perk or Trait to which they meet the requirements:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Universal Perks&amp;#039;&amp;#039;&amp;#039; are obtainable so long as the Adventurer meets its &amp;#039;&amp;#039;&amp;#039;requirements&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Archetype Perks&amp;#039;&amp;#039;&amp;#039; can also be acquired in the same way (maximum up to &amp;#039;&amp;#039;&amp;#039;3&amp;#039;&amp;#039;&amp;#039; archetype sets per character).&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Skill Perks&amp;#039;&amp;#039;&amp;#039; can be acquired this way, but only after reaching &amp;#039;&amp;#039;&amp;#039;Rank 5&amp;#039;&amp;#039;&amp;#039; to its respective skill.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Racial Traits&amp;#039;&amp;#039;&amp;#039; from the Potential Skill can be obtained this way only when their Potential Skill reaches &amp;#039;&amp;#039;&amp;#039;Rank 5&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Increase Single Attribute&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Attribute boost purchased&lt;br /&gt;
|&lt;br /&gt;
Upon Redemption, the Adventurer can increase one Attribute of their choice by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
 ♦ All Attribute upgrades are &amp;#039;&amp;#039;&amp;#039;mutually exclusive&amp;#039;&amp;#039;&amp;#039;, meaning increasing one score will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; increase the cost of the others.&lt;br /&gt;
 ♦ As a rule, Attribute cost reduction caused by Archetypes, Races and other effects cannot &amp;#039;&amp;#039;&amp;#039;lower&amp;#039;&amp;#039;&amp;#039; the cost below &amp;#039;&amp;#039;&amp;#039;2 P-Points&amp;#039;&amp;#039;&amp;#039; per upgrade.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; Attribute score is unique in that the Adventurer must &amp;#039;&amp;#039;&amp;#039;decide&amp;#039;&amp;#039;&amp;#039; which Intelligence bonus the point should grant&lt;br /&gt;
 (see [[Attributes]] for more information.)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Gain Skill-Points&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Skill-Point redemption purchased&lt;br /&gt;
|&lt;br /&gt;
Upon redemption, the Adventurer gains a modest amount of Skill-Points they can use to invest in Skills:&lt;br /&gt;
 ♦ The Adventurer gains &amp;#039;&amp;#039;&amp;#039;15 Skill-points&amp;#039;&amp;#039;&amp;#039; that &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; be immediately assigned to valid skills.&lt;br /&gt;
 ♦ The Adventurer cannot assign more skill points than the &amp;#039;&amp;#039;&amp;#039;cap&amp;#039;&amp;#039;&amp;#039; set by their &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Character Level&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; (&amp;#039;&amp;#039;&amp;#039;10&amp;#039;&amp;#039;&amp;#039; per level).&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Gain additional Archetype &amp;amp; Respecification&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;25&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Archetype purchased&lt;br /&gt;
|&lt;br /&gt;
Upon redemption, The Adventurer can acquire a 2nd or even a 3rd Archetype, with limitations:&lt;br /&gt;
 ♦ The Adventurer can select another Universal or Racial &amp;#039;&amp;#039;&amp;#039;Archetype&amp;#039;&amp;#039;&amp;#039; and obtain it as a &amp;#039;&amp;#039;&amp;#039;2nd or 3rd&amp;#039;&amp;#039;&amp;#039; archetype.&lt;br /&gt;
 ♦ The Adventurer can only have up to &amp;#039;&amp;#039;&amp;#039;three (3)&amp;#039;&amp;#039;&amp;#039; archetypes at any one time, and only up to &amp;#039;&amp;#039;&amp;#039;two (2)&amp;#039;&amp;#039;&amp;#039; of a Universal or Racial Archetype.&lt;br /&gt;
&lt;br /&gt;
Acquiring a new Archetype triggers a &amp;#039;&amp;#039;&amp;#039;Respecification&amp;#039;&amp;#039;&amp;#039;, which follows this process:&lt;br /&gt;
 ♦ The Adventurer now gains all the adjustments and Archetype Perks of the Archetypes they now possess.&lt;br /&gt;
 ♦ Skill-Focuses shared by multiple Archetypes grants a &amp;#039;&amp;#039;&amp;#039;permanent +10 Skill-Rating&amp;#039;&amp;#039;&amp;#039; bonus per duplicate for &amp;#039;&amp;#039;&amp;#039;overlapping&amp;#039;&amp;#039;&amp;#039; Skills.&lt;br /&gt;
 ♦ The Adventurer may &amp;#039;&amp;#039;&amp;#039;reassign&amp;#039;&amp;#039;&amp;#039; all existing &amp;#039;&amp;#039;&amp;#039;Skill Points&amp;#039;&amp;#039;&amp;#039; into other skills, to help adapt to Skill-focus changes.&lt;br /&gt;
 ♦ The Adventurer may &amp;#039;&amp;#039;&amp;#039;reassign&amp;#039;&amp;#039;&amp;#039; all Perk/Trait purchases into &amp;#039;&amp;#039;&amp;#039;other&amp;#039;&amp;#039;&amp;#039; Perks/Traits if desired.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Attribute scores must be recalculated if an Archetype gives P-Point discounts.&lt;br /&gt;
 (If the discounts result in the Adventurer gaining &amp;#039;&amp;#039;&amp;#039;more&amp;#039;&amp;#039;&amp;#039; Attribute points, their attribute(s) will be &amp;#039;&amp;#039;&amp;#039;increased&amp;#039;&amp;#039;&amp;#039; according to the new costs)&lt;br /&gt;
 (Any &amp;#039;&amp;#039;&amp;#039;remaining&amp;#039;&amp;#039;&amp;#039; P-Points after following the previous step will be &amp;#039;&amp;#039;&amp;#039;refunded&amp;#039;&amp;#039;&amp;#039; to the Adventurer to use)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Fortune: Passive-Income&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Fortune upgrade purchased&lt;br /&gt;
|&lt;br /&gt;
The Adventurer passively gains currency each time they level up as well as retroactively for every Fortune upgrade obtained:&lt;br /&gt;
 ♦ The Adventurer gains [[Currency|5 Gold coins]] times the number of &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Character Levels&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; they own times the number of Fortune upgrades purchased.&lt;br /&gt;
 (The Adventurer will gain 5 Gold coins multiplied by their character level the first time they purchase a Fortune upgrade.)&lt;br /&gt;
 &lt;br /&gt;
 ♦ When the Adventurer levels up: they will gain 5 Gold Coins by the &amp;#039;&amp;#039;&amp;#039;number of Fortunes&amp;#039;&amp;#039;&amp;#039; they have purchased.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Max-Level only===&lt;br /&gt;
The option(s) below can only be selected when the Adventurer is at 20th level (or whichever is the maximum level):&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Increase HP / Meta-Points&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 An Adventurer who has reached Max-Level but cannot afford any other upgrades can instead increase their health points or Meta-Points used by special abilities and powers. This option can only be selected when no other P-Point upgrade can be purchased.&lt;br /&gt;
 &lt;br /&gt;
 Cost: &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; (Only when no other Progression-Point option can be purchased)&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Effect: Increases the Adventurer&amp;#039;s Maximum Health, or Meta-points by 1. If the Adventurer&amp;#039;s Size-Rating is greater than 1: Bonus is multiplied by their Size-Rating.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===During Character-Creation only===&lt;br /&gt;
The option(s) below can only be selected during the creation of the Adventurer, before the game/campaign begins:&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Trait: Become Giant&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The base Size-Rating of the Adventurer will increase, and be treated as if it were their natural size. This Trait can only be acquired at creation and cannot be removed or changed when the game begins. An Adventurer cannot become larger than the maximum size set by their GM, the GM can also disallow this option entirely.&lt;br /&gt;
 &lt;br /&gt;
 Cost: &amp;lt;code&amp;gt;None.&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Effect: Adventurer&amp;#039;s base Size-Rating is increased permanently, but now use the P-Point progression of the size category they have converted into.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Trait: Become Tiny&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The base Size-Rating of the Adventurer will decrease and be treated as if it were their natural size. This Trait can only be acquired at creation and cannot be removed or changed when the game begins. An adventurer cannot become smaller than the minimum size set by their GM, the GM can also disallow this option entirely.&lt;br /&gt;
 &lt;br /&gt;
 Cost: &amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Effect: Adventurer&amp;#039;s base Size-Rating is decreased permanently, and now use the P-Point progression of the size category they have converted into.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
[[Category: Mechanics]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Ravenni&amp;diff=1473</id>
		<title>Ravenni</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Ravenni&amp;diff=1473"/>
		<updated>2022-11-07T23:29:40Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;gallery heights=400px widths=400px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Ravenni1.jpg&lt;br /&gt;
File:Ravenni5.jpg&lt;br /&gt;
File:Ravenni2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:40ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:115ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Ravenni=&lt;br /&gt;
 Resembling gigantic humanoids with varying skin hues (Red, Green, Blue, Grey, Tan), large jaws, heavy brows and big pointed ears. Physically robust with powerful arms and legs and broad frames, they display surprising agility in climbing and leaping. Their powerful immune system not only protects them from most diseases but also gives them a healing factor that allow them to restore lost limbs.&lt;br /&gt;
 &lt;br /&gt;
 Ravenni are a proud people who reside primarily in massive forest and jungles where giants like themselves can thrive. Generally hunters and gatherers, they hunt gigantic animals to feed their insatiable growth in both size and number. Their contributions to trade stem primarily from the creation of herbal mixtures and potions, some of which can be used recreationally. With boundless energy, Ravenni love to wrestle and prove their strength and stamina in games.&lt;br /&gt;
&lt;br /&gt;
=Game Meta=&lt;br /&gt;
* Ravenni stand between the heights of 24ft and 36ft. Their size is &amp;#039;&amp;#039;&amp;#039;Huge (4)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Genus: &amp;#039;&amp;#039;&amp;#039;Ogre&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Faction(s): &amp;#039;&amp;#039;&amp;#039;Viridian Republic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Ravenni are a massive and powerful force of nature.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Racial Traits &amp;amp; Skills=&lt;br /&gt;
==Attributes==&lt;br /&gt;
 ♦ The base P-Point cost to increasing the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; attributes is reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; attribute bonus to the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; scores, plus a &amp;#039;&amp;#039;&amp;#039;+2 bonus&amp;#039;&amp;#039;&amp;#039; to their &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; scores.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The base P-Point cost to increasing &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; suffers an increase of &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
 ♦ Ravenni gain a Skill-Focus in the [[Resolve]] and [[Athletics]] skills.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Reckless Trample&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
 ♦ While Ravenni &amp;#039;&amp;#039;&amp;#039;no longer spend 25 Action-Points to engage Trample&amp;#039;&amp;#039;&amp;#039;, they can &amp;#039;&amp;#039;&amp;#039;no longer disengage the Trample effect&amp;#039;&amp;#039;&amp;#039; during movement. Furthermore, Trample &amp;#039;&amp;#039;&amp;#039;no longer discriminates between hostiles and friendlies&amp;#039;&amp;#039;&amp;#039;. As such, movement through allied squares will be affected as if they were an enemy.&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s Size-Rating is treated as being &amp;#039;&amp;#039;&amp;#039;double&amp;#039;&amp;#039;&amp;#039; it&amp;#039;s actual amount for the purposes of calculating &amp;#039;&amp;#039;&amp;#039;damage&amp;#039;&amp;#039;&amp;#039; and checks for the &amp;#039;&amp;#039;&amp;#039;Trample, Pin and Stomp&amp;#039;&amp;#039;&amp;#039; action.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
When a Ravenni invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks. The Ravenni adventurer gets to pick one trait at creation due to their automatic skill-focus.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Growth&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Ravenni can increase their size significantly:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s Size-Rating increases by &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; for every Potential Skill-Rank owned (Max +4).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Viridian Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Growth&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Ravenni is subject to a continuous growth cycle that is capable of enlarging them to sizes that would dwarf even colossal giants:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s Size-Rating increases by &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; for every &amp;#039;&amp;#039;&amp;#039;5 Skill-Rating&amp;#039;&amp;#039;&amp;#039; beyond 20.&lt;br /&gt;
 ♦ This trait only counts &amp;#039;&amp;#039;&amp;#039;Skill-Points and Skill-Focus bonuses&amp;#039;&amp;#039;&amp;#039;, temporary bonuses do &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; apply.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Ravenni&amp;#039;s base Size category changes when they reach Size-Rating &amp;#039;&amp;#039;&amp;#039;7 (Gargantuan), 13 (Colossal) &amp;#039;&amp;#039;&amp;#039;and&amp;#039;&amp;#039;&amp;#039; 25 (Titanic)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ This Trait &amp;#039;&amp;#039;&amp;#039;overwrites&amp;#039;&amp;#039;&amp;#039; the effects of &amp;#039;&amp;#039;&amp;#039;Ravenni Growth&amp;#039;&amp;#039;&amp;#039; and the Size-Rating adjustments of the previous trait are &amp;#039;&amp;#039;&amp;#039;ignored&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
This trait grants the Ravenni an ability to regenerate health:&lt;br /&gt;
 ♦ This ability is a passive that can be activated as a &amp;#039;&amp;#039;&amp;#039;Free Action&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This ability costs 1 Meta-point per round to maintain, at each of the Ravenni&amp;#039;s start phases.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Ravenni regenerates &amp;#039;&amp;#039;&amp;#039;1 HP&amp;#039;&amp;#039;&amp;#039; per round per Endurance attribute point owned at their start-phase.&lt;br /&gt;
 (This HP scales with their Size-Rating)&lt;br /&gt;
 ♦ This trait also &amp;#039;&amp;#039;&amp;#039;doubles&amp;#039;&amp;#039;&amp;#039; the effect of any source that allows the Ravenni to &amp;#039;&amp;#039;&amp;#039;recover health points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ While the ability is active, the Ravenni gains a &amp;#039;&amp;#039;&amp;#039;+25 bonus&amp;#039;&amp;#039;&amp;#039; to [[Resolve]] checks to recover from negative physiological status conditions.&lt;br /&gt;
&lt;br /&gt;
This Trait is enhanced when the Ravenni has a Skill-Rating of &amp;#039;&amp;#039;&amp;#039;60&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;120&amp;#039;&amp;#039;&amp;#039; respectively:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 60&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;tripled (x3)&amp;#039;&amp;#039;&amp;#039; instead of doubled.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 120&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;quadrupled (x4)&amp;#039;&amp;#039;&amp;#039; instead of tripled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Hyper Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Ravenni gains the ability to completely restore lost limbs or instantly cure themselves of serious ailments, at a cost:&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This is an &amp;#039;&amp;#039;&amp;#039;Advanced Action (100 AP)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This Action costs &amp;#039;&amp;#039;&amp;#039;3 MP&amp;#039;&amp;#039;&amp;#039; to perform the first time, but increases by &amp;#039;&amp;#039;&amp;#039;+1 MP&amp;#039;&amp;#039;&amp;#039; each time it is used until it &amp;#039;&amp;#039;&amp;#039;resets&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This action resets after a &amp;#039;&amp;#039;&amp;#039;long rest&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Ravenni can regenerate up to &amp;#039;&amp;#039;&amp;#039;40%&amp;#039;&amp;#039;&amp;#039; of their maximum health and &amp;#039;&amp;#039;&amp;#039;restore&amp;#039;&amp;#039;&amp;#039; a single body part from dismemberment or serious damage.&lt;br /&gt;
 ♦ This action also &amp;#039;&amp;#039;&amp;#039;cures&amp;#039;&amp;#039;&amp;#039; the Ravenni of all &amp;#039;&amp;#039;&amp;#039;negative physiological&amp;#039;&amp;#039;&amp;#039; status conditions.&lt;br /&gt;
 &lt;br /&gt;
If the Ravenni cannot pay the full MP cost to use this action, the Ravenni can use this action, but with the following adjustments:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s MP is reduced to 0.&lt;br /&gt;
 ♦ Health recovered is reduced to &amp;#039;&amp;#039;&amp;#039;20%&amp;#039;&amp;#039;&amp;#039; instead of 40%.&lt;br /&gt;
 ♦ Cures only &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; unique physiological status ailment, instead of all.&lt;br /&gt;
 ♦ Does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; restore a broken/missing limb or organ.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Ravenni are incredibly durable and pain-resistant, even without armour physical harm:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;, this &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with other Perks that increase base HP.&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s base HP increases by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039; at &amp;#039;&amp;#039;&amp;#039;Rank 3&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;Rank 5&amp;#039;&amp;#039;&amp;#039;. (Max. +3 bonus).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery heights=500px widths=500px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
File:Ravenni3.png&lt;br /&gt;
File:Ravenni4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]] [[Category:Ogre]] [[Category:Viridian]] [[Category:Third-Party]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Ravenni&amp;diff=1472</id>
		<title>Ravenni</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Ravenni&amp;diff=1472"/>
		<updated>2022-11-07T23:00:20Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* Racial Traits &amp;amp; Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;gallery heights=400px widths=400px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Ravenni1.jpg&lt;br /&gt;
File:Ravenni5.jpg&lt;br /&gt;
File:Ravenni2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:40ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:115ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Ravenni=&lt;br /&gt;
 Resembling gigantic humanoids with varying skin hues (Red, Green, Blue, Grey, Tan), large jaws, heavy brows and big pointed ears. Physically robust with powerful arms and legs and broad frames, they display surprising agility in climbing and leaping. Their powerful immune system not only protects them from most diseases but also gives them a healing factor that allow them to restore lost limbs.&lt;br /&gt;
 &lt;br /&gt;
 Ravenni are a proud people who reside primarily in massive forest and jungles where giants like themselves can thrive. Generally hunters and gatherers, they hunt gigantic animals to feed their insatiable growth in both size and number. Their contributions to trade stem primarily from the creation of herbal mixtures and potions, some of which can be used recreationally. With boundless energy, Ravenni love to wrestle and prove their strength and stamina in games.&lt;br /&gt;
&lt;br /&gt;
=Game Meta=&lt;br /&gt;
* Ravenni stand between the heights of 24ft and 36ft. Their size is &amp;#039;&amp;#039;&amp;#039;Huge (4)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Genus: &amp;#039;&amp;#039;&amp;#039;Ogre&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Faction(s): &amp;#039;&amp;#039;&amp;#039;Viridian Republic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Ravenni are a massive and powerful force of nature.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Racial Traits &amp;amp; Skills=&lt;br /&gt;
==Attributes==&lt;br /&gt;
 ♦ The base P-Point cost to increasing the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; attributes is reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They also gain a &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; attribute bonus to &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; scores, plus &amp;#039;&amp;#039;&amp;#039;+2 bonus&amp;#039;&amp;#039;&amp;#039; to their &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; score.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The base P-Point cost to increasing &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; suffers an increase of &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
 ♦ Ravenni gain a Skill-Focus in the [[Resolve]] and [[Athletics]] skills.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Reckless Trample&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
 ♦ While Ravenni &amp;#039;&amp;#039;&amp;#039;no longer spend 25 Action-Points to engage Trample&amp;#039;&amp;#039;&amp;#039;, they can &amp;#039;&amp;#039;&amp;#039;no longer disengage the Trample effect&amp;#039;&amp;#039;&amp;#039; during movement. Furthermore, Trample &amp;#039;&amp;#039;&amp;#039;no longer discriminates between hostiles and friendlies&amp;#039;&amp;#039;&amp;#039;. As such, movement through allied squares will be affected as if they were an enemy.&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s Size-Rating is treated as being &amp;#039;&amp;#039;&amp;#039;double&amp;#039;&amp;#039;&amp;#039; it&amp;#039;s actual amount for the purposes of calculating &amp;#039;&amp;#039;&amp;#039;damage&amp;#039;&amp;#039;&amp;#039; and checks for the &amp;#039;&amp;#039;&amp;#039;Trample, Pin and Stomp&amp;#039;&amp;#039;&amp;#039; action.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
When a Ravenni invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks. The Ravenni adventurer gets to pick one trait at creation due to their automatic skill-focus.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Growth&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Ravenni can increase their size significantly:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s Size-Rating increases by &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; for every Potential Skill-Rank owned (Max +4).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Viridian Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Growth&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Ravenni is subject to a continuous growth cycle that is capable of enlarging them to sizes that would dwarf even colossal giants:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s Size-Rating increases by &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; for every &amp;#039;&amp;#039;&amp;#039;5 Skill-Rating&amp;#039;&amp;#039;&amp;#039; beyond 20.&lt;br /&gt;
 ♦ This trait only counts &amp;#039;&amp;#039;&amp;#039;Skill-Points and Skill-Focus bonuses&amp;#039;&amp;#039;&amp;#039;, temporary bonuses do &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; apply.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Ravenni&amp;#039;s base Size category changes when they reach Size-Rating &amp;#039;&amp;#039;&amp;#039;7 (Gargantuan), 13 (Colossal) &amp;#039;&amp;#039;&amp;#039;and&amp;#039;&amp;#039;&amp;#039; 25 (Titanic)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ This Trait &amp;#039;&amp;#039;&amp;#039;overwrites&amp;#039;&amp;#039;&amp;#039; the effects of &amp;#039;&amp;#039;&amp;#039;Ravenni Growth&amp;#039;&amp;#039;&amp;#039; and the Size-Rating adjustments of the previous trait are &amp;#039;&amp;#039;&amp;#039;ignored&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
This trait grants the Ravenni an ability to regenerate health:&lt;br /&gt;
 ♦ This ability is a passive that can be activated as a &amp;#039;&amp;#039;&amp;#039;Free Action&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This ability costs 1 Meta-point per round to maintain, at each of the Ravenni&amp;#039;s start phases.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Ravenni regenerates &amp;#039;&amp;#039;&amp;#039;1 HP&amp;#039;&amp;#039;&amp;#039; per round per Endurance attribute point owned at their start-phase.&lt;br /&gt;
 (This HP scales with their Size-Rating)&lt;br /&gt;
 ♦ This trait also &amp;#039;&amp;#039;&amp;#039;doubles&amp;#039;&amp;#039;&amp;#039; the effect of any source that allows the Ravenni to &amp;#039;&amp;#039;&amp;#039;recover health points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ While the ability is active, the Ravenni gains a &amp;#039;&amp;#039;&amp;#039;+25 bonus&amp;#039;&amp;#039;&amp;#039; to [[Resolve]] checks to recover from negative physiological status conditions.&lt;br /&gt;
&lt;br /&gt;
This Trait is enhanced when the Ravenni has a Skill-Rating of &amp;#039;&amp;#039;&amp;#039;60&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;120&amp;#039;&amp;#039;&amp;#039; respectively:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 60&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;tripled (x3)&amp;#039;&amp;#039;&amp;#039; instead of doubled.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 120&amp;#039;&amp;#039;&amp;#039;: Health recovery effects are &amp;#039;&amp;#039;&amp;#039;quadrupled (x4)&amp;#039;&amp;#039;&amp;#039; instead of tripled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Hyper Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ravenni Regeneration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Ravenni gains the ability to completely restore lost limbs or instantly cure themselves of serious ailments, at a cost:&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This is an &amp;#039;&amp;#039;&amp;#039;Advanced Action (100 AP)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This Action costs &amp;#039;&amp;#039;&amp;#039;3 MP&amp;#039;&amp;#039;&amp;#039; to perform the first time, but increases by &amp;#039;&amp;#039;&amp;#039;+1 MP&amp;#039;&amp;#039;&amp;#039; each time it is used until it &amp;#039;&amp;#039;&amp;#039;resets&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This action resets after a &amp;#039;&amp;#039;&amp;#039;long rest&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Ravenni can regenerate up to &amp;#039;&amp;#039;&amp;#039;40%&amp;#039;&amp;#039;&amp;#039; of their maximum health and &amp;#039;&amp;#039;&amp;#039;restore&amp;#039;&amp;#039;&amp;#039; a single body part from dismemberment or serious damage.&lt;br /&gt;
 ♦ This action also &amp;#039;&amp;#039;&amp;#039;cures&amp;#039;&amp;#039;&amp;#039; the Ravenni of all &amp;#039;&amp;#039;&amp;#039;negative physiological&amp;#039;&amp;#039;&amp;#039; status conditions.&lt;br /&gt;
 &lt;br /&gt;
If the Ravenni cannot pay the full MP cost to use this action, the Ravenni can use this action, but with the following adjustments:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s MP is reduced to 0.&lt;br /&gt;
 ♦ Health recovered is reduced to &amp;#039;&amp;#039;&amp;#039;20%&amp;#039;&amp;#039;&amp;#039; instead of 40%.&lt;br /&gt;
 ♦ Cures only &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; unique physiological status ailment, instead of all.&lt;br /&gt;
 ♦ Does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; restore a broken/missing limb or organ.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Ravenni are incredibly durable and pain-resistant, even without armour physical harm:&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;, this &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with other Perks that increase base HP.&lt;br /&gt;
 ♦ The Ravenni&amp;#039;s base HP increases by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039; at &amp;#039;&amp;#039;&amp;#039;Rank 3&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;Rank 5&amp;#039;&amp;#039;&amp;#039;. (Max. +3 bonus).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery heights=500px widths=500px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
File:Ravenni3.png&lt;br /&gt;
File:Ravenni4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]] [[Category:Ogre]] [[Category:Viridian]] [[Category:Third-Party]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Xamoan&amp;diff=1471</id>
		<title>Xamoan</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Xamoan&amp;diff=1471"/>
		<updated>2022-11-07T21:56:32Z</updated>

		<summary type="html">&lt;p&gt;Makros: refresh update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=550px widths=550px mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Samoan5.jpg&lt;br /&gt;
Samoan3.png&lt;br /&gt;
Xamoan1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Xamoan=&lt;br /&gt;
Xamoan are extremely large, muscular semi-aquatic mammals with whale-like, grey skin who towers over most beings at a height of 24ft or more. They are usually extremely muscular with a stout-legged, humanoid shape. Xamoans have three fingers on each hand and a pair of elephant-like feet with three very short toes and toenails on the end. Their heads have some fish-like qualities, such as a dorsal-fin on the top of the head and a noseless face. Twin, fleshy, curved tusks also protrude from either side of their heads. Their teeth are quite small and come to a slight point. Lastly, they have slanted blue eyes that lack pupils.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Culture &amp;amp; Social&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
As Xamoans are few and far between, it&amp;#039;s more likely that a Xamoan will only know a few other Xamoan as associates and hunting partners, rather than big communities. Xamoan settlements are far apart and dense in population, a Xamoan adventurer finding themselves in another Xamoan settlement is seen as a good omen and a chance to share stories from other communities.&lt;br /&gt;
&lt;br /&gt;
As Xamoans are Huge-sized creatures, they favour outdoor areas and the overworld. Against smaller foes, they prefer to end battles more quickly by trampling them with their massive feet. If the foe is armed and dangerous, they&amp;#039;ll use weaponry to take them down safely. Xamoans have heightened agency and purpose and proceed into smaller-sized settlements without hesitation, Xamoans don&amp;#039;t resort to violence unless provoked but depending on the Xamoan&amp;#039;s social skills and temperament, they may be stand-offish and aloof to smaller races.&lt;br /&gt;
&lt;br /&gt;
Some Xamoans appear to excel at Leadership roles, being able to give intelligent tactical commands to others with their wide knowledge of creature sub-types. If they have a good enough reputation with those around them, they can often rally people to their cause. Because Xamoans are known for hunting for bounties, they generally have a reputation for being brutal and ruthless. Xamoans have to have some social skills in order to acquire new contracts and clients.&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Xamoan Adventurers&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
Xamoans that leave their communities are often in some way a type of adventurer, though they begin travelling alone or rarely with another Xamoan, their trade is almost identical to that of a travelling adventurer. Taking jobs from those willing to pay, both mundane and risky, bounty-hunting and so on. If a Xamoan ends up with primarily smaller races as party members, they can often feel out of place, or worse, feel belittled by taking orders from someone smaller than themselves. Some Xamoan adventurers may decide to become the leader of the group, and if denied, may build up resentment towards the group unless they begin to form a bond with the group or deem another worthy of being leader.&lt;br /&gt;
&lt;br /&gt;
Amongst party members closer to their size, Xamoans can build bonds more easily, especially with other Xamoan and &amp;#039;&amp;#039;&amp;#039;[[Loxodon|Loxodons]]&amp;#039;&amp;#039;&amp;#039;, as such they favor the Saffron Alliance races than the Cerulean Kingdom. Xamoans are not built for subtlety and usually unsafe around smaller races.&lt;br /&gt;
&lt;br /&gt;
=Race Meta=&lt;br /&gt;
* Xamoans stand approximately &amp;#039;&amp;#039;&amp;#039;24-36ft tall&amp;#039;&amp;#039;&amp;#039; on average. Their Size-Rating is 4.&lt;br /&gt;
* Genus: &amp;#039;&amp;#039;&amp;#039;Fauna / Xeno&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Faction(s): &amp;#039;&amp;#039;&amp;#039;Saffron Alliance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-point cost to increase &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; attribute scores are reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Xamoans gain a &amp;#039;&amp;#039;&amp;#039;+3 attribute bonus&amp;#039;&amp;#039;&amp;#039; to &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; scores.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Xamoans gain a Skill-Focus to [[Athletics]], [[Tactics]] and [[Resolve]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Reckless Trample&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
 ♦ While Xamoans &amp;#039;&amp;#039;&amp;#039;no longer spend 25 Action-Points to engage Trample&amp;#039;&amp;#039;&amp;#039;, they can &amp;#039;&amp;#039;&amp;#039;no longer disengage the Trample effect&amp;#039;&amp;#039;&amp;#039; during movement. Furthermore, Trample &amp;#039;&amp;#039;&amp;#039;no longer discriminates between hostiles and friendlies&amp;#039;&amp;#039;&amp;#039;. As such, movement through allied squares will be affected as if they were an enemy.&lt;br /&gt;
 ♦ The Xamoan&amp;#039;s Size-Rating is treated as being &amp;#039;&amp;#039;&amp;#039;double&amp;#039;&amp;#039;&amp;#039; it&amp;#039;s actual amount for the purposes of calculating &amp;#039;&amp;#039;&amp;#039;damage&amp;#039;&amp;#039;&amp;#039; and checks for the &amp;#039;&amp;#039;&amp;#039;Trample, Pin and Stomp&amp;#039;&amp;#039;&amp;#039; action.&lt;br /&gt;
 ♦ Smaller hostiles nor allies &amp;#039;&amp;#039;&amp;#039;cannot pass&amp;#039;&amp;#039;&amp;#039; through a space occupied by a Xamoan due to their large, pillar-like legs.&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
When a Xamoan invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | The Xamoan gains a new Racial trait for every Potential Skill-Rank they own:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
 ♦ The Xamoan&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base HP&amp;#039;&amp;#039;&amp;#039; is increased by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;, this &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with other Perks that increase base HP.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Xamoans gain a special &amp;#039;&amp;#039;&amp;#039;20% resistance&amp;#039;&amp;#039;&amp;#039; to &amp;#039;&amp;#039;&amp;#039;Cold&amp;#039;&amp;#039;&amp;#039; damage, this is applied &amp;#039;&amp;#039;&amp;#039;before&amp;#039;&amp;#039;&amp;#039; Damage-Reduction.&lt;br /&gt;
 ♦ The Chill and Freeze status effects are &amp;#039;&amp;#039;&amp;#039;downgraded&amp;#039;&amp;#039;&amp;#039; by one stage when inflicted upon the Xamoan.&lt;br /&gt;
 ♦ Xamoans &amp;#039;&amp;#039;&amp;#039;resist&amp;#039;&amp;#039;&amp;#039; the effects of cold-temperature [[Environment|environments]] by one stage. This &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with any other cold-temp resistances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Tough Hide&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Xamoan toughens themselves further:&lt;br /&gt;
 ♦ The Xamoan gains an additional &amp;#039;&amp;#039;&amp;#039;+1 Base HP&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The Xamoan gains &amp;#039;&amp;#039;&amp;#039;+1 Damage-Reduction&amp;#039;&amp;#039;&amp;#039; due to their thick skin. This DR &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The special resistance to &amp;#039;&amp;#039;&amp;#039;Cold&amp;#039;&amp;#039;&amp;#039; is increased to &amp;#039;&amp;#039;&amp;#039;40% resistance&amp;#039;&amp;#039;&amp;#039;, from 20%.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Enhanced Trample&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Xamoan learns how to be more particular about their movements, for their allies sake:&lt;br /&gt;
 ♦ The Xamoan can now &amp;#039;&amp;#039;&amp;#039;suppress&amp;#039;&amp;#039;&amp;#039; negative effects of &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Reckless Trample&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; trait as a &amp;#039;&amp;#039;&amp;#039;Channeled Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ While suppressed, the Xamoan can pass over smaller allies &amp;#039;&amp;#039;&amp;#039;without&amp;#039;&amp;#039;&amp;#039; harming them.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Tactician&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
All Xamoans have a knack for studying and adapting to their prey, as such, creatures types they have encountered and memorized before can be easier for them to deal with, both hunting and self-defence:&lt;br /&gt;
 ♦ The Xamoan automatically gains the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Strategic Memory&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Skill-Perk from the [[Tactics]] skill.&lt;br /&gt;
 ♦ Their [[attributes|Intelligence]] score is treated as &amp;#039;&amp;#039;&amp;#039;double&amp;#039;&amp;#039;&amp;#039; the normal amount for the purposes of this perk.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Adaptive Memorization&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Tactician&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Xamoan is able to spend time studying a foe directly in order to apply their Tactical knowledge without prior briefing:&lt;br /&gt;
 ♦ This is an &amp;#039;&amp;#039;&amp;#039;Concurrent Advanced Action (150 AP)&amp;#039;&amp;#039;&amp;#039;, the Xamoan can act normally while contributing as many Action-Points to complete the action.&lt;br /&gt;
 (The Xamoan must contribute &amp;#039;&amp;#039;&amp;#039;at least 25 AP&amp;#039;&amp;#039;&amp;#039; per start-phase to maintain concentration, but will complete the action after &amp;#039;&amp;#039;&amp;#039;contributing&amp;#039;&amp;#039;&amp;#039; the necessary Action-points.)&lt;br /&gt;
 &lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Adaptive Memorization&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; can only be performed on one target at a time. To memorize a new target, they must study another &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Adaptive Memorization&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; action.&lt;br /&gt;
 &lt;br /&gt;
Upon completion, the Xamoan treats the studied target as if they were a memorized creature sub-type:&lt;br /&gt;
 ♦ The target is treated as &amp;#039;&amp;#039;&amp;#039;memorized&amp;#039;&amp;#039;&amp;#039; for the purposes of receiving benefits from the [[Tactics]] skill.&lt;br /&gt;
 ♦ The Xamoan can &amp;#039;&amp;#039;&amp;#039;adaptively memorize&amp;#039;&amp;#039;&amp;#039; a number of targets equal to their &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; score.&lt;br /&gt;
 (Older targets are &amp;#039;&amp;#039;&amp;#039;overwritten&amp;#039;&amp;#039;&amp;#039; when new targets are memorized. Old memorizations &amp;#039;&amp;#039;&amp;#039;fade&amp;#039;&amp;#039;&amp;#039; when the target dies or some time passes)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Advanced Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Tactician&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Xamoan can gain special advantages while targeting memorized creatures, the Xamoan can unlock a new benefit for each Potential Skill-Rank they own, in order:&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Rank 2&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
 ♦ The Xamoan gains a &amp;#039;&amp;#039;&amp;#039;+25 ToHit bonus&amp;#039;&amp;#039;&amp;#039; to strike memorized foes with their weapons or unarmed strike.&lt;br /&gt;
 ♦ The Xamoan gains a &amp;#039;&amp;#039;&amp;#039;25 AP refund&amp;#039;&amp;#039;&amp;#039; when they successfully strike a memorized foe with an attack action.&lt;br /&gt;
 (The above bonus can only occur &amp;#039;&amp;#039;&amp;#039;once per round&amp;#039;&amp;#039;&amp;#039; and resets upon the Xamoan&amp;#039;s next start phase)&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Rank 3&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
 ♦ So long as the memorized foe is at least half the Xamoan&amp;#039;s Size-Rating: This Xamoan&amp;#039;s gains a &amp;#039;&amp;#039;&amp;#039;+25 defense bonus&amp;#039;&amp;#039;&amp;#039; against their incoming attacks.&lt;br /&gt;
 ♦ The Xamoan gains a base &amp;#039;&amp;#039;&amp;#039;+2 Direct Damage and Spread bonus&amp;#039;&amp;#039;&amp;#039; to their weapon/attack damage against memorized foes. This effect &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Rank 4&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
 ♦ The Xamoan now gains a &amp;#039;&amp;#039;&amp;#039;40% AP discount&amp;#039;&amp;#039;&amp;#039; when using actions during a reaction event, instead of 20%.&lt;br /&gt;
 ♦ They also now gain a &amp;#039;&amp;#039;&amp;#039;50 AP refund&amp;#039;&amp;#039;&amp;#039; when the conditions are met, this bonus is reduced by &amp;#039;&amp;#039;&amp;#039;25 points&amp;#039;&amp;#039;&amp;#039; per activation until &amp;#039;&amp;#039;&amp;#039;reset&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 (The above mechanic is reset at the Xamoan&amp;#039;s next &amp;#039;&amp;#039;&amp;#039;turn-start&amp;#039;&amp;#039;&amp;#039; phase.)&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Rank 5&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
 ♦ The Xamoan gains a +40 Defence bonus&amp;#039;&amp;#039;&amp;#039; when the conditions are met, instead of +25.&lt;br /&gt;
 ♦ Lastly, the Xamoan gains &amp;#039;&amp;#039;&amp;#039;+4 Direct Damage and Spread&amp;#039;&amp;#039;&amp;#039; against memorized foes instead of +2.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=400px widths=400px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
Samoan2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]] [[Category:Fauna]] [[Category:Xeno]] [[Category:Saffron]] [[Category:Third-Party]] [[Category:WIP]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Resolve&amp;diff=1470</id>
		<title>Resolve</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Resolve&amp;diff=1470"/>
		<updated>2022-11-07T21:33:19Z</updated>

		<summary type="html">&lt;p&gt;Makros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Resolve&amp;#039;&amp;#039;&amp;#039; skill is focused on maintaining the stability of one&amp;#039;s own &amp;#039;&amp;#039;&amp;#039;physical and mental state&amp;#039;&amp;#039;&amp;#039;. Different to attacks that deal damage, the Resolve skill &amp;#039;&amp;#039;&amp;#039;resists&amp;#039;&amp;#039;&amp;#039; and helps in the &amp;#039;&amp;#039;&amp;#039;recovery&amp;#039;&amp;#039;&amp;#039; of normally negative physiological and psychological status effects. For a Skill that is focused upon resisting damage and avoiding attacks entirely, refer to the [[Aegis]] skill.&lt;br /&gt;
&lt;br /&gt;
This skill is normally called upon when the Adventurer suffers physiological or psychological &amp;#039;&amp;#039;&amp;#039;checks&amp;#039;&amp;#039;&amp;#039;, the Skill-Rating directly affects how &amp;#039;&amp;#039;&amp;#039;often&amp;#039;&amp;#039;&amp;#039; and how &amp;#039;&amp;#039;&amp;#039;quickly&amp;#039;&amp;#039;&amp;#039; one recovers from such effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Upon reaching Rank 1: the following Perk is automatically applied, for free:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Stability&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
When the Adventurer is under the effects of a Physiological, or Psychological status effect.&lt;br /&gt;
 ♦ The Adventurer gains a &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; bonus per &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039; Skill-Rating points for checks to recover from &amp;#039;&amp;#039;&amp;#039;existing&amp;#039;&amp;#039;&amp;#039; status effects.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Each Skill-Rank beyond 1st grants a new Skill-Perk that can be enhanced by the Resolve skill.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Healthy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
The Adventurer is more able to resist the effects of bodily harm:&lt;br /&gt;
 ♦ The Adventurer gains a &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; bonus per Resolve Skill-Rank on checks to resist and recover from &amp;#039;&amp;#039;&amp;#039;Physiological&amp;#039;&amp;#039;&amp;#039; status effects.&lt;br /&gt;
 ♦ This Perk &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with the effects of &amp;#039;&amp;#039;&amp;#039;Stability&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Mental Wellness&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
The Adventurer is more able to resist the effects of mental harm:&lt;br /&gt;
 ♦ The Adventurer gains a &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; bonus per Resolve Skill-Rank on checks to resist and recover from &amp;#039;&amp;#039;&amp;#039;Psychological&amp;#039;&amp;#039;&amp;#039; status effects.&lt;br /&gt;
 ♦ This Perk &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with the effects of &amp;#039;&amp;#039;&amp;#039;Stability&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Perks]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Skill_List&amp;diff=1469</id>
		<title>Skill List</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Skill_List&amp;diff=1469"/>
		<updated>2022-11-07T21:29:41Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* Survival */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:125ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Potential==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Potential&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill affects the extent and effectiveness of an Adventurer&amp;#039;s natural capabilities and powers. It&amp;#039;s especially important for Races with racial abilities. As each Race has different abilities, the effects of this skill can only be found on the Adventurer&amp;#039;s own [[Playable Races|Race]] page.&lt;br /&gt;
&lt;br /&gt;
This is an &amp;#039;&amp;#039;&amp;#039;Automatic&amp;#039;&amp;#039;&amp;#039; Skill and does not need to be selected, all Adventurers have Potential as a Skill-Focus.&lt;br /&gt;
&lt;br /&gt;
=Combat Skills=&lt;br /&gt;
These skills are traditionally used in combat and self-defense and typically have the &amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039; skill tag. Mostly offense-driven.&lt;br /&gt;
&lt;br /&gt;
==[[Warfare]]==&lt;br /&gt;
Governs the proficiencies and masteries of all historical weaponised combat. From Swords and Bows, to thrown projectiles and slings.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039; skill.&lt;br /&gt;
&lt;br /&gt;
==[[Martial Arts]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Martial-Arts&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill is the practise of using close-quarters hand-to-hand combat and self-defense to strike foes with their arms, legs or even their whole body.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
==[[Firearm]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Firearms&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; is a skill that covers all manner of firearms, both one and two-handed variants. Since Firearms are a fairly new form of Arms, this skill is critical in the use and maintainance of firearms. Light Firearms count pistols and crossbows, while heavy firearms cover shotguns, rifles and projectile-launchers.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
=Survival=&lt;br /&gt;
Survival skills are specifically focuses on survival in intense and threatening situations. They are universally effective with all kinds of Adventurers.&lt;br /&gt;
&lt;br /&gt;
==[[Aegis]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Aegis&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill covers bonuses and techniques to help the Adventurer reduce the amount of damage taken while guarding and the success rate at avoiding harm via parrying or dodging.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039; skill.&lt;br /&gt;
&lt;br /&gt;
==[[Resolve]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Resolve&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill covers bonuses and techniques to rid the Adventurer of negative effects.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039; skill.&lt;br /&gt;
&lt;br /&gt;
=Larceny=&lt;br /&gt;
Larceny skills are deception-based skills primarily used by Rogues and Ninjas and not particularly dependant on typical weaponry or fighting styles.&lt;br /&gt;
&lt;br /&gt;
===[[Subdue]]===&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Subdue&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill covers techniques to deal heavy damage to foes to knock out or to kill them outright. Important for Assassins but also good for neutralizing threats non-lethally. This Skill also covers and enhance Critical-Hit and Weakness exploitation mechanics.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Stealth&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill helps Adventurers stay out of sight from foes and avoid detection or suspicion from enemy individuals. Stealth covers sight, sound and other sensory misdirection and disguising.&lt;br /&gt;
&lt;br /&gt;
===[[Bypass]]===&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Bypass&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill helps the user pick locks, disarm traps or any other means of gaining access to sealed objects and environments with the use of tools or knowledge.&lt;br /&gt;
&lt;br /&gt;
=Crafting Skills=&lt;br /&gt;
Creation Skills often allow Adventurers to create, or enhance/repair, specific items or objects.&lt;br /&gt;
&lt;br /&gt;
==[[Treatment]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Treatment&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill involves the processing and identification of various healing (and poisonous) herbs, creating and practising medicines and treatments for injuries. It also allows the Adventurer to create herb mixes to Heal (or Harm) and make items that make it easier to apply or expose such effects to others. Lastly, medicines become more powerful the higher the Adventurer&amp;#039;s Skill-Rating.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Knowledge&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Crafting&amp;#039;&amp;#039;&amp;#039; skill.&lt;br /&gt;
&lt;br /&gt;
==[[Fabrication]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Fabrication&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill governs the ability to create and improve Weapons, Armours, Lifeguards and other worn protective gear. This also governs Outfits and Outfit customisations.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Crafting&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
=Metaphysical Skills=&lt;br /&gt;
Metaphysical Skills refer to the magical, supernatural or otherwise special powers Adventurers can use, these rely on the key Skill &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Metaforce&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==[[Metaforce]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Metaforce&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill determines the user&amp;#039;s capacity of Meta-points used in casting Spells, manifesting Powers and other Metaforce-related abilities, including Racial/Potential abilities that require MP.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Metaforce&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
==[[Arcana]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Arcana&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill reflects the power and magnitude of Arcane Spellcasters (Adventurers that use Spell Points to cast Spells). This skill also covers Metamagic, modifiers to spells to cast them in different ways.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Metaforce&amp;#039;&amp;#039;&amp;#039; skill.&lt;br /&gt;
&lt;br /&gt;
==[[Psionics]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Psionics&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill reflects the power and magnitude of a Psion&amp;#039;s Psionic powers (Adventurers that use Meta-points to actualize &amp;#039;Powers&amp;#039;). This skill also covers Psionic augmentations, modifiers to psionic powers in order to cast them in different ways.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Metaforce&amp;#039;&amp;#039;&amp;#039; skill.&lt;br /&gt;
&lt;br /&gt;
=Social Skills=&lt;br /&gt;
Social Skills affect the options Adventurers have when talking to or influencing other creatures. Generally speaking, Social skills can be used in and outside Combat, but is only effective when engaging those who understand the Adventurer.&lt;br /&gt;
&lt;br /&gt;
==[[Persuasion]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Persuasion&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill determines how capable the Adventurer is at creating social opportunities using Diplomacy or Charm. In combat, Persuasion allows the Adventurers to make enemies go easier on them.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Social&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Skill-Rating Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 If the Adventurer&amp;#039;s Skill-Rating is equal or greater than the Persuasion check requirement, they will pass 96% of the time. If they are 100 or less below the check requirement, they may risk to roll for a possible success.&lt;br /&gt;
 &lt;br /&gt;
 When using Persuasion against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a &amp;lt;code&amp;gt;Persuade&amp;lt;/code&amp;gt; action to lower a Foe&amp;#039;s accuracy by 1 per Skill-Rating point.&lt;br /&gt;
&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Novice-Rank Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Adventurer no longer needs to roll for every Persuasion check, they will automatically succeed for all except risky checks. They can also roll for Persuasion checks up to 20 points above their Skill-Rating.&lt;br /&gt;
 &lt;br /&gt;
 Adventurer unlocks the ability to use Persuasion against a target foe: If the result is 100 or greater: Target foe&amp;#039;s accuracy is lowered by an amount relative to their Persuasion debuff magnitude.&lt;br /&gt;
&lt;br /&gt;
==[[Deception]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Deception&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill determines how capable the Adventurer is at exploiting opportunities using Lies and Misdirection. In combat, Deception allows the Adventurer to lower an enemy&amp;#039;s guard.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Social&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Skill-Rating Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 If the Adventurer&amp;#039;s Skill-Rating is equal or greater than the Deception check requirement, they will pass 96% of the time. If they are 100 or less below the check requirement, they may risk to roll for a possible success.&lt;br /&gt;
 &lt;br /&gt;
 When using Deception against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a &amp;lt;code&amp;gt;Decieve&amp;lt;/code&amp;gt; action to lower a Foe&amp;#039;s Defence by 0.0125 per Skill-Rating point.&lt;br /&gt;
&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Novice-Rank Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Adventurer no longer needs to roll for every Deception check, they will automatically succeed for all except risky checks. They can also roll for Deception checks up to 20 points above their Skill-Rating.&lt;br /&gt;
 &lt;br /&gt;
 Adventurer unlocks the ability to use Deception against a target foe: If the result is 100 or greater: Target foe&amp;#039;s Defence is lowered by an amount relative to their Deception debuff magnitude.&lt;br /&gt;
&lt;br /&gt;
==[[Intimidation]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Intimidation&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill determines how capable the user is at creating social opportunities by being direct or coercing others to comply. In combat, Intimidate can cause enemies to consume more Action-Points when using their actions.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Social&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Skill-Rating Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 If the Adventurer&amp;#039;s Skill-Rating is equal or greater than the Intimidation check requirement, they will automatically succeed in all except Risky checks. If they are 100 or less below the check requirement, they may risk to roll for a possible success.&lt;br /&gt;
 &lt;br /&gt;
 When using Intimidation against a hostile-target: Adventurers gain a (1 * CHA) + 0.625 bonus to a &amp;lt;code&amp;gt;Intimidate&amp;lt;/code&amp;gt; Action to increase a Foe&amp;#039;s Action-Point cost by +0.625 per Skill-Rating point.&lt;br /&gt;
&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Novice-Rank Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Adventurer no longer needs to roll for every Intimidation check, they will automatically succeed for all except risky checks. They can also roll for Intimidation checks up to 20 points above their Skill-Rating.&lt;br /&gt;
 &lt;br /&gt;
 Adventurer unlocks the ability to use Intimidation against a target foe: If the result is 100 or greater: Target foe&amp;#039;s AP-cost is increased by an amount relative to their Intimidation debuff magnitude.&lt;br /&gt;
&lt;br /&gt;
=Physical Skills=&lt;br /&gt;
These skills are about physical strength, agility and fitness. Often useful in navigating terrain, but also has its uses in combat scenarios.&lt;br /&gt;
&lt;br /&gt;
==[[Acrobatics]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Acrobatics&amp;#039;&amp;#039;&amp;#039; skill determines the user&amp;#039;s ability to move and navigate difficult terrain with speed and grace. Generally used for advanced movement and mobility checks.&lt;br /&gt;
&lt;br /&gt;
==[[Athletics]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Athletics&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill focuses on the character&amp;#039;s core physical strength and endurance to navigate difficult terrain, such as climbing and swimming.&lt;br /&gt;
&lt;br /&gt;
=Knowledge Skills=&lt;br /&gt;
These skills primarily are about answering knowledge checks and less practical skills, however they can provide some additional support to existing skills.&lt;br /&gt;
&lt;br /&gt;
==[[Tactics]]==&lt;br /&gt;
This &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Tactics&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill grants additional bonuses and advantages against specific kinds of opponents and environments. The less combat focused counterpart to this skill is [[Analysis]].&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Knowledge&amp;#039;&amp;#039;&amp;#039; skill.&lt;br /&gt;
&lt;br /&gt;
==[[Deduction]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Deduction&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; skill governs the Adventurer&amp;#039;s ability to analyse the properties and features of individuals and environments, to reveal hidden information that may go unnoticed to the untrained. This skill is comparable to [[Tactics]] but is more focused upon information gathering and understanding rather than directly confronting individuals.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Knowledge&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
==[[Academics]]==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Academics&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; Skill allows an Adventure to recall useful information on just about any subject, though the Adventurer will have better success on subjects they have memorised. Though this Skill cannot replace any other practical or crafting skill, it can provide a small bonus to such checks. The Academics skill also allows the user to be able to speak, listen, read or write other languages spoken or written by others and can make them multi-linguial. By default, the Adventurer never has to roll for reading or speaking their Race&amp;#039;s native language and/or Common.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;#039;&amp;#039;&amp;#039;Knowledge&amp;#039;&amp;#039;&amp;#039; Skill.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mechanics]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * [[Inspiration]]&lt;br /&gt;
&amp;#039;&amp;#039;The Inspiration Skill unlocks the ability to use [[Inspirations]]&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Skill Bonus: Increases the number of Inspirations a character can hold, starting with 3 and increases by 0.2125 Inspiration-slots per skill point beyond 20. (20 Inspirations at 100 skill-rating).&lt;br /&gt;
 ♦ Novice Bonus: Unlocks the ability to gain Small Inspirations when dropped. Can combine 3 of the same inspiration into 1 of another type or a larger version of the same type.&lt;br /&gt;
 ♦ Skill Perks: Fixed skill perk unlocks that give the user access to Medium, then Large inspirations.&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Integrity&amp;diff=1468</id>
		<title>Integrity</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Integrity&amp;diff=1468"/>
		<updated>2022-11-07T21:29:15Z</updated>

		<summary type="html">&lt;p&gt;Makros: Makros moved page Integrity to Resolve: Better skill name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resolve]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Resolve&amp;diff=1467</id>
		<title>Resolve</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Resolve&amp;diff=1467"/>
		<updated>2022-11-07T21:29:15Z</updated>

		<summary type="html">&lt;p&gt;Makros: Makros moved page Integrity to Resolve: Better skill name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Determination&amp;#039;&amp;#039;&amp;#039; skill is focused on maintaining the stability of one&amp;#039;s own &amp;#039;&amp;#039;&amp;#039;physical and mental state&amp;#039;&amp;#039;&amp;#039;. Different to attacks that deal damage, the Determination skill &amp;#039;&amp;#039;&amp;#039;resists&amp;#039;&amp;#039;&amp;#039; and helps in the &amp;#039;&amp;#039;&amp;#039;recovery&amp;#039;&amp;#039;&amp;#039; of normally negative physiological and psychological status effects. For a Skill that is focused upon resisting damage and avoiding attacks entirely, refer to the [[Aegis]] skill.&lt;br /&gt;
&lt;br /&gt;
This skill is normally called upon when the Adventurer suffers physiological or psychological &amp;#039;&amp;#039;&amp;#039;checks&amp;#039;&amp;#039;&amp;#039;, the Skill-Rating directly affects how &amp;#039;&amp;#039;&amp;#039;often&amp;#039;&amp;#039;&amp;#039; and how &amp;#039;&amp;#039;&amp;#039;quickly&amp;#039;&amp;#039;&amp;#039; one recovers from such effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Upon reaching Rank 1: the following Perk is automatically applied, for free:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Stability&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
When the Adventurer is under the effects of a Physiological, or Psychological status effect.&lt;br /&gt;
 ♦ The Adventurer gains a &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; bonus per &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039; Skill-Rating points for checks to recover from &amp;#039;&amp;#039;&amp;#039;existing&amp;#039;&amp;#039;&amp;#039; status effects.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Each Skill-Rank beyond 1st grants a new Skill-Perk that can be enhanced by the Determination skill.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Healthy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
The Adventurer is more able to resist the effects of bodily harm:&lt;br /&gt;
 ♦ The Adventurer gains a &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; bonus per Determination Skill-Rank on checks to resist and recover from &amp;#039;&amp;#039;&amp;#039;Physiological&amp;#039;&amp;#039;&amp;#039; status effects.&lt;br /&gt;
 ♦ This Perk &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with the effects of &amp;#039;&amp;#039;&amp;#039;Stability&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Mental Wellness&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
The Adventurer is more able to resist the effects of mental harm:&lt;br /&gt;
 ♦ The Adventurer gains a &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; bonus per Determination Skill-Rank on checks to resist and recover from &amp;#039;&amp;#039;&amp;#039;Psychological&amp;#039;&amp;#039;&amp;#039; status effects.&lt;br /&gt;
 ♦ This Perk &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with the effects of &amp;#039;&amp;#039;&amp;#039;Stability&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Perks]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Xamoan&amp;diff=1466</id>
		<title>Xamoan</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Xamoan&amp;diff=1466"/>
		<updated>2022-11-07T03:04:32Z</updated>

		<summary type="html">&lt;p&gt;Makros: incomplete update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;max-width:180ch;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=500px widths=500px mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Samoan5.jpg&lt;br /&gt;
Samoan3.png&lt;br /&gt;
Xamoan1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:135ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Xamoan=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Physical Description&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
Xamoan are extremely large, muscular mammals with whale-like, grey skin who towers over most beings at a height of 24ft or more. They are usually extremely muscular with a stout-legged, humanoid shape. Xamoans have three fingers on each hand and a pair of elephant-like feet with three very short toes and toenails on the end. Their heads have some fish-like qualities, such as a dorsal-fin on the top of the head and a noseless face. Twin, fleshy, curved tusks also protrude from either side of their heads. Their teeth are quite small and come to a slight point. Lastly, they have slanted blue eyes that lack pupils.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Culture &amp;amp; Social&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Known&amp;#039;&amp;#039;&amp;#039; to marry, the species would often feel the need to choose between a simpler life or their ambitions. They also appear to be social creatures with complex social dynamics (similar to that of humans) and educate their young in places of learning like schools.  As Xamoans are few and far between, it&amp;#039;s more likely that a Xamoan will only know a few other Xamoan as associates and hunting partners rather than big communities. Xamoan settlements are far apart and dense in population, a Xamoan adventurer finding themselves in another Xamoan settlement is seen as a good omen and a chance to share stories from other communities.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;As&amp;#039;&amp;#039;&amp;#039; Xamoans are Huge-sized creatures, they favour outdoor areas and the overworld where they can exercise free movement and utilise their power fully. Against smaller foes, it may be possible to end battles more quickly by walking over them with their massive feet. But if the foe is armed and dangerous, a Xamoan is smart enough to use what weapons they have on hand to take them down safely. Xamoans are not afraid to walk into smaller-sized settlements if they have agency and purpose, When problems arise from mistakes and missteps with smaller races, many Xamoan would argue that responsiblity shouldn&amp;#039;t be based solely upon themselves and that smaller races have to mind their step as much as they do. Depending on the social skills of the Xamoan, smaller races would be too scared to talk back or let the Xamoan go since they wouldn&amp;#039;t have the ability to make them do anything else.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Some&amp;#039;&amp;#039;&amp;#039; Xamoans appear adept at Leadership roles; being able to give intelligent tactical commands from a good vantage-point and their knowledge of creature types. If they have a good enough reputation with those around them, they can often rally people to their cause. Because Xamoans are known for hunting both game and for bounties, they generally have a reputation for being brutal and ruthless which can affect how the average person thinks of them when one rolls into town. The actual personality and disposition of a Xamoan might be completely different when they&amp;#039;re not on a job or happen to be interested in chatting.&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Xamoan Adventurers&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
Xamoans that leave their communities are often in some way a type of adventurer, though they begin travelling alone or rarely with another Xamoan, their trade is almost identical to that of a travelling adventurer. Taking jobs from those willing to pay, both mundane and risky, bounty-hunting and so on. The real Xamoan adventurer begins when they start travelling in a group of other non-Xamoans. If a Xamoan ends up with primarily smaller races as party members, they can often feel out of place, or worse feeling belittled by taking orders from someone half or less their size. Some Xamoan adventurers may decide to become the leader of the group and if denied, may build up resentment towards the group unless they begin to form a strong bond or realise there was a more suitable leader within the party.&lt;br /&gt;
&lt;br /&gt;
Amongst party members closer to their size, Xamoans can build bonds more easily, especially with other Xamoan and &amp;#039;&amp;#039;&amp;#039;[[Loxodon|Loxodons]]&amp;#039;&amp;#039;&amp;#039;, as such they favor the Saffron Alliance races than the Cerulean Kingdom. While it&amp;#039;s not impossible for a Xamoan adventurer to journey with Vermillions, the size difference can be extreme enough that the two sides would need to set ground rules to avoid &amp;#039;accidents&amp;#039;, Xamoans are not built for subtlety and usually unsafe around smaller races. Xamoans tend to work very well with Viridians, as they are less bothered by their superior size, Xamoans gladly accept contracts from Gargantuan and Colossal contractors, particularly for the few Xamoan who physically grow large enough to become one of them.&lt;br /&gt;
&lt;br /&gt;
=Race Meta=&lt;br /&gt;
* Xamoans stand approximately &amp;#039;&amp;#039;&amp;#039;24-36ft tall, 30ft&amp;#039;&amp;#039;&amp;#039; on average. Their Size-Rating is 4.&lt;br /&gt;
* Genus: &amp;#039;&amp;#039;&amp;#039;Fauna / Xeno&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Faction(s): &amp;#039;&amp;#039;&amp;#039;Saffron Alliance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-point cost to increase &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; attribute scores are reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Xamoans gain a &amp;#039;&amp;#039;&amp;#039;+3 attribute bonus&amp;#039;&amp;#039;&amp;#039; to &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; attribute scores.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Xamoans gain a Skill-Focus to [[Athletics]], [[Tactics]] and [[Determination]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Reckless Trample&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
 ♦ While Xamoans &amp;#039;&amp;#039;&amp;#039;no longer spend 25 Action-Points to engage Trample&amp;#039;&amp;#039;&amp;#039;, they can &amp;#039;&amp;#039;&amp;#039;no longer disengage the Trample effect&amp;#039;&amp;#039;&amp;#039; during movement. Furthermore, Trample &amp;#039;&amp;#039;&amp;#039;no longer discriminates between hostiles and friendlies&amp;#039;&amp;#039;&amp;#039;. As such, movement through allied squares will be affected as if they were an enemy. Allies do take 50% less damage if an accident should occur.&lt;br /&gt;
 ♦ Xamoans&amp;#039; [[size]] stat is treated as 50% higher than their actual value with regard to Stealth checks while moving quietly. Stationary and disguise-based Stealth checks are unaffected.&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
When a Dromite invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | The Duergar gains a new Racial trait for every Potential Skill-Rank they own:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thick Skin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
 ♦ The Xamoan&amp;#039;s base HP is increased by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;, this &amp;#039;&amp;#039;&amp;#039;stacks&amp;#039;&amp;#039;&amp;#039; with other Perks that increase base HP.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=450px widths=450px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
Samoan2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]] [[Category:Fauna]] [[Category:Xeno]] [[Category:Saffron]] [[Category:Third-Party]] [[Category:WIP]]&lt;br /&gt;
&lt;br /&gt;
=Traits=&lt;br /&gt;
&lt;br /&gt;
==Passive: Cold Resistance==&lt;br /&gt;
&amp;#039;&amp;#039;Xamoans used to live in cold, icy areas until they expanded into warmer climates, they retain some degree of cold temperature resistance.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Benefits&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Xamoans &amp;#039;&amp;#039;&amp;#039;resist Cold attack damage by 20%&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Xamoans &amp;#039;&amp;#039;&amp;#039;negate the Chill status effect&amp;#039;&amp;#039;&amp;#039; inflicted by some attacks.&lt;br /&gt;
  ♦ When an attack inflicts Freeze: The Xamoan will be inflicted with Chill instead.&lt;br /&gt;
  ♦ Xamoans can still be affected by the Freeze status if a Freeze attack is used while the Xamoan is affected by Chill.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Xamoans &amp;#039;&amp;#039;&amp;#039;resist the effects of cold-temperature environments by one stage&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
  ♦ Xamoans do not suffer negative effects in Stage-2 Cold environments (Icy Mountains), but still suffer negative effects from Stage-3 cold environments, such as a Raging Blizzard.&lt;br /&gt;
&lt;br /&gt;
==Ability: Hunter&amp;#039;s Knack==&lt;br /&gt;
&amp;#039;&amp;#039;All Xamoans have a knack for studying and adapting to their prey, as such, creatures types they have encountered and memorized before can be easier for them to deal with, both hunting and self-defence.&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Xamoans can memorize up to 1 + [[Attributes|INT]] creature-types. When a Xamoan&amp;#039;s Intelligence increases by 1, they get to pick a new creature-type to memorize for this ability.&lt;br /&gt;
 &lt;br /&gt;
 When in combat with a creature matching a memorized creature-type:&lt;br /&gt;
 &lt;br /&gt;
 ♦ Xamoans gain a &amp;#039;&amp;#039;&amp;#039;+50 ToHit bonus&amp;#039;&amp;#039;&amp;#039; to their attacks against creature-type,&lt;br /&gt;
 ♦ A &amp;#039;&amp;#039;&amp;#039;+0.5 bonus to Defense and Evasion&amp;#039;&amp;#039;&amp;#039; against creature-type.&lt;br /&gt;
 &lt;br /&gt;
 The list of creature-types a Xamoan can memorize is:&lt;br /&gt;
 ♦ [[:Category:Humanoid|Humanoid]]&lt;br /&gt;
 ♦ [[:Category:Xeno|Xeno]]&lt;br /&gt;
 ♦ [[:Category:Monsterous-Humanoid|Monsterous-Humanoid]]&lt;br /&gt;
 ♦ [[:Category:True-Giant|True-Giant]]&lt;br /&gt;
 ♦ [[:Category:Reptilian|Reptilian]]&lt;br /&gt;
 ♦ [[:Category:Construct|Construct]]&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Non-Giant&amp;#039;&amp;#039;&amp;#039; (Creatures smaller than a Xamoan, half-bonus)&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Giant&amp;#039;&amp;#039;&amp;#039; (Creatures equal or bigger than a Xamoan, half-bonus)&lt;br /&gt;
 &lt;br /&gt;
 (If a creature has multiple types, only the highest bonus counts, types do not stack)&lt;br /&gt;
&lt;br /&gt;
==Hunter&amp;#039;s Knack: Skill Perks==&lt;br /&gt;
&amp;#039;&amp;#039;For each Skill Rank in &amp;#039;&amp;#039;&amp;#039;[[Potential]]&amp;#039;&amp;#039;&amp;#039;, a Xamoan can select a new Skill Perk that applies to the &amp;#039;&amp;#039;&amp;#039;Hunter&amp;#039;s Knack&amp;#039;&amp;#039;&amp;#039; ability. Once &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; is at Master (100) rank, Hunter&amp;#039;s Knack skill perks can be obtained by spending perk points.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Hunter&amp;#039;s Knack Enhancements&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Spacing&amp;#039;&amp;#039;&amp;#039;: Against a memorized creature-type: this Xamoan gains a 40% discount to AP actions used in reaction to a memorized foe targeting them.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Preparation&amp;#039;&amp;#039;&amp;#039;: Against a memorized creature-type: this Xamoan gains a 20% discount to AP actions when acting on their turn, only when the Xamoan is targeting their memorized foe.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Height Advantage&amp;#039;&amp;#039;&amp;#039;: Against a memorized creature-type that is at least one size category smaller than the Xamoan itself: This Xamoan&amp;#039;s defense and evasion bonus is doubled.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Deadly Strike&amp;#039;&amp;#039;&amp;#039;: Against a memorized creature-type: This Xamoan gains a base +2 damage increase to their weapon/attack damage multiplied by (1 + their INT score).&lt;br /&gt;
 &lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Follow-Through&amp;#039;&amp;#039;&amp;#039;: Against a memorized creature-type: This Xamoan gains 40% of their AP spent on an action when they successfully execute an action (an attack hits, an effect triggers).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Attributes&amp;diff=1465</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Attributes&amp;diff=1465"/>
		<updated>2022-11-06T18:01:36Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* Intelligence (INT) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:125ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every Adventurer has a set of stat values known as &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;. The higher the character&amp;#039;s attributes, the more powerful and functional the character will be. Attributes are required for some skills, equipment or powers to be usable by the Adventurer. Attribute points are determined by a combination of their [[Playable Races|Race]], [[Archetypes|Archetypes]] and bonus points given during character creation. Attribute points are rewarded regularly through levelling up.&lt;br /&gt;
&lt;br /&gt;
All characters start with a balance of 0 in each attribute, positive values give bonuses to a character&amp;#039;s other stats. If Attributes are reduced to negatives, the Adventurer will suffer a special penalty instead.&lt;br /&gt;
&lt;br /&gt;
The six attributes are &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=Physical Attributes=&lt;br /&gt;
==Strength (STR)==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; represents the physical power and might of an Adventurer, increasing the amount of damage dealt by melee weapon attacks and unarmed strikes that rely on their physical movements.&lt;br /&gt;
&lt;br /&gt;
Strength is also used as a soft-prerequisite for heavy pieces of equipment such as melee weapons (Two-handed weapons) or ranged weapons with strong recoil or tension (Firearms and Compound Bows). Failing to meet the requirement for a weapon may result in the weapon requiring more hands to wield, or not wield them at all. For ranged weapons, it may incur additional AP costs.&lt;br /&gt;
&lt;br /&gt;
The last benefit of Strength is to increase a Player-Character&amp;#039;s [[Inventory|Load-Points]] which determines encumbrance based on their equipped outfit/armour, and the items they&amp;#039;re carrying; higher strength means being able to carry heavier loads at the same amount of encumbrance, or lower the burden by one or more stages.&lt;br /&gt;
&lt;br /&gt;
 ♦ Increases &amp;#039;&amp;#039;&amp;#039;Melee Weapon, Thrown Weapon and Unarmed Strike attack damage&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
   &amp;gt; Direct damage increases by 1 per Size-Rating, and&lt;br /&gt;
   &amp;gt; Damage-Spread increases by 1 per Size-Rating.&lt;br /&gt;
 ♦ Increases the threshold of an Adventurer&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Light, Heavy and Max&amp;#039;&amp;#039;&amp;#039; Load-Points for [[Inventory]] management by 10 per point.&lt;br /&gt;
&lt;br /&gt;
==Endurance (END)==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; measures an Adventurer&amp;#039;s bodily &amp;#039;&amp;#039;&amp;#039;resilience and health&amp;#039;&amp;#039;&amp;#039;. High Endurance grants the Adventurer &amp;#039;&amp;#039;&amp;#039;higher maximum health&amp;#039;&amp;#039;&amp;#039; to help them survive more damage without falling and/or dying. Furthermore, the Adventurer can survive with a larger negative health value.&lt;br /&gt;
&lt;br /&gt;
Endurance also raises resistances against &amp;#039;&amp;#039;&amp;#039;negative physiological effects&amp;#039;&amp;#039;&amp;#039; by granting a bonus for Physiological-Save Checks, allowing them to avoid the effect altogether or hasten the recovery from such conditions.&lt;br /&gt;
&lt;br /&gt;
 ♦ The Character&amp;#039;s base Hit-Points is calculated with the following calculation:&lt;br /&gt;
        &amp;gt; BaseHP = 6&lt;br /&gt;
        &amp;gt; BaseHP * (4 + Endurance) = &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;EffectiveHP&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Grants &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;+10&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; bonuses to rolls made to &amp;#039;&amp;#039;&amp;#039;Physiological Saves&amp;#039;&amp;#039;&amp;#039; per Endurance point.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Adventurer&amp;#039;s &amp;#039;&amp;#039;&amp;#039;maximum negative health threshold&amp;#039;&amp;#039;&amp;#039; is increased by &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; per Endurance point.&lt;br /&gt;
        &amp;gt; Normally: An Adventurer can survive with negative health equal to (BaseHP * 2), if an Adventurer&amp;#039;s health is lower than this, they will die.&lt;br /&gt;
&lt;br /&gt;
==Agility (AGL)==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039; is an Adventurer&amp;#039;s ability to coordinate physical actions quickly and accurately.&lt;br /&gt;
&lt;br /&gt;
High Agility increases the Adventurer&amp;#039;s &amp;#039;&amp;#039;&amp;#039;maximum Action-point&amp;#039;&amp;#039;&amp;#039; pool, giving them more actions and more AP recovered per turn start and end.&lt;br /&gt;
&lt;br /&gt;
Agility also increases the Adventurer&amp;#039;s &amp;#039;&amp;#039;&amp;#039;base movement speed in all modes of travel&amp;#039;&amp;#039;&amp;#039; by a small amount at no extra cost.&lt;br /&gt;
&lt;br /&gt;
Lastly, Agility grants a bonus to avoid or recover from effects that &amp;#039;&amp;#039;&amp;#039;rely on reflexes and movement&amp;#039;&amp;#039;&amp;#039; to escape.&lt;br /&gt;
&lt;br /&gt;
 ♦ Increases &amp;#039;&amp;#039;&amp;#039;base movement speed/distance by 1 step&amp;#039;&amp;#039;&amp;#039; per Agility point, regardless of movement type.&lt;br /&gt;
 ♦ Increases &amp;#039;&amp;#039;&amp;#039;Maximum Action-Points (AP) by 10&amp;#039;&amp;#039;&amp;#039; per point.&lt;br /&gt;
 ♦ Gain a &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; bonus to rolls involving avoiding or escaping effects relying on movement per Agility point.&lt;br /&gt;
&lt;br /&gt;
=Mental Attributes=&lt;br /&gt;
==Perception (PER)==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039; is the Adventurer&amp;#039;s ability to sense the world around them and also react to and predict what is going on around them.&lt;br /&gt;
&lt;br /&gt;
In combat, this Attribute is highly influential in determining the accuracy of landing blows on a target, but also being able to avoid or deflect an opponent&amp;#039;s attack as well.&lt;br /&gt;
&lt;br /&gt;
Perception also greatly influences the Adventurer&amp;#039;s turn order during battle initiative compared to Agility.&lt;br /&gt;
&lt;br /&gt;
 ♦ The Adventurer gains an &amp;#039;&amp;#039;&amp;#039;Accuracy bonus of +10&amp;#039;&amp;#039;&amp;#039; per Perception point.&lt;br /&gt;
 ♦ Defence and Evasion rating against all attacks is increased by &amp;#039;&amp;#039;&amp;#039;+0.1x&amp;#039;&amp;#039;&amp;#039; per Perception point.&lt;br /&gt;
 ♦ Initiative bonus is increased by +2 per Perception point.&lt;br /&gt;
&lt;br /&gt;
==Intelligence (INT)==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; is an Adventurer’s ability to retain and recall information and knowledge. High Intelligence grants a character additional [[Skills|Skill-Focuses]] or [[Perks|Perk-Points]] upon levelling-up.&lt;br /&gt;
&lt;br /&gt;
High Intelligence also increases the bonus provided by &amp;#039;&amp;#039;&amp;#039;existing Skill-Focuses&amp;#039;&amp;#039;&amp;#039;, allowing the maximum Skill-Rating to exceed 100 in most cases.&lt;br /&gt;
&lt;br /&gt;
 The Adventurer can select &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; of three bonuses each time their Intelligence permanently increases:&lt;br /&gt;
 &lt;br /&gt;
 ♦ Gain a new &amp;#039;&amp;#039;&amp;#039;Skill-Focus&amp;#039;&amp;#039;&amp;#039; to a skill that does not currently have one.&lt;br /&gt;
 ♦ Gain a new &amp;#039;&amp;#039;&amp;#039;Perk&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Trait&amp;#039;&amp;#039;&amp;#039; that the Adventurer meets the requirement to take.&lt;br /&gt;
 ♦ Increases the &amp;#039;&amp;#039;&amp;#039;Skill-Focus bonus&amp;#039;&amp;#039;&amp;#039; of one Skill that is currently receiving a Skill-Focus by &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;+10&amp;lt;/code&amp;gt; Skill-Rating&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
   (As this is a permanent bonus, this SR can be used to gain &amp;#039;&amp;#039;&amp;#039;Skill-Ranks&amp;#039;&amp;#039;&amp;#039; and Skill-Perks and Traits.)&lt;br /&gt;
&lt;br /&gt;
==Charisma (CHA)==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; reflects the Adventurer’s ability to influence others through their personality and, sometimes, their appearance.&lt;br /&gt;
&lt;br /&gt;
Charisma affects how positive and negative reputation changes affect the Adventurer, often amplifying their good deeds and mitigating their misdeeds.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s also a measure of an Adventurer&amp;#039;s ability to remain resolved, believe in themselves and stand up to others, as such, Charisma grants a bonus to resist or recover from psychological conditions and social effects.&lt;br /&gt;
&lt;br /&gt;
 ♦ Increases positive reputation gained by &amp;#039;&amp;#039;&amp;#039;+2 per deed&amp;#039;&amp;#039;&amp;#039; per Charisma point.&lt;br /&gt;
 ♦ Decreases negative reputation gained by &amp;#039;&amp;#039;&amp;#039;-1 per misdeed&amp;#039;&amp;#039;&amp;#039; per point. (Min. 1)&lt;br /&gt;
 ♦ Gain a &amp;#039;&amp;#039;&amp;#039;+10 bonus&amp;#039;&amp;#039;&amp;#039; to rolls to resist &amp;#039;&amp;#039;&amp;#039;psychological effects&amp;#039;&amp;#039;&amp;#039; on the Adventurer&amp;#039;s mind and mental state per point.&lt;br /&gt;
 ♦ Increases Player-Character&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Resolve by 20%&amp;#039;&amp;#039;&amp;#039; per Charisma point.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Mechanics]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Dromite&amp;diff=1464</id>
		<title>Dromite</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Dromite&amp;diff=1464"/>
		<updated>2022-11-06T17:08:31Z</updated>

		<summary type="html">&lt;p&gt;Makros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:200ch;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=500px widths=500px mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Dromite1.png&lt;br /&gt;
Dromite2.png&lt;br /&gt;
Dromite3.png&lt;br /&gt;
Dromite4.jpg&lt;br /&gt;
Dromite5.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Dromite=&lt;br /&gt;
Dromites resemble anthropomorphic ants of compact size. While many live in close-knit communities, their individual strength can be an asset to any sort of group that will take them in. As Dromites are one of the smallest sentient beings in the world, they had to evolve to adapt to their oversized environment and think two steps ahead of their towering neighbours.&lt;br /&gt;
&lt;br /&gt;
=Race Meta=&lt;br /&gt;
* Height: 5&amp;quot; to 8&amp;quot; / 6&amp;quot; (&amp;#039;&amp;#039;&amp;#039;Tiny, 0.4&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* Genus: &amp;#039;&amp;#039;&amp;#039;Fauna&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Rarity: &amp;#039;&amp;#039;&amp;#039;Common&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Faction(s): &amp;#039;&amp;#039;&amp;#039;Vermillion Freeholds&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-Point cost to increasing &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; attribute scores is reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The base P-Point cost to increasing &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039; attribute scores is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Dromites gain a Skill-Focus in the [[Acrobatics]], [[Athletics]], and [[Tactics]] skills.&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
When a Dromite invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Myrmidon Traits&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Smallfolk Evasion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
Dromites are used to dealing with oversized individuals due to their Tiny size, this experience helps out in a number of other interactions as well:&lt;br /&gt;
 ♦ The Dromite gains &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; Defense for each Potential Skill-Rank they own against any attacker with a Size-Rating &amp;#039;&amp;#039;&amp;#039;larger&amp;#039;&amp;#039;&amp;#039; than themselves.&lt;br /&gt;
 ♦ They also gain &amp;#039;&amp;#039;&amp;#039;+1 Damage-Reduction&amp;#039;&amp;#039;&amp;#039; for every Potential Skill-Rank owned when attacked with &amp;#039;&amp;#039;&amp;#039;crushing force&amp;#039;&amp;#039;&amp;#039; or attacked with a &amp;#039;&amp;#039;&amp;#039;Stomp, Trample or Pin&amp;#039;&amp;#039;&amp;#039; attack.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ant Haul&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
Dromites are amazingly strong when it comes to lifting and carrying great weight on their shoulders, worn equipment and weapons equally feel light to them:&lt;br /&gt;
 ♦ The Dromite&amp;#039;s [[Inventory|Load-Point]] thresholds are &amp;#039;&amp;#039;&amp;#039;doubled&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Dromites, at Tiny size, can &amp;#039;&amp;#039;&amp;#039;wield&amp;#039;&amp;#039;&amp;#039; Small-sized melee weapons without penalty and can use Small-sized firearms at an additional &amp;#039;&amp;#039;&amp;#039;25&amp;#039;&amp;#039;&amp;#039; Action-Point cost.&lt;br /&gt;
 ♦ If a Dromite is larger than Tiny size, assume they can use any of the above up to &amp;#039;&amp;#039;&amp;#039;double&amp;#039;&amp;#039;&amp;#039; their Size-Rating.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Sticky Grip&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
Dromites have microscopic pads on their skin, enabling their hands and feet to grip onto sheer surfaces and walls:&lt;br /&gt;
 ♦ On surfaces that are climbable for other creatures: Dromites can climb at their &amp;#039;&amp;#039;&amp;#039;normal&amp;#039;&amp;#039;&amp;#039; movement speed and do not require [[Athletics]] checks.&lt;br /&gt;
 ♦ On surfaces that are sheer, slippery or otherwise lacking grips: Dromites can climb across these surfaces at &amp;#039;&amp;#039;&amp;#039;half&amp;#039;&amp;#039;&amp;#039; their normal speed and gain a +40 bonus to &amp;#039;&amp;#039;&amp;#039;Athletics&amp;#039;&amp;#039;&amp;#039; checks for climbing.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Myrmidion Venom&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
The Dromite are capable of naturally producing a type of paralytic venom to subdue larger targets:&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Drawing up Venom for use requires a &amp;#039;&amp;#039;&amp;#039;Standard Action (50 AP)&amp;#039;&amp;#039;&amp;#039; and costs &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; Meta-point.&lt;br /&gt;
 ♦ Applying the Venom to a weapon or other attack is a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Dromite can inflict Myrmidion Venom onto a target with any piercing or slashing physical attack.&lt;br /&gt;
 ♦ Myrmidion Venom causes the target a &amp;#039;&amp;#039;&amp;#039;-100%&amp;#039;&amp;#039;&amp;#039; Action-Point Recovery penalty on a failed physiological resist check.&lt;br /&gt;
 ♦ This penalty is reduced by &amp;#039;&amp;#039;&amp;#039;20%&amp;#039;&amp;#039;&amp;#039; if the target is &amp;#039;&amp;#039;&amp;#039;double&amp;#039;&amp;#039;&amp;#039; the Size-Rating to the Dromite, and repeats for every doubling in size to a minimum of &amp;#039;&amp;#039;&amp;#039;0%&amp;#039;&amp;#039;&amp;#039; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=500px widths=500px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
 Nothing to see here...&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Races]] [[Category:Fauna]] [[Category:Vermillion]] [[Category:WIP]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Duergar&amp;diff=1463</id>
		<title>Duergar</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Duergar&amp;diff=1463"/>
		<updated>2022-11-06T01:37:12Z</updated>

		<summary type="html">&lt;p&gt;Makros: Another major update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;max-width:180ch;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=500px widths=500px mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Duergar1.jpg&lt;br /&gt;
Duergar2.jpg&lt;br /&gt;
Duergar3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:135ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Duergar=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Appearance&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
Resembling shorter, broader humanoids standing on average 4&amp;#039;3&amp;quot; tall, Duergar are more robust than the average humanoid, their stout-powerful build makes them strong, sturdy and ponderous with their movements. Duergar typically have skin-tones similar to humans although some take on a charcoal-grey tone with black or white hair to match. Some grow large bushy beards while others are bald and clean-shaven. Duergar are also surprisingly dense for their size; with a full-grown adult weighing in between 600 to 800lbs, capable of crushing a human under their own body weight. A Duergar&amp;#039;s head, hands and feet are proportionally larger than a humans&amp;#039; for their height, approximately twice as wide and thick. Regardless of their height, Duergar are unmistakably massive.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Culture&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
Duergar usually work in large settlements and cities where they can work their craft, the skilled crafters of the Cerulean Kingdom. A strong work ethic and boundless stamina when it comes to their work, Duergar mine, smelt and manufacture for their own benefit, not just to their contractors. Duergar are free to pursue other ventures, including those on the darker side of the law. Their reputation for having the natural ability to become giant-sized and turn invisible makes them great and formidable in combat. Duergar are open to both Magic and Engineering but favour engineering feats more. A Duergar Smithy will often have facilities to craft weapons and armour and then enhance them materially and magically.&lt;br /&gt;
&lt;br /&gt;
In Duergar homes and settlements, lots of furnishings and facilities are positioned much lower for their convenience and also reinforced for stability. This becomes a frustration in other places where things as simple as sitting on a chair becomes a hassle as their extreme weight can sometimes cause them to break under the weight of their body. Even Duergar clothing is specially made with thicker and sturdier materials, clothing like their shoes tends to constructed with heavy soles and thick leathers and metal plates for extra durability.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Relations&amp;#039;&amp;#039;&amp;#039;&amp;lt;hr&amp;gt;&lt;br /&gt;
Duergar work and reside mainly within the Cerulean Kingdom cities and towns which contain many sturdily-built walls and buildings which they prefer, reminding them of mountainside fortresses of their homelands. They&amp;#039;re friendly and cooperative with most races and some even feel parental obligation over the smaller races, they&amp;#039;re less lenient with bigger races, especially if they cause trouble. Duergar who disregard the law will often try to use their natural advantages over others, becoming giant-sized to intimidate others or become invisible to get away with crimes or escape capture.&lt;br /&gt;
&lt;br /&gt;
Duergar and Humans see themselves as equals, not just because they&amp;#039;re humanoids, but also because of the ambition and enthusiasm for shared interests. The average Duergar is kind of like your average middle-aged dad, they have their interests in sports, building things and drinking. Some are a bit gruff and grumpy, others tend to be mild-mannered or jolly spirits giving as much hospitality as they can. Duergar generally like to do things which rely on muscle-power and endurance rather than acrobatics, which is why they have a keen interest in crafting machines and equipment, finding heavy weapons and firearms a suitable solution to a hostile threat.&lt;br /&gt;
&lt;br /&gt;
Some Duergar can feel a kind of parental responsibility for little folk, but they have enough sense and pride to change their tune when the little folk start acting up in front of them, forcing their hand. When it comes to giants, Duergar try to use their innate abilities enlarge themselves to equal size up to level the playing field, if they cannot equal or surpass them, they&amp;#039;ll attain maximum size for their own safety. Duergar do have a sense of humour, utilizing their invisibility to spook people at unexpected angles or sit in front of a doorway at an enlarged size, so it can&amp;#039;t be opened from the other side. It is not illegal to use their abilities in their culture, but being caught committing crimes with them is not.&lt;br /&gt;
&lt;br /&gt;
=Race Meta=&lt;br /&gt;
* Duergar stand between the heights of 3&amp;#039;6&amp;quot; and 5&amp;#039;0&amp;quot;, averaging 4&amp;#039;3&amp;quot; tall. Their size is Medium &amp;#039;&amp;#039;&amp;#039;(1)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Genus: Humanoid&lt;br /&gt;
* Faction(s): Cerulean Kingdom&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-Point cost to increase &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; scores is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Duergar gain a Skill-Focus in the [[Metaforce]], [[Athletics]] and [[Fabrication]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Slow&amp;#039;&amp;#039;&amp;#039;: Duergar have a base movement speed of &amp;#039;&amp;#039;&amp;#039;4 steps&amp;#039;&amp;#039;&amp;#039;, instead of 6.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Steady&amp;#039;&amp;#039;&amp;#039;: Duergar are immune to the effects of [[Inventory|Light and Heavy Load]] penalties, they still suffer full penalties for &amp;#039;&amp;#039;&amp;#039;Max Load&amp;#039;&amp;#039;&amp;#039; penalties.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Super-Heavyweight&amp;#039;&amp;#039;&amp;#039;: Duergar are treated as being &amp;#039;&amp;#039;&amp;#039;+1 Size-Rating larger&amp;#039;&amp;#039;&amp;#039; for the purposes of calculating their &amp;#039;&amp;#039;&amp;#039;weight&amp;#039;&amp;#039;&amp;#039; and strength. They are still &amp;#039;&amp;#039;&amp;#039;dimensionally&amp;#039;&amp;#039;&amp;#039; the Size-Rating they actually appear to be.&lt;br /&gt;
 ♦ If a Duergar is knocked down, they will need to perform a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; to get up during their turn-start phase, and &amp;#039;&amp;#039;&amp;#039;100 AP&amp;#039;&amp;#039;&amp;#039; to get up outside their turn.&lt;br /&gt;
 ♦ Duergar &amp;#039;&amp;#039;&amp;#039;cannot swim&amp;#039;&amp;#039;&amp;#039;, they will immediately sink into any body of liquid.&lt;br /&gt;
 ♦ Duergar suffer a &amp;#039;&amp;#039;&amp;#039;-50 penalty&amp;#039;&amp;#039;&amp;#039; to Stealth checks to stay quiet while moving, Stealth based on sight or staying still are &amp;#039;&amp;#039;&amp;#039;unaffected&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
When a Dromite invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | The Duergar gains a new Racial trait for every Potential Skill-Rank they own:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Invisibility&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
At will, Duergar can become hard to see. This effect is partially suppressed when interacting with objects or people:&lt;br /&gt;
 ♦ Ability activation is an &amp;#039;&amp;#039;&amp;#039;Advanced-Action (100 AP)&amp;#039;&amp;#039;&amp;#039;, then it becomes a &amp;#039;&amp;#039;&amp;#039;Channelled Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; until dismissed.&lt;br /&gt;
 ♦ This ability&amp;#039;s activation and concentration costs &amp;#039;&amp;#039;&amp;#039;1 Meta-point&amp;#039;&amp;#039;&amp;#039; per round. Additional MP costs occur if the Duergar&amp;#039;s Invisibility is &amp;#039;&amp;#039;&amp;#039;disrupted&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
This action causes the Duergar to become &amp;#039;&amp;#039;&amp;#039;Invisible&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
 ♦ The Invisible state grants the Duergar a &amp;#039;&amp;#039;&amp;#039;+100 bonus&amp;#039;&amp;#039;&amp;#039; to [[Stealth]] checks bonus to being detected by sight. The user may still be detected by sound and any influences upon their environment.&lt;br /&gt;
 &lt;br /&gt;
 ♦ While Invisible, the Duergar cannot be &amp;#039;&amp;#039;&amp;#039;targeted&amp;#039;&amp;#039;&amp;#039; by attacks relying on &amp;#039;&amp;#039;&amp;#039;sight&amp;#039;&amp;#039;&amp;#039; alone.&lt;br /&gt;
 (If the attacker can rely on other forms of target-acquitision, then they only gain a &amp;#039;&amp;#039;&amp;#039;+25 Defence bonus&amp;#039;&amp;#039;&amp;#039; only.)&lt;br /&gt;
 &lt;br /&gt;
 ♦ Invisibility will be &amp;#039;&amp;#039;&amp;#039;disrupted&amp;#039;&amp;#039;&amp;#039; if the Duergar &amp;#039;&amp;#039;&amp;#039;interacts or collides&amp;#039;&amp;#039;&amp;#039; with objects or individuals, the Duergar can spend &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; in order to maintain their invisibility for one additional turn, if not; Invisibility ends.&lt;br /&gt;
 ♦ The Duergar can choose to become &amp;#039;&amp;#039;&amp;#039;translucent&amp;#039;&amp;#039;&amp;#039; and visible to others at any time &amp;#039;&amp;#039;&amp;#039;without&amp;#039;&amp;#039;&amp;#039; disrupting their Invisibility. They can then resume Invisibility at a moment&amp;#039;s notice.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Reduce Density&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Invisibility&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Duergar can train themselves to be quieter and lighter while &amp;#039;&amp;#039;&amp;#039;Invisible&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
 ♦ The Duergar&amp;#039;s Stealth bonus now applies to &amp;#039;&amp;#039;&amp;#039;moving quietly&amp;#039;&amp;#039;&amp;#039;, as well as sight.&lt;br /&gt;
 ♦ Invisibility temporarily &amp;#039;&amp;#039;&amp;#039;suppresses&amp;#039;&amp;#039;&amp;#039; the penalties associated with the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Super-Heavyweight&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; trait. The Duergar&amp;#039;s weight is &amp;#039;&amp;#039;&amp;#039;lessened&amp;#039;&amp;#039;&amp;#039; as a result.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;&amp;gt; &amp;#039;&amp;#039;&amp;#039;Superior Invisibility&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Reduce Density&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Duergar can now maintain the effect of Invisibility more easily than ever before:&lt;br /&gt;
 ♦ Activation is now a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;, and maintaining the effect is reduced to a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; per round.&lt;br /&gt;
 ♦ The Duergar &amp;#039;&amp;#039;&amp;#039;no longer&amp;#039;&amp;#039;&amp;#039; has to expend Meta-points to maintain Invisibility, but they still will have to spend MP to &amp;#039;&amp;#039;&amp;#039;repair&amp;#039;&amp;#039;&amp;#039; disruptions.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Enlarge Self&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
At will, a Duergar can enlarge their body and their possessions to giant size:&lt;br /&gt;
 ♦ This ability&amp;#039;s activation is a &amp;#039;&amp;#039;&amp;#039;Full-Round Action (All AP)&amp;#039;&amp;#039;&amp;#039;. There is no channelling cost.&lt;br /&gt;
 ♦ This ability&amp;#039;s costs &amp;#039;&amp;#039;&amp;#039;3 Meta-points&amp;#039;&amp;#039;&amp;#039; to activate, there is no other channeling cost.&lt;br /&gt;
 ♦ If the Duergar wishes to return to &amp;#039;&amp;#039;&amp;#039;normal&amp;#039;&amp;#039;&amp;#039;, or to a different state; they can simply perform the action again.&lt;br /&gt;
 &lt;br /&gt;
This ability grants the Duergar the &amp;#039;&amp;#039;&amp;#039;Enlarged&amp;#039;&amp;#039;&amp;#039; state;&lt;br /&gt;
 ♦ While Enlarged, the Duergar&amp;#039;s [[Size]]-Rating is increased by an amount equal to their &amp;#039;&amp;#039;&amp;#039;base Size-Rating&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The Duergar can only return to their normal size by using the ability again to &amp;#039;&amp;#039;&amp;#039;dismiss&amp;#039;&amp;#039;&amp;#039; the effect.&lt;br /&gt;
 ♦ If the Duergar is somehow smaller than Size-Rating 1, then this ability enlarges them from Tiny to Small then Medium.&lt;br /&gt;
&lt;br /&gt;
The Duergar&amp;#039;s current equipment and Outfit are also transformed by this ability, with some limitations:&lt;br /&gt;
 ♦ Any belongings in the Duergar&amp;#039;s &amp;#039;&amp;#039;&amp;#039;possession&amp;#039;&amp;#039;&amp;#039; is similarly enlarged, including weapons and their outfit.&lt;br /&gt;
 ♦ Objects that leave the Duergar&amp;#039;s possession will &amp;#039;&amp;#039;&amp;#039;remain&amp;#039;&amp;#039;&amp;#039; enlarged for one round, before returning to their original size.&lt;br /&gt;
 ♦ A Duergar &amp;#039;&amp;#039;&amp;#039;cannot&amp;#039;&amp;#039;&amp;#039; enlarge other creatures, nor can they re-enlarge belongings that &amp;#039;&amp;#039;&amp;#039;left&amp;#039;&amp;#039;&amp;#039; their possesion for more than one round.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Adjust&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Enlarge Self&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Duergar harnesses their Scaling powers to add extra utility:&lt;br /&gt;
 ♦ The Duergar may now &amp;#039;&amp;#039;&amp;#039;re-Enlarge&amp;#039;&amp;#039;&amp;#039; objects that left their possession after the effect previously expired.&lt;br /&gt;
 ♦ They can also now enlarge other objects and &amp;#039;&amp;#039;&amp;#039;individuals&amp;#039;&amp;#039;&amp;#039; just by touching them, however the duration of the effect &amp;#039;&amp;#039;&amp;#039;remains&amp;#039;&amp;#039;&amp;#039; the same once contact has ceased.&lt;br /&gt;
 (The action to &amp;#039;touch&amp;#039; an object or individual with &amp;#039;Enlarge&amp;#039; is a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;, the effect&amp;#039;s duration is one round &amp;#039;&amp;#039;&amp;#039;after&amp;#039;&amp;#039;&amp;#039; the Duergar no longer has &amp;#039;&amp;#039;&amp;#039;physical contact&amp;#039;&amp;#039;&amp;#039; on the target).&lt;br /&gt;
 &lt;br /&gt;
 ♦ This trait&amp;#039;s function to &amp;#039;re-effect&amp;#039; and &amp;#039;touch&amp;#039; targets applies to &amp;#039;&amp;#039;&amp;#039;any other sub-abilities&amp;#039;&amp;#039;&amp;#039; the Duergar may gain from their &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill (including Invisibility).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;&amp;gt; &amp;#039;&amp;#039;&amp;#039;Superior Enlarge Self&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Adjust&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Duergar pushes their physical form to their limits:&lt;br /&gt;
 ♦ The Duergar can now use the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Enlarge Self&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; ability to grow a second time, even while Enlarged.&lt;br /&gt;
 (Enlarging a second time takes the Duergar&amp;#039;s &amp;#039;&amp;#039;&amp;#039;current&amp;#039;&amp;#039;&amp;#039; Size-Rating and increases it by that amount.)&lt;br /&gt;
 ♦ The Duergar can still fully &amp;#039;&amp;#039;&amp;#039;dismiss&amp;#039;&amp;#039;&amp;#039; the ability to return to their base Size &amp;#039;&amp;#039;&amp;#039;regardless&amp;#039;&amp;#039;&amp;#039; of what state they are in, as normal.&lt;br /&gt;
 &lt;br /&gt;
The Duergar gains the ability to shrink, instead of grow:&lt;br /&gt;
 ♦ The Duergar can now use this trait to reduce their size to &amp;#039;&amp;#039;&amp;#039;half&amp;#039;&amp;#039;&amp;#039;, or a &amp;#039;&amp;#039;&amp;#039;quarter&amp;#039;&amp;#039;&amp;#039; of their original size as a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The Meta-point cost is reduced to &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039;, instead of the normal 3 MP.&lt;br /&gt;
 ♦ If they reduce themselves below Medium size: then the steps go from Medium to Small then Tiny.&lt;br /&gt;
 ♦ To dismiss the reduction, the Duergar must use a &amp;#039;&amp;#039;&amp;#039;Full-Round Action (All AP)&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;3 MP&amp;#039;&amp;#039;&amp;#039;, like with any Enlargement.&lt;br /&gt;
&lt;br /&gt;
The Duergar can now expend more Meta-points than needed to gain some advantages when using their abilities:&lt;br /&gt;
 ♦ The Duergar can expend &amp;#039;&amp;#039;&amp;#039;+1 MP&amp;#039;&amp;#039;&amp;#039; to &amp;#039;&amp;#039;&amp;#039;change&amp;#039;&amp;#039;&amp;#039; the action speed and cost of &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Enlarge Self&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; to become a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; instead of Full-Round (All AP).&lt;br /&gt;
 ♦ The Duergar can expend &amp;#039;&amp;#039;&amp;#039;+2 MP&amp;#039;&amp;#039;&amp;#039; to use &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Enlarge Self&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; to go from base size to their Stage-Two size in &amp;#039;&amp;#039;&amp;#039;one round&amp;#039;&amp;#039;&amp;#039; instead of two.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Racial Archetype==&lt;br /&gt;
==Duergar Wonderlandian==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-Point cost to increasing the &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; attribute scores is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The Duergar gains a &amp;#039;&amp;#039;&amp;#039;+1 attribute bonus&amp;#039;&amp;#039;&amp;#039; to their &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; score.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Duergar Wonderlandians do not gain any Skill-Focuses.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Duergar gains the trait &amp;#039;&amp;#039;&amp;#039;Adjust&amp;#039;&amp;#039;&amp;#039;, even if they &amp;#039;&amp;#039;&amp;#039;do not&amp;#039;&amp;#039;&amp;#039; meet the normal requirements.&lt;br /&gt;
&lt;br /&gt;
 The Duergar gains a special ability to mirror the proportions of other individuals or environments:&lt;br /&gt;
 &lt;br /&gt;
 ♦ When the Duergar is in the presence of any individual(s) with a Size-Rating &amp;#039;&amp;#039;&amp;#039;greater&amp;#039;&amp;#039;&amp;#039; than their own, the Duergar will be able to immediately enlarge to match the Size-Rating of their target at &amp;#039;&amp;#039;&amp;#039;no cost&amp;#039;&amp;#039;&amp;#039; to Action-Points or Meta-points.&lt;br /&gt;
 ♦ If there are no valid animate beings in range, then the Duergar will instead attempt to &amp;#039;&amp;#039;&amp;#039;emulate&amp;#039;&amp;#039;&amp;#039; the scale of their surroundings: &amp;#039;&amp;#039;&amp;#039;enlarging&amp;#039;&amp;#039;&amp;#039; in places built for &amp;#039;&amp;#039;&amp;#039;giants&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;shrinking&amp;#039;&amp;#039;&amp;#039; in places built for &amp;#039;&amp;#039;&amp;#039;smaller&amp;#039;&amp;#039;&amp;#039; races.&lt;br /&gt;
 ♦ If the Duergar spends more than &amp;#039;&amp;#039;&amp;#039;20 hours&amp;#039;&amp;#039;&amp;#039; at a Size-Rating different to their own, then their current Size-Rating becomes their &amp;#039;&amp;#039;&amp;#039;new&amp;#039;&amp;#039;&amp;#039; base Size-Rating.&lt;br /&gt;
 ♦ The Duergar can only alter their scale at a rate of x4 their base size per day, but there is no upper limit to their Size increase as they would with &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Enlarge Self&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
 Despite this, the mimicry effect is not optional, the Duergar only has a limited amount of time to act before their size changes to match their surroundings:&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Duergar has a number of &amp;#039;&amp;#039;&amp;#039;minutes&amp;#039;&amp;#039;&amp;#039; equal to their &amp;#039;&amp;#039;&amp;#039;Charisma score&amp;#039;&amp;#039;&amp;#039; before the activation of their ability becomes &amp;#039;&amp;#039;&amp;#039;compulsory&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The Duergar &amp;#039;&amp;#039;&amp;#039;cannot dismiss&amp;#039;&amp;#039;&amp;#039; the Enlargement effect until they spend &amp;#039;&amp;#039;&amp;#039;one hour&amp;#039;&amp;#039;&amp;#039; in the company of individuals with a &amp;#039;&amp;#039;&amp;#039;smaller&amp;#039;&amp;#039;&amp;#039; Size-Rating.&lt;br /&gt;
 (If the individuals involves are a Size-Rating smaller than Medium, then the Duergar may end up smaller than Medium-size, as low as Tiny size).&lt;br /&gt;
&lt;br /&gt;
 If the Duergar gains enough Charisma, they can overcome the compulsory effects of this ability:&lt;br /&gt;
 &lt;br /&gt;
 ♦ When the Duergar gains a total of &amp;#039;&amp;#039;&amp;#039;+5 Charisma&amp;#039;&amp;#039;&amp;#039;, they can make a d100 check every hour. If the result is &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;100 - (the Duergar&amp;#039;s Charisma * 10)&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; or more, they can &amp;#039;&amp;#039;&amp;#039;suppress&amp;#039;&amp;#039;&amp;#039; the compulsory effect for one hour.&lt;br /&gt;
 ♦ When the Duergar gains a total of &amp;#039;&amp;#039;&amp;#039;+10 Charisma&amp;#039;&amp;#039;&amp;#039;, they can now fully control the ability with &amp;#039;&amp;#039;&amp;#039;no compulsions&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=500px widths=500px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
Duergar4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]] [[Category:Humanoid]] [[Category:Cerulean]] [[Category:WIP]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Calis_Liberatus&amp;diff=1462</id>
		<title>Calis Liberatus</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Calis_Liberatus&amp;diff=1462"/>
		<updated>2022-11-05T20:19:59Z</updated>

		<summary type="html">&lt;p&gt;Makros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width: 155ch; margin:auto;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Character&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Level: &amp;#039;&amp;#039;&amp;#039;4th&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Race: [[Athenean]]&lt;br /&gt;
 Archetype: &amp;#039;&amp;#039;&amp;#039;Wizard&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 [[Size]]: &amp;#039;&amp;#039;&amp;#039;Colossal (16)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 [[File:AtheneanCalis.jpg|thumb|650px|&amp;#039;&amp;#039;&amp;#039;Calis Liberatus&amp;#039;&amp;#039;&amp;#039;, Athenean Wizard and Navigator]]&lt;br /&gt;
&lt;br /&gt;
 This section is a test to see how text will look in this location.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; max-width=&amp;quot;800px&amp;quot;&lt;br /&gt;
!colspan=99 | Attributes&lt;br /&gt;
|-&lt;br /&gt;
![[Attributes]]          || P-Point Cost  || Base          || Boosts    || Total     || Notes&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;          || 4	          || +0            || +0        || 0         || &lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039;        || 3             || +0            || +1        || 1         || +10 ToHit/Defence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039;         || 4	          || +0            || +1        || 1         || 480HP at 6 base HP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039;          || 2	          || +0            || +2        || 2         || +20 vs psych checks, 40 Resolve&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039;      || 2	          || +0            || +0        || 0         || &lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039;           || 4	          || +0            || +2        || 2         || 66-step total movement speed, 120 MaxAP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; min-width: 500px; max-width:700px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Active Equipment&lt;br /&gt;
|-&lt;br /&gt;
! Main Weapon&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Calis&amp;#039;s Archmage Staff&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Melee&lt;br /&gt;
|-&lt;br /&gt;
| colspan=99 | Colossal Quarterstaff, 129-256 damage&lt;br /&gt;
|-&lt;br /&gt;
! Secondary Weapon&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Unarmed Strike&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Melee&lt;br /&gt;
|-&lt;br /&gt;
| colspan=99 | Colossal fists/feet, 65-128 damage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Outfit&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Archmage Robes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Clothing&lt;br /&gt;
|-&lt;br /&gt;
| colspan=99 | Colossal Robes, 16 Damage-Reduction to all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; max-width:700px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Resource Pools&lt;br /&gt;
|-&lt;br /&gt;
| Maximum HP || &amp;#039;&amp;#039;&amp;#039;480&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| MaxMP || &amp;#039;&amp;#039;&amp;#039;24&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| MaxAP || &amp;#039;&amp;#039;&amp;#039;120&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Progression Points&lt;br /&gt;
|-&lt;br /&gt;
| Remaining&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| Total&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Currency&lt;br /&gt;
|-&lt;br /&gt;
| Gold Coins&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Silver Coins&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Physical Properties&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed Strike Damage || &amp;#039;&amp;#039;&amp;#039;65-128&amp;#039;&amp;#039;&amp;#039; (64 base)&lt;br /&gt;
|-&lt;br /&gt;
| Natural Space || &amp;#039;&amp;#039;&amp;#039;16x16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Natural Reach (Close/Long/Radius)&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;16 Close,&amp;lt;br&amp;gt; 32 Reach,&amp;lt;br&amp;gt; 8 radius&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Additional Notes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=99 |&lt;br /&gt;
Calis Liberatus Cometo is a test character for creating a character sheet for the Viridian-Fantasy system and this text was created to test how things would look when this box is filled with meaningful text.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Progression=&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;max-width: 700px; min-width:500px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Adventurer Log&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;1st&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 * Race: Athenean&lt;br /&gt;
 * Archetype: Wizard&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;2nd&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 skipped&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;3rd&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 skipped&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;4th&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 * Gained 40 P-Points&lt;br /&gt;
 * Upgraded Agility twice (4 + 8 = 12pts)&lt;br /&gt;
 ** 28 P-point remaining.&lt;br /&gt;
 &lt;br /&gt;
 * Upgraded Endurance once (4)&lt;br /&gt;
 ** 24 points remaining.&lt;br /&gt;
 &lt;br /&gt;
 * Upgraded Charisma twice (2 + 4 = 6pts)&lt;br /&gt;
 ** 18 points remaining.&lt;br /&gt;
 &lt;br /&gt;
 * Upgraded Perception once (3)&lt;br /&gt;
 ** 15 points remaining.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;0&amp;#039;&amp;#039;&amp;#039; Skill-points redeemed.&lt;br /&gt;
* (&amp;#039;&amp;#039;&amp;#039;Bolded&amp;#039;&amp;#039;&amp;#039; Skills and Groups are affected by Skill-Focus bonuses.)&lt;br /&gt;
* This character&amp;#039;s Focus bonus is +20.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;text-align: center; min-width:500px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Perks and Traits==&lt;br /&gt;
* Words.&lt;br /&gt;
[[Category:Characters]] [[Category:WIP]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Athenean&amp;diff=1461</id>
		<title>Athenean</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Athenean&amp;diff=1461"/>
		<updated>2022-11-04T23:09:05Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;gallery heights=500px widths=500px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
Athenean4.png&lt;br /&gt;
Athenean1.png&lt;br /&gt;
Athenean2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:40ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:115ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Athenean (Astral Giant)=&lt;br /&gt;
 Resembling wise-looking bluish-grey humanoids of sky-scraping proportions. Tall and well-built with aesthetically pleasing faces to match their wise and thoughtful individuals. They represent the pinnacle of sentient advancement and often dress in elaborate robes and fabrics as to best represent themselves and their people. Skin tones range from light grey to bluish and purplish, often with muted irises that glow brilliantly when channelling magical and metaforce energies.&lt;br /&gt;
 &lt;br /&gt;
 A culture of art, philosophy and mysticism bears fruit in the form of advanced magical and mechanical innovation. Some say that Atheneans come from somewhere other than this world but as of yet, they have neither confirmed nor denied this rumour. Atheneans are advanced enough that they outshine in many ways their smaller neighbours. Atheneans have an irresistible sense of curiosity and inquisitiveness that urges them to either learn and understand or create the means to test the limits of their creativity. They are highly fascinated by non-giants and eager to listen and learn from them when it is beneficial. While not as physically powerful as their peers, Atheneans know how to defend themselves, even without the aid of their wards.&lt;br /&gt;
 &lt;br /&gt;
 Atheneans are more than happy to problem-solve and create for their Viridian allies, but usually try to avoid contributing or starting wars unless it&amp;#039;s unanimous in referendums. They care deeply for all creatures, not merely the true-giants of the Republic. They have a strong fascination for races that exist out of the Republic, as a human would find real fairies fascinating. It would take many great restraints to avoid bottling up a smaller person, so they could study and interact with them as their leisure.&lt;br /&gt;
&lt;br /&gt;
=Game Meta=&lt;br /&gt;
* Height: &amp;#039;&amp;#039;&amp;#039;115ft to 155ft / 135ft (Size: 16, Colossal)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Genus: &amp;#039;&amp;#039;&amp;#039;True-Giant, Astral Giant&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Faction(s): &amp;#039;&amp;#039;&amp;#039;Viridian Republic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
 Atheneans are based upon and the natural evolution of Cloud Giants, now four times bigger and has ascended to that of space itself. They&amp;#039;re technically considered Astral Giants now and their traits and qualities make the superior in the forms of magic and metaforce abilities. Compared to other true-giants they&amp;#039;re not special physically, but being baseline in terms of physical attributes means they&amp;#039;re not hindered in any way from taking up melee roles.&amp;lt;br&amp;gt;&lt;br /&gt;
 Atheneans make up one of the &amp;#039;big three&amp;#039; of the Viridian Republic, serving as the Wisdom of the Court. &amp;#039;&amp;#039;&amp;#039;[[Chronean|Chroneans]]&amp;#039;&amp;#039;&amp;#039; serve as the Might and &amp;#039;&amp;#039;&amp;#039;[[Yamanokyojin]]&amp;#039;&amp;#039;&amp;#039; serve as the Ambition. Anything highly technological in the Viridian Republic can be considered heavily influenced by Athenean metasciences.&lt;br /&gt;
 &lt;br /&gt;
 Atheneans are usually driven by the pursuit of knowledge however they&amp;#039;re capable of other obsessions and fascinations as well. When making an Athenean character it&amp;#039;s always best to think what kind of powerful drive one might have to be spurred to adventure, especially outside the Viridian Republic. When the opportunity arises, Athenean composure would slowly begin to erode as curiosity and ambition overrides social restraints. In a way, Atheneans can make bad decisions or overreact as much as anybody, but they can always say they had good intentions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Racial Traits &amp;amp; Skills=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-Point cost to increase &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; is reduced by &amp;#039;&amp;#039;&amp;#039;3 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The base P-Point cost to increase &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; is reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The base P-Point cost to increase &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039; is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Atheneans gain a Skill-Focus in the [[Metaforce]], [[Tactics]], [[Deduction]] and [[Academics]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Atheneans gain &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039; Meta-points per Character level, instead of 1.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Atheneans gain a bonus to [[Academics]] and [[Deduction]] checks when interacting with &amp;#039;&amp;#039;&amp;#039;technologies&amp;#039;&amp;#039;&amp;#039; of varying complexity.&lt;br /&gt;
   (This bonus is &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; multiplied by the Athenean&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; Skill-Rank.)&lt;br /&gt;
 &lt;br /&gt;
 ♦ Atheneans gain a special &amp;#039;&amp;#039;&amp;#039;20% resistance&amp;#039;&amp;#039;&amp;#039; to all Magic/Metaforce damage, this applies before Damage-Reduction during calculation.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
When an Athenean invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Magical Flow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Atheneans can &amp;#039;&amp;#039;&amp;#039;regain&amp;#039;&amp;#039;&amp;#039; Metapoints and Action-Points by executing actions that use Metapoints to perform:&lt;br /&gt;
 ♦ Atheneans regain &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; each time they use an action that consumes Meta-points.&lt;br /&gt;
 ♦ They also regain &amp;#039;&amp;#039;&amp;#039;25 AP&amp;#039;&amp;#039;&amp;#039; each time they use an action that consumes Meta-points, this can only occur &amp;#039;&amp;#039;&amp;#039;once&amp;#039;&amp;#039;&amp;#039; per round.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Magical Momentum&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Magical Flow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Athenean can push their time bending prowess further:&lt;br /&gt;
 ♦ The Athenean now gains &amp;#039;&amp;#039;&amp;#039;50 AP&amp;#039;&amp;#039;&amp;#039; each time they use an action that consumes Meta-points, the AP recovery decreases by 25 per activation until &amp;#039;&amp;#039;&amp;#039;reset&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The Trait resets at the &amp;#039;&amp;#039;&amp;#039;start phase&amp;#039;&amp;#039;&amp;#039; of the Athenean&amp;#039;s next turn.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Magic Multiplier&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
This trait increases the amount of Meta-points the Athenean has available to use on special powers and abilities:&lt;br /&gt;
 ♦ The Athenean gains &amp;#039;&amp;#039;&amp;#039;double the amount&amp;#039;&amp;#039;&amp;#039; of Maximum Meta-points granted from the [[Metaforce]] skill.&lt;br /&gt;
 ♦ This trait doubles anything that allows the Athenean to &amp;#039;&amp;#039;&amp;#039;recover or gain Metapoints&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
This Trait is enhanced when the Athenean has a Skill-Rating of 50 and 100 respectively:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 50&amp;#039;&amp;#039;&amp;#039;: The above bonuses are &amp;#039;&amp;#039;&amp;#039;tripled (x3)&amp;#039;&amp;#039;&amp;#039; instead of doubled.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 100&amp;#039;&amp;#039;&amp;#039;: The above bonuses are &amp;#039;&amp;#039;&amp;#039;quadrupled (x4)&amp;#039;&amp;#039;&amp;#039;, instead of tripled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Elusivity&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Atheneans are able to reflexively avoid physical harm:&lt;br /&gt;
 ♦ The Athenean gains a &amp;#039;&amp;#039;&amp;#039;Defense bonus&amp;#039;&amp;#039;&amp;#039; against Physical and non-Metaforce attacks.&lt;br /&gt;
 ♦ This bonus increases by &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; for every Skill-Rank in both [[Aegis]] and &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skills.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Telekinesis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Atheneans are capable of levitating objects and even people, and manipulate the most intricate mechanisations even when their own fingers would be too large to manipulate it physically:&lt;br /&gt;
 ♦ This is a &amp;#039;&amp;#039;&amp;#039;Channelled Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;, this action costs Action-Points to maintain the effect for each Start-phase.&lt;br /&gt;
 ♦ The Athenean must be within natural reach to activate &amp;#039;&amp;#039;&amp;#039;Telekinesis&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Athenean can pick objects up to &amp;#039;&amp;#039;&amp;#039;1/4th&amp;#039;&amp;#039;&amp;#039; their Size-Rating without touching it and carry it with them as long as they keep concentrating.&lt;br /&gt;
 ♦ The Athenean can interact with an object as if the Athenean was the same size category as its intended wielder, while under the effects of Telekinesis.&lt;br /&gt;
 ♦ Objects or creatures &amp;#039;&amp;#039;&amp;#039;more&amp;#039;&amp;#039;&amp;#039; than 1/4th the Athenean&amp;#039;s Size-Rating requires the Athenean to possess 1 [[Attributes|Strength]] for every Size-rating beyond the threshold.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery heights=500px widths=500px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
AtheneanCalis.jpg&lt;br /&gt;
Athenean3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Races]] [[Category:True-Giant]] [[Category:Viridian]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Athenean&amp;diff=1460</id>
		<title>Athenean</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Athenean&amp;diff=1460"/>
		<updated>2022-11-04T23:07:58Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* Racial Traits &amp;amp; Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;gallery heights=500px widths=500px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
Athenean4.png&lt;br /&gt;
Athenean1.png&lt;br /&gt;
Athenean2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:40ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:115ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Athenean (Astral Giant)=&lt;br /&gt;
 Resembling wise-looking bluish-grey humanoids of sky-scraping proportions. Tall and well-built with aesthetically pleasing faces to match their wise and thoughtful individuals. They represent the pinnacle of sentient advancement and often dress in elaborate robes and fabrics as to best represent themselves and their people. Skin tones range from light grey to bluish and purplish, often with muted irises that glow brilliantly when channelling magical and metaforce energies.&lt;br /&gt;
 &lt;br /&gt;
 A culture of art, philosophy and mysticism bears fruit in the form of advanced magical and mechanical innovation. Some say that Atheneans come from somewhere other than this world but as of yet, they have neither confirmed nor denied this rumour. Atheneans are advanced enough that they outshine in many ways their smaller neighbours. Atheneans have an irresistible sense of curiosity and inquisitiveness that urges them to either learn and understand or create the means to test the limits of their creativity. They are highly fascinated by non-giants and eager to listen and learn from them when it is beneficial. While not as physically powerful as their peers, Atheneans know how to defend themselves, even without the aid of their wards.&lt;br /&gt;
 &lt;br /&gt;
 Atheneans are more than happy to problem-solve and create for their Viridian allies, but usually try to avoid contributing or starting wars unless it&amp;#039;s unanimous in referendums. They care deeply for all creatures, not merely the true-giants of the Republic. They have a strong fascination for races that exist out of the Republic, as a human would find real fairies fascinating. It would take many great restraints to avoid bottling up a smaller person, so they could study and interact with them as their leisure.&lt;br /&gt;
&lt;br /&gt;
=Game Meta=&lt;br /&gt;
* Height: &amp;#039;&amp;#039;&amp;#039;115ft to 155ft / 135ft (Size: 16, Colossal)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Genus: &amp;#039;&amp;#039;&amp;#039;True-Giant, Astral Giant&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Faction(s): &amp;#039;&amp;#039;&amp;#039;Viridian Republic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
 Atheneans are based upon and the natural evolution of Cloud Giants, now four times bigger and has ascended to that of space itself. They&amp;#039;re technically considered Astral Giants now and their traits and qualities make the superior in the forms of magic and metaforce abilities. Compared to other true-giants they&amp;#039;re not special physically, but being baseline in terms of physical attributes means they&amp;#039;re not hindered in any way from taking up melee roles.&amp;lt;br&amp;gt;&lt;br /&gt;
 Atheneans make up one of the &amp;#039;big three&amp;#039; of the Viridian Republic, serving as the Wisdom of the Court. &amp;#039;&amp;#039;&amp;#039;[[Chronean|Chroneans]]&amp;#039;&amp;#039;&amp;#039; serve as the Might and &amp;#039;&amp;#039;&amp;#039;[[Yamanokyojin]]&amp;#039;&amp;#039;&amp;#039; serve as the Ambition. Anything highly technological in the Viridian Republic can be considered heavily influenced by Athenean metasciences.&lt;br /&gt;
 &lt;br /&gt;
 Atheneans are usually driven by the pursuit of knowledge however they&amp;#039;re capable of other obsessions and fascinations as well. When making an Athenean character it&amp;#039;s always best to think what kind of powerful drive one might have to be spurred to adventure, especially outside the Viridian Republic. When the opportunity arises, Athenean composure would slowly begin to erode as curiosity and ambition overrides social restraints. In a way, Atheneans can make bad decisions or overreact as much as anybody, but they can always say they had good intentions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Racial Traits &amp;amp; Skills=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The base P-Point cost to increase &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; is reduced by &amp;#039;&amp;#039;&amp;#039;3 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The base P-Point cost to increase &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; is reduced by &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The base P-Point cost to increase &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039; is reduced by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Atheneans gain a Skill-Focus in the [[Metaforce]], [[Tactics]], [[Deduction]] and [[Academics]] skills.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ Atheneans gain &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039; Meta-points per Character level, instead of 1.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Atheneans gain a bonus to [[Academics]] and [[Deduction]] checks when interacting with &amp;#039;&amp;#039;&amp;#039;technologies&amp;#039;&amp;#039;&amp;#039; of varying complexity.&lt;br /&gt;
   (This bonus is &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; multiplied by the Athenean&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; Skill-Rank.)&lt;br /&gt;
 &lt;br /&gt;
 ♦ Atheneans gain a special &amp;#039;&amp;#039;&amp;#039;20% resistance&amp;#039;&amp;#039;&amp;#039; to all Magic/Metaforce damage, this applies before Damage-Reduction during calculation.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
When an Athenean invests in the &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skill, they can unlock new ranks and related to their Racial Traits and Perks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Magical Flow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Atheneans can &amp;#039;&amp;#039;&amp;#039;regain&amp;#039;&amp;#039;&amp;#039; Metapoints and Action-Points by executing actions that use Metapoints to perform:&lt;br /&gt;
 ♦ Atheneans regain &amp;#039;&amp;#039;&amp;#039;1 MP&amp;#039;&amp;#039;&amp;#039; each time they use an action that consumes Meta-points.&lt;br /&gt;
 ♦ They also regain &amp;#039;&amp;#039;&amp;#039;25 AP&amp;#039;&amp;#039;&amp;#039; each time they use an action that consumes Meta-points, this can only occur &amp;#039;&amp;#039;&amp;#039;once&amp;#039;&amp;#039;&amp;#039; per round.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Magical Momentum&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Magical Flow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Athenean can push their time bending prowess further:&lt;br /&gt;
 ♦ The Athenean now gains &amp;#039;&amp;#039;&amp;#039;50 AP&amp;#039;&amp;#039;&amp;#039; each time they use an action that consumes Meta-points, the AP recovery decreases by 25 per round until &amp;#039;&amp;#039;&amp;#039;reset&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ The Trait resets at the &amp;#039;&amp;#039;&amp;#039;start phase&amp;#039;&amp;#039;&amp;#039; of the Athenean&amp;#039;s next turn.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Magic Multiplier&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
This trait increases the amount of Meta-points the Athenean has available to use on special powers and abilities:&lt;br /&gt;
 ♦ The Athenean gains &amp;#039;&amp;#039;&amp;#039;double the amount&amp;#039;&amp;#039;&amp;#039; of Maximum Meta-points granted from the [[Metaforce]] skill.&lt;br /&gt;
 ♦ This trait doubles anything that allows the Athenean to &amp;#039;&amp;#039;&amp;#039;recover or gain Metapoints&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
This Trait is enhanced when the Athenean has a Skill-Rating of 50 and 100 respectively:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 50&amp;#039;&amp;#039;&amp;#039;: The above bonuses are &amp;#039;&amp;#039;&amp;#039;tripled (x3)&amp;#039;&amp;#039;&amp;#039; instead of doubled.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;SR 100&amp;#039;&amp;#039;&amp;#039;: The above bonuses are &amp;#039;&amp;#039;&amp;#039;quadrupled (x4)&amp;#039;&amp;#039;&amp;#039;, instead of tripled.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Elusivity&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Atheneans are able to reflexively avoid physical harm:&lt;br /&gt;
 ♦ The Athenean gains a &amp;#039;&amp;#039;&amp;#039;Defense bonus&amp;#039;&amp;#039;&amp;#039; against Physical and non-Metaforce attacks.&lt;br /&gt;
 ♦ This bonus increases by &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; for every Skill-Rank in both [[Aegis]] and &amp;#039;&amp;#039;&amp;#039;Potential&amp;#039;&amp;#039;&amp;#039; skills.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Telekinesis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
Atheneans are capable of levitating objects and even people, and manipulate the most intricate mechanisations even when their own fingers would be too large to manipulate it physically:&lt;br /&gt;
 ♦ This is a &amp;#039;&amp;#039;&amp;#039;Channelled Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;, this action costs Action-Points to maintain the effect for each Start-phase.&lt;br /&gt;
 ♦ The Athenean must be within natural reach to activate &amp;#039;&amp;#039;&amp;#039;Telekinesis&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The Athenean can pick objects up to &amp;#039;&amp;#039;&amp;#039;1/4th&amp;#039;&amp;#039;&amp;#039; their Size-Rating without touching it and carry it with them as long as they keep concentrating.&lt;br /&gt;
 ♦ The Athenean can interact with an object as if the Athenean was the same size category as its intended wielder, while under the effects of Telekinesis.&lt;br /&gt;
 ♦ Objects or creatures &amp;#039;&amp;#039;&amp;#039;more&amp;#039;&amp;#039;&amp;#039; than 1/4th the Athenean&amp;#039;s Size-Rating requires the Athenean to possess 1 [[Attributes|Strength]] for every Size-rating beyond the threshold.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery heights=500px widths=500px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
AtheneanCalis.jpg&lt;br /&gt;
Athenean3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Races]] [[Category:True-Giant]] [[Category:Viridian]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Category:WIP&amp;diff=1459</id>
		<title>Category:WIP</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Category:WIP&amp;diff=1459"/>
		<updated>2022-11-04T20:18:22Z</updated>

		<summary type="html">&lt;p&gt;Makros: /* November 2022 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:140ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
=Disclaimer=&lt;br /&gt;
This category is a collection of pages that have been marked as &amp;#039;&amp;#039;&amp;#039;Incomplete&amp;#039;&amp;#039;&amp;#039; and a &amp;#039;&amp;#039;&amp;#039;Work in Progress&amp;#039;&amp;#039;&amp;#039;. This is more of a reminder and checklist for the Game Developer than Players, however if a player does find a page that is found here, they can be assured that any missing or inconsistent elements can be explained with the aforementioned reasons.&lt;br /&gt;
&lt;br /&gt;
This page/category lists formal patch notes by the developer, use the [[Special:RecentChanges|Recent Changes]] page for a list of automatically logged edits to pages. (Records of edits older than 30 days may not be recoverable)&lt;br /&gt;
&lt;br /&gt;
=Development Log=&lt;br /&gt;
Currently working on the [[Perks List]], which follow into an [[Archetypes]] revamp. Further developments show that Skills will now need their own pages to properly home the &amp;#039;&amp;#039;&amp;#039;Skill-Perks&amp;#039;&amp;#039;&amp;#039; they belong to, instead of the [[Perks List]], similar logic will follow for the &amp;#039;&amp;#039;&amp;#039;Archetype Perks&amp;#039;&amp;#039;&amp;#039; being moved to the &amp;#039;&amp;#039;&amp;#039;Archetypes&amp;#039;&amp;#039;&amp;#039; page.&lt;br /&gt;
&lt;br /&gt;
==November 2022==&lt;br /&gt;
* Major revision to the [[Progression Point]] system:&lt;br /&gt;
** P-Point options now displayed in tables.&lt;br /&gt;
** Recalculated the P-Point adjustments for Size.&lt;br /&gt;
** Skill-Point upgrade option buffed:&lt;br /&gt;
*** Reduced Skill-Points granted to &amp;#039;&amp;#039;&amp;#039;15&amp;#039;&amp;#039;&amp;#039; from 25.&lt;br /&gt;
*** Reduced P-Point cost to &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; from 2.&lt;br /&gt;
*** (These changes give on average &amp;#039;&amp;#039;&amp;#039;2.5 extra&amp;#039;&amp;#039;&amp;#039; skill points from before and gives finer tuning for skill management)&lt;br /&gt;
* Created [[Acrobatics]] skill page.&lt;br /&gt;
* Created [[Tactics]] and [[Deduction]] skill pages.&lt;br /&gt;
&lt;br /&gt;
==October 2022==&lt;br /&gt;
* Created [[Subdue]], [[Stealth]] and [[Bypass]] skills, thus finishing the Larceny set of skills.&lt;br /&gt;
* Created [[Arcana]] skill page, the key skill used by spellcasters in order to use magic spells.&lt;br /&gt;
* Created [[Determination]] skill page, serves as a strong skill for psychological and physiological checks.&lt;br /&gt;
* Created [[Aegis]] skill page, replacing &amp;#039;&amp;#039;&amp;#039;Guard&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Elude&amp;#039;&amp;#039;&amp;#039; as one combined self-defence skill.&lt;br /&gt;
* Updated [[Gaosi]] race, now they have loads of racial traits. Also they&amp;#039;re now base Huge sized.&lt;br /&gt;
* Created [[Gnome]] race, the tiny but quirky people from Arcadia.&lt;br /&gt;
* Created [[Metaforce]] page, the ability to gain and recover Meta-points (MP) is here!&lt;br /&gt;
* Updated [[Dromite]] page, brought up to current state of the game.&lt;br /&gt;
* Updated [[Ravenni]], updated to current game state, reduced base size to Huge (Size-4).&lt;br /&gt;
* Updated [[Attributes]], removing obsolete negative penalties, adjusted &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; rewards.&lt;br /&gt;
* Updated [[Skills]] page to describe the current state of the Skill system, removed depreciated &amp;#039;Skill Bonus&amp;#039; information.&lt;br /&gt;
* Updated [[Character Creation]] page, removing old Set-style content and better reflecting Progression-point usage, plus developer tips!&lt;br /&gt;
* Updated [[Yamanokyojin]] with updates similar to Chronean and Athenean.&lt;br /&gt;
* Created [[Chronean]] page, thus realizing the &amp;#039;big three&amp;#039; of the Viridian Republic.&lt;br /&gt;
* Updated [[Athenean]] page with racial traits and new layout.&lt;br /&gt;
* Swapped Health Perks for &amp;#039;&amp;#039;&amp;#039;Fighter and Monk&amp;#039;&amp;#039;&amp;#039;: Monks now get &amp;#039;&amp;#039;&amp;#039;10 HP&amp;#039;&amp;#039;&amp;#039; per Endurance, while Fighters get &amp;#039;&amp;#039;&amp;#039;8 HP&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Created [[Martial Arts]] page, new perks and ability to fight in close-quarters combat.&lt;br /&gt;
* Updated [[Archetypes]]: Gambler and Warsmith archetypes updated to new specs.&lt;br /&gt;
* Updated [[Artek]] page to feature Potential skill ranks, also reaffirming the &amp;#039;Trait&amp;#039; terminology for Racial perks.&lt;br /&gt;
* Created [[Checks]] page to explain concisely how Skill Checks and ToHit checks are conducted in gameplay.&lt;br /&gt;
* Updated [[Jin]] page with Racial perks in line with the Perk-List/Archetype revamp.&lt;br /&gt;
&lt;br /&gt;
==September 2022==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;One-Handed Arms&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Two-Handed Arms&amp;#039;&amp;#039;&amp;#039; have now been combined into the [[Warfare]] skill.&lt;br /&gt;
** Skill-Perks will now be stored on their own Skill article pages, Archetype Perks planned to be set into the [[Archetypes]] page in future.&lt;br /&gt;
* [[Attributes]]: Increased Strength damage by 1 (direct and spread), reduced Agility Max Action-Points by 10, reduced Perception Evasion rate to 0.1x (from 0.5x).&lt;br /&gt;
* Added P-Point Milestone bonus mechanic to [[Progression Point]]&lt;br /&gt;
** Six extra P-Points rewards will be granted at evenly spaced intervals, which will stack with the normal Level-up reward.&lt;br /&gt;
** Rebalanced point gains and costs for Progression Points.&lt;br /&gt;
** Uncapped Racial Archetype limit, increased Universal Archetype limit to 2 at 10th level, and 3 at 20th level.&lt;br /&gt;
&lt;br /&gt;
==August 2022==&lt;br /&gt;
* Updated [[Skills]] to clarify ruling on Skill-Point investment: Certain amount of Skill-Points invested per level, Skill-Focus stacks.&lt;br /&gt;
* Updated [[Golian]] Traits: Longstriders gain Reach, Broadback gains Endurance, Roundback loses &amp;#039;Always heavy load&amp;#039; penalty. Broadback and Roundback gain &amp;#039;Slow, but steady&amp;#039; trait.&lt;br /&gt;
* Updated [[Character Creation]] to address changes to [[Experience]] and [[Progression Point]] articles.&lt;br /&gt;
* Multiple updates to [[Skill List]], now in a 95% complete state and useful as character creation resource.&lt;br /&gt;
* Updated [[Experience]] and [[Progression Point]] pages to reflect the integration of Progression Points as part of the character progression system. (progression!)&lt;br /&gt;
* Updated sidebar links, including &amp;#039;&amp;#039;&amp;#039;Tabletop System Conversion&amp;#039;&amp;#039;&amp;#039;, [[Progression Point]] and the new &amp;#039;&amp;#039;&amp;#039;Viridian Discord&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Created [[Tabletop System Conversion]] as a way to help those with Dungeons and Dragons 3.5 and Pathfinder 1 backgrounds source content for Viridian TTRPG.&lt;br /&gt;
* Updated [[Size]] page: reworked AP recovery mechanics, improved writing, extra context.&lt;br /&gt;
* Patch notes (This page) now updates in reverse-order: Newest at top, oldest at bottom, from this note onwards.&lt;br /&gt;
* Began writing [[Cerulean Adventurers Guild]] lore page.&lt;br /&gt;
&lt;br /&gt;
==May 2022==&lt;br /&gt;
* Resumed work on the Viridian TTRPG&lt;br /&gt;
* Tested and applied new layouts to numerous pages for better readability and better image gallery distribution, with the intent to propagate to all pages in time.&lt;br /&gt;
* Added WIP category to main page, will now serve as an informal dev log for visitors to understand significant and upcoming changes to the wiki, including what pages are queued for fixes and changes.&lt;br /&gt;
* Updated [[Inventory]] page with simplified mechanics, Item-slots depreciated.&lt;br /&gt;
* Updated the [[Attributes]] page by depreciating the Luck attribute.&lt;br /&gt;
* Created [[Namekian]] page as a playable Third-Party race.&lt;br /&gt;
* Updated [[Actions]] with a redirect as well as layout changes and mechanics.&lt;br /&gt;
* Major update to the [[Size]] page by specifying in gameplay terms what properties are affected by size and how.&lt;br /&gt;
* Major update to the [[Golian]] page, rewritten lore, descriptions and gameplay information.&lt;br /&gt;
* Created and renamed [[Artek]] page as a playable race.&lt;br /&gt;
* Created [[Goblin]] page as a playable race.&lt;br /&gt;
* Created [[Tetramand]] page as a playable race.&lt;br /&gt;
* Created [[Experience]] page explaining how experience and levelling up works.&lt;br /&gt;
* Updated [[Environment]] page and pinned it to Wiki sidebar.&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Progression_Point&amp;diff=1458</id>
		<title>Progression Point</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Progression_Point&amp;diff=1458"/>
		<updated>2022-11-04T20:12:05Z</updated>

		<summary type="html">&lt;p&gt;Makros: Another major update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:140ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Progression Points (P-Points)&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; are an open-ended progression mechanic for Player-Characters/Adventurers to improve their skills and acquire new abilities, completely independent of a ridged class-based structure. Progression points are granted in chunks through levelling up, and by piecemeal from the Game-Master when they deem it appropriate.&lt;br /&gt;
&lt;br /&gt;
Adventurers gain &amp;#039;&amp;#039;&amp;#039;P-Points every level&amp;#039;&amp;#039;&amp;#039; and the amount increases at regular intervals as shown in the chart below.&lt;br /&gt;
&lt;br /&gt;
==Progression Point gains by Size==&lt;br /&gt;
When a Campaign is set to &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Scale by P-Points&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, instead of modifying the experience multiplier, the number of P-Points gained per level-up is affected instead. When the chart reads &amp;#039;1st to 4th&amp;#039; and so on, it is referring to the Adventurer&amp;#039;s &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Character Level&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! [[Size]]-Rating !! 1st to 4th !! 5th to 8th !! 9th to 12th !! 13th to 16th !! 17th onward !! Total&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 1&lt;br /&gt;
| +10&lt;br /&gt;
| +15&lt;br /&gt;
| +20&lt;br /&gt;
| +25&lt;br /&gt;
| +30&lt;br /&gt;
| 400&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 |&lt;br /&gt;
|-&lt;br /&gt;
! Small&lt;br /&gt;
| 0.7&lt;br /&gt;
| +15&lt;br /&gt;
| +20&lt;br /&gt;
| +25&lt;br /&gt;
| +30&lt;br /&gt;
| +35&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
! Tiny&lt;br /&gt;
| 0.4&lt;br /&gt;
| +20&lt;br /&gt;
| +25&lt;br /&gt;
| +30&lt;br /&gt;
| +35&lt;br /&gt;
| +40&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 |&lt;br /&gt;
|-&lt;br /&gt;
! Large&lt;br /&gt;
| 2&lt;br /&gt;
| +10&lt;br /&gt;
| +12&lt;br /&gt;
| +15&lt;br /&gt;
| +18&lt;br /&gt;
| +25&lt;br /&gt;
| 320&lt;br /&gt;
|-&lt;br /&gt;
! Huge&lt;br /&gt;
| 4&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| +15&lt;br /&gt;
| +15&lt;br /&gt;
| +20&lt;br /&gt;
| 280&lt;br /&gt;
|-&lt;br /&gt;
! Gargantuan&lt;br /&gt;
| 8&lt;br /&gt;
| colspan=99 rowspan=3 | [as Huge]&lt;br /&gt;
|-&lt;br /&gt;
! Colossal&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! Titanic&lt;br /&gt;
| 17+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Progression Point Options==&lt;br /&gt;
The following &amp;#039;&amp;#039;&amp;#039;upgrades&amp;#039;&amp;#039;&amp;#039; can be purchased with P-Points. Cost is calculated &amp;#039;&amp;#039;&amp;#039;AFTER&amp;#039;&amp;#039;&amp;#039; acquiring a new upgrade, therefore the first time you spend P-Points on an upgrade, it always counts itself.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cost &amp;amp; Scaling !! Effect(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Gain Universal / Archetype / Skill Perk&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Perk/Trait purchased&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
Upon redemption, the Adventurer can acquire one Perk or Trait to which they meet the requirements:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Universal Perks&amp;#039;&amp;#039;&amp;#039; are obtainable so long as the Adventurer meets its &amp;#039;&amp;#039;&amp;#039;requirements&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Archetype Perks&amp;#039;&amp;#039;&amp;#039; can also be acquired in the same way (maximum up to &amp;#039;&amp;#039;&amp;#039;3&amp;#039;&amp;#039;&amp;#039; archetype sets per character).&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Skill Perks&amp;#039;&amp;#039;&amp;#039; can be acquired this way, but only after reaching &amp;#039;&amp;#039;&amp;#039;Rank 5&amp;#039;&amp;#039;&amp;#039; to its respective skill.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;Racial Traits&amp;#039;&amp;#039;&amp;#039; from the Potential Skill can be obtained this way only when their Potential Skill reaches &amp;#039;&amp;#039;&amp;#039;Rank 5&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Increase Single Attribute&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Attribute boost purchased&lt;br /&gt;
|&lt;br /&gt;
Upon Redemption, the Adventurer can increase one Attribute of their choice by &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
 ♦ All Attribute upgrades are &amp;#039;&amp;#039;&amp;#039;mutually exclusive&amp;#039;&amp;#039;&amp;#039;, meaning increasing one score will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; increase the cost of the others.&lt;br /&gt;
 ♦ As a rule, Attribute cost reduction caused by Archetypes, Races and other effects cannot &amp;#039;&amp;#039;&amp;#039;lower&amp;#039;&amp;#039;&amp;#039; the cost below &amp;#039;&amp;#039;&amp;#039;2 P-Points&amp;#039;&amp;#039;&amp;#039; per upgrade.&lt;br /&gt;
 &lt;br /&gt;
 ♦ The &amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; Attribute score is unique in that the Adventurer must &amp;#039;&amp;#039;&amp;#039;decide&amp;#039;&amp;#039;&amp;#039; which Intelligence bonus the point should grant&lt;br /&gt;
 (see [[Attributes]] for more information.)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Gain Skill-Points&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Skill-Point redemption purchased&lt;br /&gt;
|&lt;br /&gt;
Upon redemption, the Adventurer gains a modest amount of Skill-Points they can use to invest in Skills:&lt;br /&gt;
 ♦ The Adventurer gains &amp;#039;&amp;#039;&amp;#039;15 Skill-points&amp;#039;&amp;#039;&amp;#039; that &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; be immediately assigned to valid skills.&lt;br /&gt;
 ♦ The Adventurer cannot assign more skill points than the &amp;#039;&amp;#039;&amp;#039;cap&amp;#039;&amp;#039;&amp;#039; set by their &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Character Level&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; (&amp;#039;&amp;#039;&amp;#039;10&amp;#039;&amp;#039;&amp;#039; per level).&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Gain additional Archetype &amp;amp; Respecification&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;25&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Archetype purchased&lt;br /&gt;
|&lt;br /&gt;
Upon redemption, The Adventurer can acquire a 2nd or even a 3rd Archetype, with limitations:&lt;br /&gt;
 ♦ The Adventurer can select another Universal or Racial &amp;#039;&amp;#039;&amp;#039;Archetype&amp;#039;&amp;#039;&amp;#039; and obtain it as a &amp;#039;&amp;#039;&amp;#039;2nd or 3rd&amp;#039;&amp;#039;&amp;#039; archetype.&lt;br /&gt;
 ♦ The Adventurer can only have up to &amp;#039;&amp;#039;&amp;#039;three (3)&amp;#039;&amp;#039;&amp;#039; archetypes at any one time, and only up to &amp;#039;&amp;#039;&amp;#039;two (2)&amp;#039;&amp;#039;&amp;#039; of a Universal or Racial Archetype.&lt;br /&gt;
&lt;br /&gt;
Acquiring a new Archetype triggers a &amp;#039;&amp;#039;&amp;#039;Respecification&amp;#039;&amp;#039;&amp;#039;, which follows this process:&lt;br /&gt;
 ♦ The Adventurer now gains all the adjustments and Archetype Perks of the Archetypes they now possess.&lt;br /&gt;
 ♦ Skill-Focuses shared by multiple Archetypes grants a &amp;#039;&amp;#039;&amp;#039;permanent +10 Skill-Rating&amp;#039;&amp;#039;&amp;#039; bonus per duplicate for &amp;#039;&amp;#039;&amp;#039;overlapping&amp;#039;&amp;#039;&amp;#039; Skills.&lt;br /&gt;
 ♦ The Adventurer may &amp;#039;&amp;#039;&amp;#039;reassign&amp;#039;&amp;#039;&amp;#039; all existing &amp;#039;&amp;#039;&amp;#039;Skill Points&amp;#039;&amp;#039;&amp;#039; into other skills, to help adapt to Skill-focus changes.&lt;br /&gt;
 ♦ The Adventurer may &amp;#039;&amp;#039;&amp;#039;reassign&amp;#039;&amp;#039;&amp;#039; all Perk/Trait purchases into &amp;#039;&amp;#039;&amp;#039;other&amp;#039;&amp;#039;&amp;#039; Perks/Traits if desired.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Attribute scores must be recalculated if an Archetype gives P-Point discounts.&lt;br /&gt;
 (If the discounts result in the Adventurer gaining &amp;#039;&amp;#039;&amp;#039;more&amp;#039;&amp;#039;&amp;#039; Attribute points, their attribute(s) will be &amp;#039;&amp;#039;&amp;#039;increased&amp;#039;&amp;#039;&amp;#039; according to the new costs)&lt;br /&gt;
 (Any &amp;#039;&amp;#039;&amp;#039;remaining&amp;#039;&amp;#039;&amp;#039; P-Points after following the previous step will be &amp;#039;&amp;#039;&amp;#039;refunded&amp;#039;&amp;#039;&amp;#039; to the Adventurer to use)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Fortune: Passive-Income&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
per Fortune upgrade purchased&lt;br /&gt;
|&lt;br /&gt;
The Adventurer passively gains currency each time they level up as well as retroactively for every Fortune upgrade obtained:&lt;br /&gt;
 ♦ The Adventurer gains [[Currency|5 Gold coins]] times the number of &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Character Levels&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; they own times the number of Fortune upgrades purchased.&lt;br /&gt;
 (The Adventurer will gain 5 Gold coins multiplied by their character level the first time they purchase a Fortune upgrade.)&lt;br /&gt;
 &lt;br /&gt;
 ♦ When the Adventurer levels up: they will gain 5 Gold Coins by the &amp;#039;&amp;#039;&amp;#039;number of Fortunes&amp;#039;&amp;#039;&amp;#039; they have purchased.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Max-Level only===&lt;br /&gt;
The option(s) below can only be selected when the Adventurer is at 20th level (or whichever is the maximum level):&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Increase HP / Meta-Points&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 An Adventurer who has reached Max-Level but cannot afford any other upgrades can instead increase their health points or Meta-Points used by special abilities and powers. This option can only be selected when no other P-Point upgrade can be purchased.&lt;br /&gt;
 &lt;br /&gt;
 Cost: &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; (Only when no other Progression-Point option can be purchased)&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Effect: Increases the Adventurer&amp;#039;s Maximum Health, or Meta-points by 1. If the Adventurer&amp;#039;s Size-Rating is greater than 1: Bonus is multiplied by their Size-Rating.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===During Character-Creation only===&lt;br /&gt;
The option(s) below can only be selected during the creation of the Adventurer, before the game/campaign begins:&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Trait: Become Giant&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The base Size-Rating of the Adventurer will increase, and be treated as if it were their natural size. This Trait can only be acquired at creation and cannot be removed or changed when the game begins. An Adventurer cannot become larger than the maximum size set by their GM, the GM can also disallow this option entirely.&lt;br /&gt;
 &lt;br /&gt;
 Cost: &amp;lt;code&amp;gt;None.&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Effect: Adventurer&amp;#039;s base Size-Rating is increased permanently, but now use the P-Point progression of the size category they have converted into.&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Trait: Become Tiny&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The base Size-Rating of the Adventurer will decrease and be treated as if it were their natural size. This Trait can only be acquired at creation and cannot be removed or changed when the game begins. An adventurer cannot become smaller than the minimum size set by their GM, the GM can also disallow this option entirely.&lt;br /&gt;
 &lt;br /&gt;
 Cost: &amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Effect: Adventurer&amp;#039;s base Size-Rating is decreased permanently, and now use the P-Point progression of the size category they have converted into.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
[[Category: Mechanics]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Acrobatics&amp;diff=1457</id>
		<title>Acrobatics</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Acrobatics&amp;diff=1457"/>
		<updated>2022-11-04T16:00:59Z</updated>

		<summary type="html">&lt;p&gt;Makros: improved perks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Acrobatics&amp;#039;&amp;#039;&amp;#039; skill is focused on moving around the environment in an efficient, effective and, in some ways, stylishly way. The skill can be useful in both combat and non-combat scenarios and pairs well with the [[Athletics]] skill for navigating difficult or dangerous terrain. Unlike most skill which do not have restrictions, many Acrobatics style perks cannot be used if the Adventurer has a high [[Inventory|Load-Point]] value, as the cumbersome weight will spoil the effectiveness of such movements.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;!&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt; An Adventurer &amp;#039;&amp;#039;&amp;#039;cannot&amp;#039;&amp;#039;&amp;#039; use Acrobatics Perks if their Load is &amp;#039;&amp;#039;&amp;#039;Heavy or Max&amp;#039;&amp;#039;&amp;#039;. Additionally, Acrobatics perks cost an &amp;#039;&amp;#039;&amp;#039;additional 25 Action-Points&amp;#039;&amp;#039;&amp;#039; if the Adventurer&amp;#039;s Load is &amp;#039;&amp;#039;&amp;#039;Light&amp;#039;&amp;#039;&amp;#039; or heavier. There are no penalties if the Adventurer&amp;#039;s load is None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Upon reaching Rank 1: the following Perk is automatically applied, for free:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Reactive Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
When the Adventurer successfully dodges or blocks an attack, they can move during the opportunity:&lt;br /&gt;
 ♦ The Adventurer can &amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; a distance of steps equal to their [[Size]]-rating (min 1), when an incoming attack &amp;#039;&amp;#039;&amp;#039;misses&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This movement can be in any direction and does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; incur reaction opportunities from the attacker, even within their range.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Emergency Dodge&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Adventurer can make an emergency evasive action when avoiding deadly harm:&lt;br /&gt;
 ♦ This Action is considered to be a &amp;#039;&amp;#039;&amp;#039;Full-Round Action&amp;#039;&amp;#039;&amp;#039;, this consumes &amp;#039;&amp;#039;&amp;#039;ALL&amp;#039;&amp;#039;&amp;#039; their available Action-Points. &lt;br /&gt;
 ♦ The Adventurer is able to automatically &amp;#039;&amp;#039;&amp;#039;avoid&amp;#039;&amp;#039;&amp;#039; an incoming attack that relies on a ToHit/Accuracy check.&lt;br /&gt;
 ♦ Then the Adventurer can &amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; as if they were taking a move action away from the effective range of the attack.&lt;br /&gt;
 &lt;br /&gt;
However, in doing so, the Adventurer must roll a d100 with a base target number of 100:&lt;br /&gt;
 ♦ The target number needed is reduced by &amp;#039;&amp;#039;&amp;#039;10 units&amp;#039;&amp;#039;&amp;#039; for every Acrobatics Skill-Rank the Adventurer owns.&lt;br /&gt;
 ♦ If the Adventurer &amp;#039;&amp;#039;&amp;#039;fails&amp;#039;&amp;#039;&amp;#039; to roll equal or above the target number, the Adventurer will &amp;#039;&amp;#039;&amp;#039;fall&amp;#039;&amp;#039;&amp;#039; prone (&amp;#039;&amp;#039;&amp;#039;knocked down&amp;#039;&amp;#039;&amp;#039;) at the location their movement ends.&lt;br /&gt;
 (Adventurers can still immediately get back up as a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;, or at the beginning of their &amp;#039;&amp;#039;&amp;#039;next turn&amp;#039;&amp;#039;&amp;#039; for free as normal.)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Each Skill-Rank beyond 1st grants a new Skill-Perk that can be enhanced by the Acrobatics skill.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Improved Emergency Dodge&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Adventurer is able to perform an Emergency Dodge with a little bit more grace:&lt;br /&gt;
 ♦ The reduction bonus to the chance to fall during &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Emergency Dodge&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; is increased by 5 per Skill-Rank.&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Emergency Dodge&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; is now considered to be an &amp;#039;&amp;#039;&amp;#039;Advanced-Action (100 AP)&amp;#039;&amp;#039;&amp;#039; instead of Full-Round.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Stylish Dodge&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Adventure can reactively perform an effective dodge manoeuvre that can greatly increase defence:&lt;br /&gt;
 ♦ This is a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; that can be performed &amp;#039;&amp;#039;&amp;#039;before&amp;#039;&amp;#039;&amp;#039; an attacker rolls for their ToHit check.&lt;br /&gt;
 ♦ The Adventurer&amp;#039;s Defence is &amp;#039;&amp;#039;&amp;#039;doubled (x2)&amp;#039;&amp;#039;&amp;#039; against the next incoming attack.&lt;br /&gt;
&lt;br /&gt;
This Perk&amp;#039;s functionality improves when the Adventurer reaches a higher Skill-Rank:&lt;br /&gt;
 ♦ &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Stylish Dodge&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;triples (3x)&amp;#039;&amp;#039;&amp;#039; the Adventurer&amp;#039;s Defence at Acrobatics &amp;#039;&amp;#039;&amp;#039;Rank 5&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Parkour&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Adventurer can bypass a limited amount of difficult terrain as part of their movement, whenever the Adventurer encounters difficult terrain or must cross a gap no wider than their Size-Rating:&lt;br /&gt;
 ♦ The Adventurer can move &amp;#039;&amp;#039;&amp;#039;through&amp;#039;&amp;#039;&amp;#039; obstacles and leapable gaps &amp;#039;&amp;#039;&amp;#039;without&amp;#039;&amp;#039;&amp;#039; incurring additional Action-Point costs during movement.&lt;br /&gt;
 ♦ The &amp;#039;&amp;#039;&amp;#039;number&amp;#039;&amp;#039;&amp;#039; of obstacles per move action that the Adventurer &amp;#039;&amp;#039;&amp;#039;circumvent&amp;#039;&amp;#039;&amp;#039; is equal to their Acrobatics Skill-Rank.&lt;br /&gt;
 (Normally: Each time an Adventurer encounters such obstacles, they must expend a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; in order to continue movement).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Wall Ride&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Parkour&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Adventurer can use walls as part of their movement:&lt;br /&gt;
 ♦ The Adventurer now treats &amp;#039;&amp;#039;&amp;#039;walls&amp;#039;&amp;#039;&amp;#039; as the ground when making move actions, meaning they &amp;#039;&amp;#039;&amp;#039;do not&amp;#039;&amp;#039;&amp;#039; need floors in order to traverse laterally.&lt;br /&gt;
 ♦ The Adventurer can also move up to &amp;#039;&amp;#039;&amp;#039;half&amp;#039;&amp;#039;&amp;#039; their movement range up the side of walls before being required to climb.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ride-On&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Adventurer can jump and grab onto a creature that is at least &amp;#039;&amp;#039;&amp;#039;twice&amp;#039;&amp;#039;&amp;#039; as large as themselves and climb them:&lt;br /&gt;
 ♦ The Adventurer can initiate a climb with a &amp;#039;&amp;#039;&amp;#039;Move Action&amp;#039;&amp;#039;&amp;#039; and moving towards the space occupied by the larger creature.&lt;br /&gt;
 &lt;br /&gt;
 ♦ If the creature is friendly/willing, &amp;#039;&amp;#039;&amp;#039;no check&amp;#039;&amp;#039;&amp;#039; is required to grab hold.&lt;br /&gt;
 ♦ If the creature is a hostile, a successful &amp;#039;&amp;#039;&amp;#039;ToHit&amp;#039;&amp;#039;&amp;#039; check will be required to make the initial anchoring.&lt;br /&gt;
&lt;br /&gt;
While holding on:&lt;br /&gt;
 ♦ The Adventurer must expend a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; each turn-start phase to maintain their hold, else they will &amp;#039;&amp;#039;&amp;#039;fall/jump&amp;#039;&amp;#039;&amp;#039; off.&lt;br /&gt;
 ♦ If a hostile/unwilling creature attempts to &amp;#039;&amp;#039;&amp;#039;shake off&amp;#039;&amp;#039;&amp;#039; the Adventurer, the Adventurer will not be able to &amp;#039;&amp;#039;&amp;#039;recover&amp;#039;&amp;#039;&amp;#039; Action-Points next phase.&lt;br /&gt;
 &lt;br /&gt;
 ♦ To climb to the top of a creature, the Adventurer must expend 25 AP as a Quick-Action to ascend one story.&lt;br /&gt;
 ♦ The number of stories a creature has is equal to their &amp;#039;&amp;#039;&amp;#039;Size-Rating&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Superior Ride-On&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ride-On&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
 ♦ The action required to maintain a hold is now considered to be a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; instead of Standard.&lt;br /&gt;
 ♦ The Adventurer can ascend &amp;#039;&amp;#039;&amp;#039;two&amp;#039;&amp;#039;&amp;#039; stories per move action when climbing on a larger creature instead of one.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Heavy-weight Gymnastics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| 5+ Strength&lt;br /&gt;
|&lt;br /&gt;
The Adventurer finds a way to perform Acrobatics feats even while wearing heavy armour and items:&lt;br /&gt;
 ♦ The Adventurer &amp;#039;&amp;#039;&amp;#039;can&amp;#039;&amp;#039;&amp;#039; now perform Acrobatics-based Perk action even while under the effects of &amp;#039;&amp;#039;&amp;#039;Heavy Load&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ They can now also perform such actions when under the effects of &amp;#039;&amp;#039;&amp;#039;Light Load&amp;#039;&amp;#039;&amp;#039; without incurring penalties.&lt;br /&gt;
 &lt;br /&gt;
 (The Adventurer is still unable to perform these actions under the effects of &amp;#039;&amp;#039;&amp;#039;Max Load&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Perks]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Acrobatics&amp;diff=1456</id>
		<title>Acrobatics</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Acrobatics&amp;diff=1456"/>
		<updated>2022-11-04T02:02:06Z</updated>

		<summary type="html">&lt;p&gt;Makros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Acrobatics&amp;#039;&amp;#039;&amp;#039; skill is focused on moving around the environment in an efficient, effective and, in some ways, stylishly way. The skill can be useful in both combat and non-combat scenarios and pairs well with the [[Athletics]] skill for navigating difficult or dangerous terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Upon reaching Rank 1: the following Perk is automatically applied, for free:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Reactive Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
When the Adventurer successfully dodges or blocks an attack, they can move during the opportunity:&lt;br /&gt;
 ♦ The Adventurer can &amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; a distance of steps equal to their [[Size]]-rating (min 1), when an incoming attack &amp;#039;&amp;#039;&amp;#039;misses&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This movement can be in any direction and does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; incur reaction opportunities from the attacker, even within their range.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Each Skill-Rank beyond 1st grants a new Skill-Perk that can be enhanced by the Acrobatics skill.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Emergency Dodge&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Adventurer can make an emergency evasive action when avoiding deadly harm:&lt;br /&gt;
 ♦ This Action is considered to be a &amp;#039;&amp;#039;&amp;#039;Full-Round Action&amp;#039;&amp;#039;&amp;#039;, this consumes &amp;#039;&amp;#039;&amp;#039;ALL&amp;#039;&amp;#039;&amp;#039; their available Action-Points. &lt;br /&gt;
 ♦ The Adventurer is able to automatically &amp;#039;&amp;#039;&amp;#039;avoid&amp;#039;&amp;#039;&amp;#039; an incoming attack that relies on a ToHit/Accuracy check.&lt;br /&gt;
 ♦ Then the Adventurer can &amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; as if they were taking a move action away from the effective range of the attack.&lt;br /&gt;
 &lt;br /&gt;
 ♦ However, in doing so: the Adventurer will fall prone (&amp;#039;&amp;#039;&amp;#039;knocked down&amp;#039;&amp;#039;&amp;#039;) at the location their movement ends.&lt;br /&gt;
 (Adventurers can still immediately get back up as a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;, or at the beginning of their &amp;#039;&amp;#039;&amp;#039;next turn&amp;#039;&amp;#039;&amp;#039; for free as normal.)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Stylish Dodge&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Emergency Dodge&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Adventurer is able to perform an Emergency Dodge with a little bit more grace:&lt;br /&gt;
 ♦ Allows the Adventurer to perform &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Emergency Dodge&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;without&amp;#039;&amp;#039;&amp;#039; being knocked prone at the end of their movement.&lt;br /&gt;
 ♦ This action also becomes a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;, instead of a Full-Round Action.&lt;br /&gt;
 ♦ However, &amp;#039;&amp;#039;&amp;#039;instead&amp;#039;&amp;#039;&amp;#039; of automatically avoiding the attack, the Adventurer&amp;#039;s Defence is &amp;#039;&amp;#039;&amp;#039;tripled (x3)&amp;#039;&amp;#039;&amp;#039; during the ToHit check.&lt;br /&gt;
 &lt;br /&gt;
 (The Adventurer &amp;#039;&amp;#039;&amp;#039;retains&amp;#039;&amp;#039;&amp;#039; the ability to use &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;Emergency Dodge&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;.)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Parkour&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Adventurer can bypass a limited amount of difficult terrain as part of their movement, whenever the Adventurer encounters difficult terrain or must cross a gap no wider than their Size-Rating:&lt;br /&gt;
 ♦ The Adventurer can move &amp;#039;&amp;#039;&amp;#039;through&amp;#039;&amp;#039;&amp;#039; obstacles and leapable gaps &amp;#039;&amp;#039;&amp;#039;without&amp;#039;&amp;#039;&amp;#039; incurring additional Action-Point costs during movement.&lt;br /&gt;
 ♦ The &amp;#039;&amp;#039;&amp;#039;number&amp;#039;&amp;#039;&amp;#039; of obstacles per move action that the Adventurer &amp;#039;&amp;#039;&amp;#039;circumvent&amp;#039;&amp;#039;&amp;#039; is equal to their Acrobatics Skill-Rank.&lt;br /&gt;
 (Normally: Each time an Adventurer encounters such obstacles, they must expend a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; in order to continue movement).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ride-On&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
The Adventurer can jump and grab onto a creature that is at least &amp;#039;&amp;#039;&amp;#039;twice&amp;#039;&amp;#039;&amp;#039; as large as themselves and climb them:&lt;br /&gt;
 ♦ The Adventurer can initiate a climb with a &amp;#039;&amp;#039;&amp;#039;Move Action&amp;#039;&amp;#039;&amp;#039; and moving towards the space occupied by the larger creature.&lt;br /&gt;
 ♦ If the creature is friendly/willing, &amp;#039;&amp;#039;&amp;#039;no check&amp;#039;&amp;#039;&amp;#039; is required.&lt;br /&gt;
 ♦ If the creature is a hostile, a successful &amp;#039;&amp;#039;&amp;#039;ToHit&amp;#039;&amp;#039;&amp;#039; check will be required to make the initial anchoring.&lt;br /&gt;
&lt;br /&gt;
While holding on:&lt;br /&gt;
 ♦ The Adventurer must expend a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; each turn-start to maintain their hold, else they will fall/jump off.&lt;br /&gt;
 ♦ If a hostile/unwilling creature attempts to &amp;#039;&amp;#039;&amp;#039;shake off&amp;#039;&amp;#039;&amp;#039; the Adventurer, the Adventurer will not be able to &amp;#039;&amp;#039;&amp;#039;recover&amp;#039;&amp;#039;&amp;#039; Action-Points next phase.&lt;br /&gt;
 &lt;br /&gt;
 ♦ To climb to the top of a creature, the Adventurer must expend 25 AP as a Quick-Action to ascend one story.&lt;br /&gt;
 ♦ The number of stories a creature has is equal to their &amp;#039;&amp;#039;&amp;#039;Size-Rating&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Superior Ride-On&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ride-On&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
 ♦ The action required to maintain a hold is now considered to be a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; instead of Standard.&lt;br /&gt;
 ♦ The Adventurer can ascend &amp;#039;&amp;#039;&amp;#039;two&amp;#039;&amp;#039;&amp;#039; stories per move action when climbing on a larger creature instead of one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Perks]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Acrobatics&amp;diff=1455</id>
		<title>Acrobatics</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Acrobatics&amp;diff=1455"/>
		<updated>2022-11-03T16:30:51Z</updated>

		<summary type="html">&lt;p&gt;Makros: page update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Acrobatics&amp;#039;&amp;#039;&amp;#039; skill is focused on moving around the environment in an efficient, effective and, in some ways, stylishly way. The skill can be useful in both combat and non-combat scenarios and pairs well with the [[Athletics]] skill for navigating difficult or dangerous terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Upon reaching Rank 1: the following Perk is automatically applied, for free:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Confidence&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
Sufficiently trained Adventurers can perform acrobatic feats without thinking about it too much:&lt;br /&gt;
 ♦ The Adventurer no longer needs to roll [[Acrobatics]] checks if their Skill-Rating is equal or greater than the check requirement, even during combat.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Each Skill-Rank beyond 1st grants a new Skill-Perk that can be enhanced by the Acrobatics skill.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Reactive Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
When the Adventurer successfully dodges or blocks an attack, they can move during the opportunity:&lt;br /&gt;
 ♦ The Adventurer can &amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; a distance of steps equal to their [[Size]]-rating (min 1), when an incoming attack &amp;#039;&amp;#039;&amp;#039;fails&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This movement can be in any direction and does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; incur reaction opportunities from the attacker, even within their range.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Emergency Dodge&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Reactive Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
The Adventurer can make an emergency evasive action when avoiding deadly harm:&lt;br /&gt;
 ♦ This Action is considered to be a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ This action can be taken in response to another individual&amp;#039;s action.&lt;br /&gt;
&lt;br /&gt;
 ♦ The Adventurer&amp;#039;s Defence is &amp;#039;&amp;#039;&amp;#039;doubled&amp;#039;&amp;#039;&amp;#039; against an incoming attack.&lt;br /&gt;
 ♦ If successful in avoiding the attack, the Adventurer must perform one move-action.&lt;br /&gt;
 ♦ However, in doing so: the Adventurer will be &amp;#039;&amp;#039;&amp;#039;knocked down&amp;#039;&amp;#039;&amp;#039; at the location their movement ends.&lt;br /&gt;
 (Adventurers can still immediately get back up as a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;, or at the beginning of their &amp;#039;&amp;#039;&amp;#039;next turn&amp;#039;&amp;#039;&amp;#039; for free as normal.)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Parkour&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
The Adventurer can bypass a limited amount of difficult terrain as part of their movement, whenever the Adventurer encounters difficult terrain or must cross a gap no wider than their Size-Rating:&lt;br /&gt;
 ♦ The Adventurer can move &amp;#039;&amp;#039;&amp;#039;through&amp;#039;&amp;#039;&amp;#039; or around obstacles and leapable gaps &amp;#039;&amp;#039;&amp;#039;without&amp;#039;&amp;#039;&amp;#039; incurring additional Action-Point costs during movement.&lt;br /&gt;
 (Normally: Each time an Adventurer encounters such obstacles, they must expend a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; in order to continue movement).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ride-On&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
The Adventurer can grab onto and climb oversized foes. During movement, the Adventurer can jump and grab onto a creature larger than themselves and climb them:&lt;br /&gt;
 ♦ If the creature is friendly/willing, &amp;#039;&amp;#039;&amp;#039;no check&amp;#039;&amp;#039;&amp;#039; is required.&lt;br /&gt;
 ♦ If the creature is a hostile, a successful &amp;#039;&amp;#039;&amp;#039;ToHit&amp;#039;&amp;#039;&amp;#039; check will be required to make the initial anchoring.&lt;br /&gt;
&lt;br /&gt;
While holding on:&lt;br /&gt;
 ♦ The Adventurer must expend a &amp;#039;&amp;#039;&amp;#039;Standard-Action (50 AP)&amp;#039;&amp;#039;&amp;#039; each turn-start to maintain their hold, else they will fall/jump off.&lt;br /&gt;
 ♦ If a hostile/unwilling creature attempts to &amp;#039;&amp;#039;&amp;#039;shake off&amp;#039;&amp;#039;&amp;#039; the Adventurer, the action will cost &amp;#039;&amp;#039;&amp;#039;double (100 AP)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 ♦ To climb to the top of a creature, the Adventurer must expend 25 AP as a Quick-Action to ascend one story.&lt;br /&gt;
 ♦ The number of stories a creature has is equal to their &amp;#039;&amp;#039;&amp;#039;Size-Rating&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; &amp;#039;&amp;#039;&amp;#039;Superior Ride-On&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;50&amp;#039;&amp;#039;&amp;#039; Skill-Rating in [[Athletics]] Skill&lt;br /&gt;
&lt;br /&gt;
AND&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ride-On&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
 ♦ The action required to maintain a hold is now considered to be a &amp;#039;&amp;#039;&amp;#039;Quick-Action (25 AP)&amp;#039;&amp;#039;&amp;#039; instead of Standard.&lt;br /&gt;
 ♦ The Adventurer can ascend &amp;#039;&amp;#039;&amp;#039;two&amp;#039;&amp;#039;&amp;#039; stories per move action when climbing on a larger creature instead of one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Perks]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Acrobatics&amp;diff=1454</id>
		<title>Acrobatics</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Acrobatics&amp;diff=1454"/>
		<updated>2022-11-02T23:12:02Z</updated>

		<summary type="html">&lt;p&gt;Makros: Page created, not really finished at all&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Acrobatics&amp;#039;&amp;#039;&amp;#039; skill is focused on moving around the environment in an efficient, effective and, in some ways, stylishly way. The skill can be useful in both combat and non-combat scenarios and pairs well with the [[Athletics]] skill for navigating difficult or dangerous terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Upon reaching Rank 1: the following Perk is automatically applied, for free:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Confidence&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
Sufficiently trained Adventurers can perform acrobatic feats without thinking about it too much:&lt;br /&gt;
 ♦ The Adventurer no longer needs to roll [[Acrobatics]] checks if their Skill-Rating is equal or greater than the check requirement, even during combat.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=99 | Each Skill-Rank beyond 1st grants a new Skill-Perk that can be enhanced by the Aegis skill.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Reactive Defences&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
The Adventurer is able to react to defending themselves from harm more readily as they improve their Aegis skills:&lt;br /&gt;
 ♦ The Adventurer gains a &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; bonus per Aegis Skill-Rank on checks when the Adventurer must defend themselves from another&amp;#039;s attack.&lt;br /&gt;
 &lt;br /&gt;
 (ex. When the Adventurer uses action-points to raise their guard to defend against an attack, the Aegis check is called to see if the Adventurer can raise their guard in time to be any effective.)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Auto-Shield&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
If the Adventurer is equipped with a Shield or item that is as effective as acting as a shield:&lt;br /&gt;
 ♦ The Adventurer can perform a &amp;#039;&amp;#039;&amp;#039;Guard&amp;#039;&amp;#039;&amp;#039; action even when it is outside their turn as a &amp;#039;&amp;#039;&amp;#039;reaction&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 (Normally: Raising your guard as a reaction is treated as a Standard-Action (50 AP) and subject to an Aegis check.)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dash to Cover&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
The Adventurer gains additional movement and Defense when their movement is directly towards finding cover against a source of threat and danger:&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This is a &amp;#039;&amp;#039;&amp;#039;Reactive Quick-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;: meaning it is an action that can be taken even when it is &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; the Adventurer&amp;#039;s turn.&lt;br /&gt;
 ♦ If the Adventurer is in &amp;#039;&amp;#039;&amp;#039;immediate danger&amp;#039;&amp;#039;&amp;#039; from being hurt by an attack or source, they can take this action.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Effect &amp;amp; Execution&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Adventurer can move up to their current movement speed/distance to &amp;#039;find cover&amp;#039;, or move as far away from the current danger as possible.&lt;br /&gt;
 ♦ The Adventurer also gains an additional &amp;#039;&amp;#039;&amp;#039;+20&amp;#039;&amp;#039;&amp;#039; Defence if the movement is &amp;#039;&amp;#039;&amp;#039;intercepted&amp;#039;&amp;#039;&amp;#039; by an attack or other threat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Perks]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Aegis&amp;diff=1453</id>
		<title>Aegis</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Aegis&amp;diff=1453"/>
		<updated>2022-11-02T22:29:31Z</updated>

		<summary type="html">&lt;p&gt;Makros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:145ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Aegis&amp;#039;&amp;#039;&amp;#039; skill is focused on self-defence, both in the realm of avoiding attacks before they can do harm, and mitigating harm as much as possible if an attack makes contact. Some forms of defence rely on equipment such as weapons, shields, armour or even improvised means of defending. For a Skill that is focused upon recovering or minimizing the impact of attacks and effects already assailing the Adventurer, see the [[Determination]] skill.&lt;br /&gt;
&lt;br /&gt;
When the Adventurer needs to raise their defences at a &amp;#039;&amp;#039;&amp;#039;moment&amp;#039;s notice&amp;#039;&amp;#039;&amp;#039;, or that their defences are contested in any &amp;#039;&amp;#039;&amp;#039;other way&amp;#039;&amp;#039;&amp;#039; than the usual &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;ToHit versus Defense&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; mechanic, the Game-Master may call for an Adventurer to make an Aegis check, which this skill governs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk Name !! Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! colspan=99 | Upon reaching Rank 1: the following Perk is automatically applied, for free:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dodge&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
An Adventurer who trains in Aegis skills learns to avoid getting hit as often:&lt;br /&gt;
 ♦ The Adventurer gains &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; Defense for every &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039; Aegis Skill-Rating points they own.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=99 | Each Skill-Rank beyond 1st grants a new Skill-Perk that can be enhanced by the Aegis skill.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Reactive Defences&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
The Adventurer is able to react to defending themselves from harm more readily as they improve their Aegis skills:&lt;br /&gt;
 ♦ The Adventurer gains a &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; bonus per Aegis Skill-Rank on checks when the Adventurer must defend themselves from another&amp;#039;s attack.&lt;br /&gt;
 &lt;br /&gt;
 (ex. When the Adventurer uses action-points to raise their guard to defend against an attack, the Aegis check is called to see if the Adventurer can raise their guard in time to be any effective.)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Auto-Shield&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
If the Adventurer is equipped with a Shield or item that is as effective as acting as a shield:&lt;br /&gt;
 ♦ The Adventurer can perform a &amp;#039;&amp;#039;&amp;#039;Guard&amp;#039;&amp;#039;&amp;#039; action even when it is outside their turn as a &amp;#039;&amp;#039;&amp;#039;reaction&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 (Normally: Raising your guard as a reaction is treated as a Standard-Action (50 AP) and subject to an Aegis check.)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dash to Cover&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
The Adventurer gains additional movement and Defense when their movement is directly towards finding cover against a source of threat and danger:&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ This is a &amp;#039;&amp;#039;&amp;#039;Reactive Quick-Action (50 AP)&amp;#039;&amp;#039;&amp;#039;: meaning it is an action that can be taken even when it is &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; the Adventurer&amp;#039;s turn.&lt;br /&gt;
 ♦ If the Adventurer is in &amp;#039;&amp;#039;&amp;#039;immediate danger&amp;#039;&amp;#039;&amp;#039; from being hurt by an attack or source, they can take this action.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Effect &amp;amp; Execution&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 ♦ The Adventurer can move up to their current movement speed/distance to &amp;#039;find cover&amp;#039;, or move as far away from the current danger as possible.&lt;br /&gt;
 ♦ The Adventurer also gains an additional &amp;#039;&amp;#039;&amp;#039;+20&amp;#039;&amp;#039;&amp;#039; Defence if the movement is &amp;#039;&amp;#039;&amp;#039;intercepted&amp;#039;&amp;#039;&amp;#039; by an attack or other threat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Perks]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
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