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.