CRYSTALOGY
----------

Crystalogy, or more accurately, Gemology, is the process of tapping into the
mystical energies of precious and semi-precious gemstones to produce different
effects.  

Crystaloger Powers
------------------
Crystalogers get (Science/4)+2 crystalogy powers.  Crystal Growth can be
picked more than once to increase bonus.

Name                            Effect

Launch Crystal                  Launches a crystal at the enemy for damage. 
                                This does not create crystals but uses
                                crytals in your possesion.
                                Max Damage:     Miniscule: 0
                                                Tiny: 0
                                                Small: 1
                                                Average: 2, +1*
                                                Big: 4, +2*
                                                Large: 8, +2*
                                                Huge: 15, +5*
                                                *As shard

Levitate Crystal                Allows player to move crystals around, one at
                                a time.  The crystals don't move fast enough
                                to cause damage.

Restore Crystal                 Restores the CP of a crystal. Can restore a
                                maximum of (Science/3) CP per day

Improve Crystal                 Upgrage the quality of a crystal. To increase
                                the quality one step up, the CP of the 
                                crystal must be full and is then reduced to
                                zero.  A crystal cannot be improved more than
                                2 steps up from it's starting quality.

Create Crystal                  Creates a crystal (shards allowed) which 
                                has no crystal effects but can be used with 
                                Launch Crystal, Restore MP and Universal Heal. 
                                The CP of these crystals is half and cannot
                                be restored.  Character can spend (Science)
                                rounds per day creating or growing crystals.
                                It takes different amounts of time for 
                                different sizes. Times are listed in rounds.
                                Time:   Miniscule: 1
                                        Tiny: 2
                                        Small: 4
                                        Average: 7
                                        Big: 10
                                        Large: 20
                                        Huge: 30

Grow Crystal                    Increases the size of a crystal.  Character
                                can spend (Science) round per day growing or
                                creating crystals.  A crystal cannot be grown
                                more than 2 steps upward from it's starting
                                size.
                                Time:   Miniscule => Tiny, 1
                                        Tiny => Small, 2
                                        Small => Average, 3
                                        Average => Big, 5
                                        Big => Large, 10
                                        Large => Huge, 15

Find Crystal                    Locates all the crystal of a specific type
                                within a 40ft radius.

Seal Crystal                    Prevents the crystal effects of a crystal
                                from being used by anyone but the caster.  
                                This spell also prevents  the crystal from 
                                being controlled by someone with Novice to  
                                Master level in Control of Element Crystal 
                                but not Adept to God level. Requires a 
                                Science check in order to succeed. If the 
                                check fails, it's sealed, but the caster 
                                can't use it either.

UnSeal Crystal                  Counteracts the effects of the Seal Crystal
                                spell. Requires a Science check as well. If 
                                the check is failed, it may be tried agian in
                                one day.

Restore MP                      Restores MP by using the CP of any crystal
                                at a rate of 2 CP/MP

Universal Heal                  Allows any crystal to be used for healing at
                                a rate of 5 CP/HP

Crystal Stasis                  Encase any object into a crystal where it
                                will remain unchanged until the crystal
                                is destroyed or removed by a Crystaloger.
                                This process takes about 10 minutes and
                                requires a crystal slightly larger than the
                                object to be encased.  Living beings must
                                make a Endurance check to survive.  The 
                                crystal powers of the crystal which is used 
                                cannot be accessed while it is holding an 
                                object.  If the crystal is destroyed to 
                                remove the object, there is a 60% chance the 
                                object will be destroyed unless the care of 
                                an archeologist is taken in excavating the 
                                item (this takes about 4 hours and a Touchy 
                                Stuff roll).  Seal crystal will prevent other 
                                crystalogers from removing the crystal.

CP Storage                      The crystaloger can store CP for use later
                                inside a semi-transparent, semi-solid, sphere
                                of energy.  (Science/3) CP can be added to
                                the sphere per day (each point added takes 1
                                away from the Restore Crystal ability).  The
                                sphere's size is 1 centimeter diameter for
                                every CP stored, ex.  a sphere with 50 CP
                                stored in it will be 50cm wide.  CP Storage
                                requires the restore crystal ability.
                  
Crystal Link                    Link two crystals together so that they share
                                the same CP.  A huge, perfect ruby can be
                                kept in a safe place while a small, high
                                quality ruby is worn on a ring.  This will
                                protect the ruby from damage and save the
                                crystaloger the trouble of carrying it around.
                                Linked crystals cannot be more than two
                                quality levels apart and must be kept within
                                50km of each other to maintain the link.  It
                                takes 12 hours to establish a link between
                                two crystals, this consists of a 10 min 
                                procedure followed by 11 hours 50 mins while 
                                the two crystals syncronize.  The crystaloger 
                                only needs to be there for the 10 min 
                                procedure.  If the crystals are moved more 
                                than 5 ft apart while syncronizing, the link 
                                is not established.

*Crystal Growth                 Add +10 to any rolls when growing crystals



Crystal Points
--------------

        Unlike magic users, crystalogers get thier powers
        from inside the crystals themselves.  Crystals may contain
        different amounts of Crystal Points depending on size
        and are then modified by quality as follows (starting
        crystals have 1/2 Cp):
                
                Base (size)             Multiplier (quality)
                
                Miniscule: 2            Very Poor: 1/10
                Tiny: 4                 Poor: 1/4
                Small: 7                Low: 1/2
                Average: 10             Mediocre: 1
                Big: 15                 High: 2
                Large: 20               Near-Perfect: 5
                Huge: 30                Perfect: 10

                
                Miniscule: Smaller than index-fingernail
                Tiny: Size of a finger-tip
                Small: Size of a medium marble
                Average: Size of a brussel-sprout
                Big: Size of a fist
                Large: Size of an average head
                Huge: Larger than a head

                Very Poor: Stuff found on gravel roads
                Poor: Uncut gems
                Low: Uncut, nice, gems
                Mediocre: Looks nice
                High: Jewellery stuff
                Near-Perfect: Indistinguishable from perfect with the naked
                              eye
                *Perfect: Perfect crystal lattice on the molecular level
                 Note: Perfect gems, with the exception of diamond, are
                       extrodinarily fragile.  One small impact will reduce
                       the quality to Near-Perfect at 1/2 CP.
                 Note2: Shards connot exceed Low quality
                 Note3: Crystals do not have any innate CP.  All CP contained
                        in a crystal were added by a crystaloger.  Thusly,
                        crystals which are found or bought in a jewellery
                        store have no CP.  Crystals bought at a crystalogy
                        store will have CP not exceeding 20.


Crystal Effects
---------------

A "D" in the cost column means the gem must be destroyed to produce this
effect and it must have a certian number of CP left in it.  Ex: 1+D means
destroy a crystal with a least 1 CP remaining.


             Name             Cost      Description


Alexandrite  Regenerate       2/rd      Target will gain 3 HP per round for
                                        duration of effect.

             Balance          5/rd      Target's Str, Agi, Sta, Cha, Log and
                                        Kno become equal to target's Science.

             Major            5+D       Target's HP are restored to full or
              Regeneration              one missing limb may be regrown, this
                                        takes 2 hours. 


Amber        Negate Evil      3/minute  All "evil" within a 15ft radius is
                                        temporarily negated.

             Remember         1         Character may recall ANY memory with
                                        perfect claraty.  For example, 
                                        a character may read words from a
                                        piece of paper he saw from the corner
                                        of his eye 20 years ago.

             Recall           1         Character may recall the history of
                                        an object.  For example, a character
                                        may determine who used a weapon before
                                        him, or what the maker of the object
                                        said upon completion of the object.
             
             Total Recall     5/hour+D  Character may recall the COMPLETE
                                        history of an area (30ft radius)
                                        as far into the past as the remaining
                                        CP of the amber allow.


Amethyst     Stamina Boost    3/rd      Characters Sta is +15

             Strength Boost   3/rd      Characters Str is +15

             Minor Heal       3/HP      Target is cured the specific number
                                        of HP.

             Sleep            1/rd      Target is put to sleep for the
                                        specified number of rounds.

             Heavy Heal       5+D       Target's HP is completely restored


Aquamarine   Logic Boost      3/rd      Characters Log is +35                    
                  

             Charisma Boost   3/rd      Characters Cha is +35

             Defence          7/hour+D  Character takes 1/4 damage for the
                                        duration of the effect


Aventurine   Charisma Boost   3/rd      Characters Cha is +15

             Heavy Charisma   5/rd+D    Characters Cha is +50 
              Boost


Beryl        Initiative       2/rd      Character get +40 to initiative

             Preemtive        5/rd+D    Gain an extra action per round           
 


Bloodstone   Breath Without   1/minute  Same as the minor ability
              Air

             Stamina Boost    3/rd      Characters Sta is +15

             Heal             2/HP      Target is cured the specified
                                        number of HP.

             Heavy Stamina    7/rd+D    Characters Sta is +50
              Boost


Carnelian    Logic Boost      3/rd      Characters Log is +35  

             Presicion        3/rd      Characters Touchy Stuff skill is +20

             Perceptiveness   3/rd      Characters Awareness skill is +20

             Talent           8/rd+D    All skills are +10


Cat's Eye    Luck Boost       3/rd      Characters Luck is + 35

             Awareness        3/rd      Chatacters Awareness skill is +20

             Night Vision     4/rd      Character can see in dark as if in
                                        broad daylight.

             Stealth          5/rd+D    Character is completely undetectable
                                        except by sight.


Diamond      Temporary        10/rd     Character is indestructable
              Invulnerability

             Minor            1/rd+2/pt Character gets the minor ability 
              Invulnerability           Indestructability Minor.  The level
                                        is determined by points added at 
                                        casting.
             
             Eros             1/hour    Target becomes uncontrollably in love
                                        with any other target

             Attribute Boost  3/rd      Attribute of casters choice is +35  
             
             Extended         20+D/hour Character is indestructable
              Invulnerability


Emerald      Cleanse           4        Cures any poison or disease

             Hawk Eye         3/rd      Same as super power "Heightened Sense
                                        Sight"

             Knoledge Boost   3/rd      Characters Kno is +35

             Vitalise         5/rd+D    Characters Kno, Log, Sta, and Str are
                                        +25


Garnet       Life Bolt        1/Dmg     Fires a life elemental energy bolt.

             Cleanse           4        Cures any poison or disease.

             Life Sphere      1/ 3Dmg+D Creates a life energy sphere.
                                        Damages all organics within a 20ft
                                        radius of a point of the casters
                                        choice within 80ft.


Haematite    Mental Boost     4/rd      Characters Kno and Log are +25

             Minor Heal       3/HP      Target is healed the specified number
                                        of HP.
             
             Potential        7/rd+D    All targets skill rolls are 01.  All
                                        targets strike/parry rolls are 00.
                                        Not counted as natural rolls.


Jade         Protect          1/HP      Target gains a suit of jade armor with 
                                        the specified number of HP and a 
                                        range of 05-95.  The armor has no CP
                                        and never can have any CP.

             Strength Boost   3/rd      Targets Str is +35

             Stamina Boost    3/rd      Targets Sta is +35

             Physical Boost   3/rd+D    Targets Str and Sta are +25


Labradorite  Sight            2/rd      Target gains Extraordinary Sense:
                                        Sight

             Intuition        5/rd+D    Target gains the ability to see 1
                                        second into the future giving +50
                                        strike, parry, and dodge.


Lapis Lazuli Magical Seal     3/day     Any door, lock, window, etc. becomes
                                        unopenable.

             Friendship       10+D      Target becomes any other target's
                                        friend.


Moonstone    Future Sense     100+D     Caster can see 150 years into the
                                        future down all probable branches.
                                        Caster must then succeed a Will check
                                        or a very difficult chance check or 
                                        go insane.


Peridot      Heal              1/HP     Target is healed the specified number
                                        of HP.

             Heavy Heal        5+D      Target's HP are completely restored.


Quartz       Ice Blade        1/Dmg     Fires a shard of ice at a target.

             Freeze           2/rd      Target is completely immobile.

             Vitality         1/HP+D    Target will remain conscious at the
                                        specified amount below 0 HP for one
                                        hour.


Ruby         Ruby Laser       1/Dmg     Fires a laser at a target.

             Defend           1/rd      Target takes half damage.

             Enhance Chemical  2        Any chemicals, toxins, or poisons have 
                                        double effect when taken internally.

             Intense Laser    1/ 3Dmg+D Fires a laser at a target.


Sunstone     Strength Boost   3/rd      Characters Str is +35

             Day              1/min     Light will emit from the stone
                                        that is indistinguishable from 
                                        daylight.

             Chance           2/rd      Characters Chance is +??  
             
             Solar Flare     1/ 10Dmg+D A huge flare emits from the stone       
                                        damaging everything within 25ft.


Topaz        Heal             2/HP      Heals any target the specified amount

             Contact Spirit     ?       ?

             Energize         1/+2 +D   All casters attributes are raised by
                                        the numbers of points added at 
                                        casting for 3 rds.


Tourmaline   Heal             2/HP      Heals any target the specified amount  

             Empathy            1       Caster can tell what people in the
                                        surrounding area are feeling.

             Emphatic         10+D      Changes the targets current emotional
              Projection                state to whatever the caster wishes.


Turquoise    Protect          1/HP      Target gains a suit of turquoise armor 
                                        with the specified number of HP and a 
                                        range of 05-95.  The armor has no CP
                                        and never can have any CP.

             Rain             1/hour    It rains, heavily
             
             Master Heal      1/2HP     Target is healed the specified amount

             Regeneration     2/HP+3/rd Target regenerates the specified
                                        amount of HP per round for the 
                                        specified number of rounds.

             HP Transfer      1/5HP     Allows for the transfer of HP from  
                                        one target to another.  The giver of
                                        HPs must be willing.

             Healing Rain   1/HP+3/rd+D It rains, all things in the rain gain
                                        the specified amount of HP per round
                                        for the specified number of rounds.


Water-Ice    Full              1+D      A dead person is brought back to life
              Regeneration              at full HP.  This can be done as long
                                        as the caster has a part of the dead
                                        person's body.  The ice crystal must
                                        be of perfect quality.  This is 
                                        difficult because above 0 degrees
                                        celsius, it will begin to melt and if
                                        one single molecule is disturbed then
                                        it is no longer perfect.  In a
                                        sub-zero environment, any moisture
                                        in the area will join onto the crystal
                                        interuptting the lattice.  To
                                        maintain a perfect state, the crystal
                                        must be kept in a sub-zero, 
                                        zero-moisture environment.


Crystal Growing and Shaping
---------------------------
Crystalogers can grow crystals at extraordinary speed (hours instead of days
or years).  New characters get 3 rolls on the table for starting crystals.*
Growing a crystal costs about $50 plus GM's choice for different
types.  All crystals can be grown normally with two exceptions below.

When growing crystals, roll on this table:

        01-10   Flunked, 2 very small, poor crystals
        11-15   Poor, 2 small, poor crystals
        16-25   OK, 2 small, mediocre crystals
        26-50   Fair, 2 big, mediocre crystals
        51-60   Good, 3 average, mediocre crystals
        61-90   Very Good, 3 average, high quality crystals
        91-100  Excellent, 3 big, high quality crystals
        101-110 Superb, 3 average, near-perfect crystals
        111-140 Amazing, 3 big, near-perfect crystals
        141-150 Mind-Boggling, 3 average, perfect crystals
        151-180 Extraordinary, 3 big, perfect crystals
        180-199 WOW, 2 large, perfect crystals
        200+    Made by the gods, 1 Huge, perfect crystal

Crystals growing exceptions:


        Water-Ice
                Roll on above table with -30 penalty, $2000 worth of equipment
                must be purchased to maintain a perfect crystal.

        Diamond
                Roll on above table with -40 penalty, only one crystal may be
                made at a time, and $1500 worth of equipment must be purchased
                in order to grow diamonds.

    Source: geocities.com/The_Anime_RPG