Glossary

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Abeoden

by M R MaloneyM R Maloney 31 Mar 2017 21:37

The abeoden are a species of advanced nectridea evolved and mostly living on Omnovo, their homeworld, though some have spread out to other planets and realms through the guidance and even intentional hidden manipulations of their chief numina, Ythdar, who created them. Some live on Ostherrim's moon Kardas and hold strong their religious commune with her. As they are nectridea, the abeoden have amphibious lungs and are quick swimmers, having four-digit hands and five-digit feet, each digit with four joints, however, instead of the usual three. Their skulls are almost human with the face, but overall extremely broad, having a boomerang-like shape primarily akin to a diplocaulus, with ridging along its curvature and nose bridge, and feathery hair like an axolotls. Like the latter, they exhibit neoteny, meaning they reach sexual maturity without undergoing metamorphosis, and most do not undergo it at all, though some will if exposed to the right stimuli. Their eyes are quite broad and capable of seeing in lower-light conditions, such as when deep underwater, and they are muscular but slender and of the shorter side of the large size for most ethnicities. They also have sail fins on their prehensile tails for most ethnicities. Their hair is capable of changing color, though this does nothing other than change according to personal preference, and some ethnicities can do this to the splotches on their body as well. All abeoden have sharp teeth for the majority of their teeth, being hypercarnivores, though still having non-animal foods in about 30% or less of their diets.

Ability Creation Process

by M R MaloneyM R Maloney 07 Apr 2017 05:31

Abilities are one of multiple ways to create different effects in the wielder, their allies, their foes, or other entities in the environment or said environment itself. Abilities are formatted as such:

About

by M R MaloneyM R Maloney 24 Dec 2016 22:10

The Fully Adaptable Roleplay Adventure Design System (The FARAD System for short) was designed primarily by M.R.Maloney (Micah Raymond Maloney) for his company Red Roc Gaming (RRG for short) over the course of several years and tweaked and further altered through the helpful betatesting of several individuals, chiefly in order of time they started testing:

Allyv

by M R MaloneyM R Maloney 27 Dec 2016 05:00

The allyv are a mostly slender bipedal fey species that left Tirae long ago, who often helps other species in terraforming projects, though also abducts individuals from other species from time to time to study them. Some of their early colonies in the Primary Realm were destroyed or corrupted entirely by imp incursions. The allyv look a bit like a cross between elves and Roswell Grey Aliens, having inspired the mythos of both, descended from a hagfish and trilobite-like species in Tirae that has since gone extinct. They have widely opening mandibles that close to mask their intentions like the pixies, and ear-like structures which are part of their skull, with small ear-holes being where they actually hear from. Their compound eyes are quite large, and able to see well in low-light conditions. They have have a fair defense against toxins and highly developed brain, as well as having extremely long lives and means to reverse aging. The allyv also have a very thin slimy skin over their skull and bit of exoskeleton, but are not true vertebrae, instead having slightly protruding segmenting on their back like a trilobite.

Arachne

by M R MaloneyM R Maloney 22 May 2017 23:43

Typically, the arachne use wet wood and stone architecture, though each race and culture creates different styles of buildings. All, but the acarox race, however, utilize their silk webbing for use as building materials, apparel, trade, and other purposes. In all but the tanitha race, female arachne are 50% to 150% larger than the male, with other sexes being between their sizes. In the case of the tanith race, the male and female are of equal size. Arachne live in a broad range of environments, among them including mountain caverns, jungles, forests, deserts, haunted groves, underground burrows, along lakes and rivers, into cliffsides, and even underwater in the case of one race. As the arachne survived the great wash, they had few natural predators, but some races do have individualized defenses against those that they mostly drove to extinction, as they tend to still find offensive or other uses for said genetic advantages. They have wide ranges of territory on Jaltho, and despite the ethnic and cultural clashing between the different cities, most are part of an interconnected network of communication and will readily go to war with any force that harms a population severely enough. While the arachne may interbreed between the races without special aids, their cultures tend to be against that if not settled with other species, and interbreeding with other species still tends to be seen as more advantageous than with other arachne races.

Asmoden

by M R MaloneyM R Maloney 15 Apr 2017 17:41

Asmoden are an infernal species who have a silver row of hair along their neck and backs that ends in a furry tail which trails off to a sharp jabbing bone point slightly protruding from the fur. The have a multitude of ridges on their brow and nubs of horns, as well as lips that are a bit gummy but a row of sharp teeth behind that, and a set of drooping fur-tipped whiskers. Unlike cubi, who they branched off from, their feet aren't webbed, but they do have sharp claw-nails. They have no gills, but do have bony protrusions over where they are on cubi. No ray-wings on back, but there are bony protrusions along their spine where they would have begun. Their eyes are mostly black in the sclera, except in one ethnicity where it is white. They always have hair on the forearms, and usually it gets really long, and they almost always have long sideburns as well. They have six toes and six fingers. Asmoden are the primary influence for ancient yeti mythos. Overall they look very primitive and a little hunched over, and despite their millions of years of evolution since, pure asmoden haven't progressed much as they were already quite adapted to the planet already.

Chronicle: Affinities

by M R MaloneyM R Maloney 26 Jun 2017 23:54

The purpose of The FARAD System's chronicle template mechanic is to assist GMs who would like to create and utilize different balanced chronicle options that aid their players with creating their character's backstory, as well as offering the players themselves a way to create a portion themselves as well, using the same mechanic.

Statistics, Attributes and Skills

by M R MaloneyM R Maloney 20 Jul 2017 07:18

Statistics are rolled at start, in order of the roll for default rules, and rerolling if less than 5 to any value.

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Campaigns

by M R MaloneyM R Maloney 07 Apr 2017 06:27

None as of yet, as the system is still in development.

Character Creation Process

by M R MaloneyM R Maloney 25 Dec 2016 20:36

Placeholder for full Character Creation Process

Chronicle: Affinities

by M R MaloneyM R Maloney 26 Jun 2017 23:54

The purpose of The FARAD System's chronicle template mechanic is to assist GMs who would like to create and utilize different balanced chronicle options that aid their players with creating their character's backstory, as well as offering the players themselves a way to create a portion themselves as well, using the same mechanic.

Chronicle: Foundation

by M R MaloneyM R Maloney 26 Jun 2017 23:55

The purpose of The FARAD System's chronicle template mechanic is to assist GMs who would like to create and utilize different balanced chronicle options that aid their players with creating their character's backstory, as well as offering the players themselves a way to create a portion themselves as well, using the same mechanic.

Chronicle: Response

by M R MaloneyM R Maloney 27 Jun 2017 00:17

The purpose of The FARAD System's chronicle template mechanic is to assist GMs who would like to create and utilize different balanced chronicle options that aid their players with creating their character's backstory, as well as offering the players themselves a way to create a portion themselves as well, using the same mechanic.

Chronicle Template Mechanic

by M R MaloneyM R Maloney 27 May 2017 01:29

The purpose of The FARAD System's chronicle template mechanic is to assist GMs who would like to create and utilize different balanced chronicle options that aid their players with creating their character's backstory, as well as offering the players themselves a way to create a portion themselves as well, using the same mechanic.

Chronicle: Upbringing

by M R MaloneyM R Maloney 29 May 2017 19:44

The purpose of The FARAD System's chronicle template mechanic is to assist GMs who would like to create and utilize different balanced chronicle options that aid their players with creating their character's backstory, as well as offering the players themselves a way to create a portion themselves as well, using the same mechanic.

Cubi

by M R MaloneyM R Maloney 26 Dec 2016 05:16

Cubi are an medium-sized infernal race, often thought as being unable to reproduce without aid of mating with other species, this myth is false, but rooted in a curious distorted truth. In actuality, cubi are able to mate with their own kind, but their offspring take thirty years to mature, versus mating with other species, and maturing at a much faster rate. Cubi often mate with humans producing cambion, as well as other species to produce different hybrids, though their genetics are very dominant. While it is possible for a pure cubi offspring to be raised by other species, it is far more likely a hybrid will be, as pure cubi are generally kept among their own kind to better learn how to use their natural abilities. All cubi are able to use some magic and psionic ability to manipulate emotions and thoughts, though some are stronger than others at it, and all are considered quite beautiful. Most cubi make good sorcerers or psions, though many take other builds depending on their upbringing and individual attributes. Almost all Cubi have grey or black sclera and pupils, though the iris color varies from ethnicity to ethnicity, as well as some having unusual eyes where the sclera is the same hue as the iris, just a darker shade.

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Domain Infections

by M R MaloneyM R Maloney 13 Mar 2017 10:59

A domain infection sets in at level 20 if an individual has any particular flavor domain type for their abilities which is found in 20% or more of their abilities. Domain infections at first have very little effect, but as they grow stronger, they accumulate into more significant influences on an individual that has one. Every level the effect slightly increases, as long as the domain infection is not replaced. An individual may only have 5 domain infections on them at any particular time, and the lowest is always replaced by a newer one that exceeds it in percentage of abilities the domain is found in, regardless of the rank of that fifth domain infection. This resets the domain infection if it comes back at a higher level, further ensuring all entities using different domains for abilities have a chance to conceal which sources they are using if they vary their usage enough, as well as having the potential to change their mind later to emphasize specific domains they might not have originally gained domains infections in, but at the cost of losing the at least one current domain infection.

Draconis Dragon-Kin

by M R MaloneyM R Maloney 25 Dec 2016 21:23

The most commonly found species on Lenida is the draconis dragon-kin.  Draconis dragon-kin had convergent directed evolution with traits from humans and draconis dragons, though they lean heavily in the direction of draconis dragons despite their size and posture. Typically they tend to live in areas of high magic, but some have a tendency to make their home and roost in areas that do not, as per their culture or personal views toward ensuring their offspring have to rise through challenges to be worthy of growing up. The more magic an area has, the faster they will grow, though without frequent exposure to magic they will reach maturity in thirty years.

Dymocanto

by M R MaloneyM R Maloney 19 May 2017 02:40

The dymocanto, sometimes called Shadehaven alongside the shinjaka, are medium fungal humanoids primarily, with a few different races making up the species, though there are two whose structure varies far more widely depending on what other species they are able to interact with. Utilizing wood and straw architecture primarily, elder dymocanto eventually settle permanently, their body spreads out across their chosen final home infesting the structure and converting it into a nursery of sorts for their final progeny. Aside from this last spawning, their offspring are not formed from intercourse, but rather a layering off spores onto a structure, soil, tree, corpse or entrapped being to infest, with the merger possessing a fraction of their ancestor's memories and knowledge but not muscle memory or skills. After the merger's pod swells up enough, the center will start to form the new dymocanto itself, which will spill or burst out of the pod and immediately start to develop itself as a new being. While dymocanto are technically sexless and may produce mergers with multiple partners each offering up a fraction of their memories and knowledge to it, which shape it toward its perception of what sex appearance if any that it wishes to have, and how its physiology will adapt to that self-perception during maturation. This includes those which grow around corpses, and even around entrapped victims their ancestors infested, though the host's own gender and memories has a strong influence on the development of that race's progeny. All dymocanto have a strong resistance to slime, rot, poison, toxin, and ectoplasm, and can reform themselves slowly if dismembered or otherwise damaged… But the more pieces they are in the longer it takes, and adequate fire or frost is sufficient to kill unprepared dymocanto.

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Elementine

by M R MaloneyM R Maloney 22 Mar 2017 19:49

The elementine species was originally created for war, having spectral and elemental power of significance, but strongly shifting moods. They are medium in size.

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Chronicle: Foundation

by M R MaloneyM R Maloney 26 Jun 2017 23:55

The purpose of The FARAD System's chronicle template mechanic is to assist GMs who would like to create and utilize different balanced chronicle options that aid their players with creating their character's backstory, as well as offering the players themselves a way to create a portion themselves as well, using the same mechanic.

Felinae

by M R MaloneyM R Maloney 26 Dec 2016 01:13

Felinae were magically evolved from domestic house-cats, and their ancient ancestors still roam Lenida as well, due to the higher birth rate and innate survival instincts of both species. Due to their nature, most felinae are very charismatic on average, and find themselves able to work into many professions. They are, however, well suited to be Rogues and Acolytes. Felinae are very wise and quite capable of being strategic in both combat and in general. Most felinae hold some sort of level of reverence toward less evolved cats and a higher power, often being able to sense a specter's presence before other signs of a haunting are visible to other species. Their reflexes, agility and balance are above average, as are their accuracy, and stealth. Most are very charismatic, and very lucky, and fast. Since they had been eolved due to a lot of exposure to magic and strange things, felinae have a general lore and cultures that are more accepting of strangeness than many other species. While the majority of felinae are quite sociable, some have been guarded due to grievances in their own past, or those of their ancestors. Felinae can be very independent, but most like attention and affection. Felinae are usually born as male or female, in litters of two to four, though sometimes solo or in greater numbers, with some occasionally being born of other genders. They tend to raise their children until the age of six together, and separated by gender after that, the men raising the boys and the females raising the girls. Felinae aren't as guarded or prejudiced against hybrid offspring, but they do mostly breed with their own kind, and almost never do with species evolved from species formerly antagonistic to their ancestors. Reynix and humans are two species they hold in high regard, humanity for having tended to their ancestors and 'cousins' more often than other species to this day, and the reynix for opening up the stars to them. If a felinae hybrid is born, they tend to retain the felinae speed, reflexes, balance, agility, sanity, ears and tails, but there are many who retain other traits.

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Galanus

by M R MaloneyM R Maloney 20 Mar 2017 11:25

The galanus are a species of advanced gastropods evolved and mostly living on Kardas, one of the two inhabited moons of the gas giant Ostherrim. While the gas giant itself is uninhabitable at all on the surface, Kardas may have terrible winds and extreme storms but there are patches of solitude and verdant land here and there, as well as an assortment of flora and fauna that have adapted to life on the surface, under the cloud lines. Most tend to live underground, atop plateaus above the cloud lines, or in protected land, hidden valleys, canyons and craters, or in tall spires of architectural and technological genius that use the power of the storm to energize shields pushing the storms and winds away from their towering heights. The galanus use cybernetics typically, but do have many genetic advantages that help them survive not only in their own harsh home moon of Kardas, but in other locations they have spread out to. Galanus eat a lot, needing high caloric diets. They have back vents for biochemical thrusting which legs them glide long distances in low gravity and in higher gravities like their own home moon it lets them slow their descent. They have thick tendril hair, and three eyelids protecting their sole natural eye. Slender manipulative fingers though body is massively muscular otherwise. Most galanus are fairly arrogant and cocky but wise enough to recognize when tactics are needed more than bluster, being fairly competent fighters typically, just by their nature and culture, and some are even more so. They have four highly dexterous hands, the ability to absorb toxins and electricity, and depending on the ethnicity, utilize a fair deal other means to aid in their survival and continuation of the species.

Gargoyle

by M R MaloneyM R Maloney 26 Dec 2016 01:26

While none know truly how old the gargoyle species is, history has enough record to know where it came from: The Endless Labyrinth of Mazek's Undermaze. There in the darkness some primitive gargoyles still live, but a large number had a little over a millennia ago been captured for study by the early draconis dragon-kin empires. At first, thinking them mere beasts they made them into protectors of distant settlements, but eventually their witnessing the new civilization growing caused them to become more intelligent and able to communicate with their masters, making them realize they had unintentionally done to the gargoyles what had been done to them. At first there was resistance to the notion that the gargoyles were sentient in the center of the empires, but as a few brave and wise draconis dragon-kin and their former gargoyle slaves came to the capital of the largest during a treaty with the other empires, they proved the gargoyles worthy not only of their freedom, but a place in the empire as equals. Gargoyles at birth very crude morphable form, but as they develop they attempt to mimic other species with difficulty due to the limitations of this ability. In fact, the ability itself fades away entirely when they reach puberty, and as such most gargoyle parents encourage their hatchlings to take on the appearance of something more immobile and easier to practice upon: a statue. As the crude attempts to mimic other species were oft mocked by the other species before gargoyle sentience was proven, artists on occasion made horrifying statues accentuating these attempts, which the gargoyles actually found curiously interesting enough to mimic. This in turn lead to artists making more and more statues, though the horrifying quality decreased over the centuries into the more common form most gargoyles take on now. As a gargoyle absorbs the power of sunlight and heat, they become sluggish, their skin hardening to a stoney texture and durability, though they are technically still mobile if they do not choose to rest during that time, just moving at a far slower speed. As such, most are far more active during the night, using their strong claws to climb walls and mountains with great ease to reach their homes, and being able to glide with their wings but being unable to fly, relying on inertia and occasional updrafts for the rare occasions they can at least enjoy the sensation of flying rather than a slow descent. While gargoyles truly do not need air, food or water to survive, without energy they will enter hibernation until enough is bestowed upon them, typically through exposure to sunlight over a prolonged period of time. As the heat of the day and heat in general make them sluggish, one might think it weakens them, but in truth they are absorbing it and tend to feel satiated, even gorged on the energy. A gargoyle may enjoy food and beverage for the sake of enjoying the tastes or politeness to their hosts, but they do not truly need it, unless they have been kept in darkness long enough to need it as fuel. Primitive gargoyles in the Undermaze for this reason are seen capturing prey and consuming them, but they also spend a great deal of time perched over the edges of holes between the two sides absorbing the light and warmth when possible.

Genetic Template Mechanics

by M R MaloneyM R Maloney 25 Dec 2016 23:23

The purpose of the base genetic template mechanic is simply to show how a species is designed for the sake of creating and balancing new pure species for play in The FARAD System, or characters which may be genetically engineered, prior to any potential hybridization of ancestors or mutation that may occur when creating a character.  It is an optional mechanic for a GM and their players to use when wishing to homebrew a new species, the aforementioned genetically engineered characters, or when creating a proposed species for possible inclusion in _ ( The FARAD System magazine, no idea on name for it yet ), future setting expansions or other supplements.

Gitwerg

by M R MaloneyM R Maloney 26 Dec 2016 06:08

Gitwerg are an old crustacean species linked with the Goblins in lost ancestry, though neither species would dare even consider such a possibility, let alone admit to it. The gitwerg, often called dwarves by humans for their short stature, are not merely short humans but another species entirely. They are very gruff and strong, not considered beautiful by most species as their craggy skin and faces exist even on the young and females. All gitwerg grow tendril beards, including the females, at a very young age, though the females tend to not grow it as long and some trim it, cauterizing and capping off the stubbed tendrils with ornate jewelry. The gitwerg hate the wide-open sky, preferring to live in caves, underground and underwater, rotating shifts to ensure the few things they cannot grow underground or underwater are kept safe and gathered by those doing time above. Gitwerg can resist charm and charisma quite easily and are very strong, but most have little focus for magic or psionics. Due to their hard work, miner and warrior culture, most become burdeners or berserkers. While a gitwerg can mate with other species, it is rare, and the genes which do carry over to the hybrid offspring tend to make the mixture awkward visually to most other species. Gitwerg young can be raised by parents of other species, adopted or otherwise, but they will prefer to remain either indoors or underground when possible, being far less sociable than they would when raised by their own species. All gitwerg are very strong and enduring, as well as wise and intelligent, but not as reactive or having as much finesse. They are good with stone and metal crafting checks however. Gitwerg will often compete with goblins for certain land and underground tunnels, but for the most part they prefer to stay away from each other rather than seek each other out. In Tirae and other locations with higher oxygen content, they grow by two percent per year until reaching a full four and a half meters in height at an age of three hundred years, which is considered the average maximum lifespan without rejuvenation methods.

Glossary

by M R MaloneyM R Maloney 24 Dec 2016 22:10

This glossary is generated automatically.

Gnomes

by M R MaloneyM R Maloney 26 Dec 2016 05:52

Gnomes are modest fey, most typically around three-fifths to four-fifths of a meter tall. Few have seen gnomes without their signature conical hat, as it serves as a defensive mechanism for them much like a lizard's tail, being able to duck and let their hat be taken instead at times, tricking predatory creatures and beasts into losing track of them. In more civilized societies gnomes may sometimes adopt ceremonial smaller caps for special occasions or as part of their profession wear other hats, though one will often hear them complaining about prejudice against their culture and way of life if they are forced to wear a different type of hat entirely, and would rather starve than go with none at all. No popular consensus can explain their obsessiveness with their hats, especially keeping the same one and sometimes risking their life to get it back, but some theorize that the caps may be made using felt that once lined their cribs and therefore bring the comfort of family with them everywhere, while others are certain that due to how some gnomes fuss with their hats when trying to remember certain details that perhaps the felt is enchanted in some manner to help them retain a sense of self and keep them from becoming befuddled fools. In addition to using their hats as a defensive mechanism, gnomes also have the stoneskin ability, which allows them to turn their skin and attire into stone once per day for an hour, though they become immobile when they do this. While in this form, gnomes have all benefits of it, and use it to great benefit. Gnomes typically either dig a hollow underneath a great tree and build a house between and under its roots, or find a stump and turn that into the entrance to their home. However, almost all gnomes tend to be craftsmen of some trade by nature, enjoying keeping busy, and usually have caravans hidden somewhere nearby for carrying wares they intend to sell, or have a shop nearby run by them and relatives mostly. When not working, most gnomes enjoy gardening, fishing and playing with the local wildlife, though their diet almost entirely consists of fish, cheese, insects, mushrooms, and plantlife.

Goblins

by M R MaloneyM R Maloney 26 Dec 2016 05:57

Goblins are an old species of tetrapods that are neither reptiles, mammals or birds, but evolved from an ancestor to the three, taking a different evolutionary path. They mostly live on or under flat plains, and along cliffsides, as well as underground. The races are in varying shades of green, sandy and brown, and have long ears and beaks, but all are considered by most species to be more ugly than beautiful on the average. They are clever and crafty, able to endure a lot of abuse and strong. They aren't as wise as most species, but they are very cunning and are intelligent enough to make basic technology and some complex machines, including many kinds of airships. While not being able to react as quickly as most species, they do have a fair amount of finesse despite their clumsy-looking hands. Goblins tend to make good burdeners or tinkerers, and the majority live in small tribes or villages. Goblins can live for sixty years on average without rejuvenation, and mature within six years, though they are generally not considered adults until they pass a rite of passage. Goblins originally came from the fey realm of Tirae during The Great Exodus, though few remained close to pixies and most other fey due to different lifestyles and culture. Goblins rarely are raised by other races, but when they are they end up trailing dirt and grime everywhere, and can only rarely be brought up to prevent this species instinct. Goblins have live birth, and rub dirt on the infants as soon as possible to expose them to various bacteria that improve their immune systems. Goblins need stone and metals for a vast majority of their works, but also water for drinking, tending their crops and other supplies. This often puts them in conflict with naiads who seek the same resources, and want to prevent the water from being tainted intentionally or accidentally from goblins and other creatures.

Gremlin

by M R MaloneyM R Maloney 27 Dec 2016 05:10

Gremlins love to learn and to tinker, though their memories don't tend to be very long when in large groupings due to pheromones which make them dumber around their own species. Originally from The Starry Oceans of Quantil, they often would go on exploratory missions through rifts to gather resources and knowledge, sometimes being unable to return when a rift closed, such as when a flotilla went through one to Reanas. They are semi-Aquatic, but mostly live on land. Very efficient at taking things to the bone to get all the meat, and likewise, at taking apart (and sometimes putting back together) various machinery and the like. Very curious, but usually quite rude and annoying. Mostly bone and metal architecture in beach and marsh areas. They have furry insulation while young, hunting on dry ground, learning how to catch slower prey before moving into the water and shedding it once they ingest enough fish oils, growing it again if their diet changes enough. Being evolved from a species in Quantil which branched off from ancient amniotes to have traits of both reptiles and mammals, having spotted fur and feline-like ears with tufts on the tips, boomerang-shaped heads, broad long crocodilian jaws, and spikes coming out of their forehead, cheeks, spine, short tail and several other locations like a thorny devil lizard.

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Hamsagi

by M R MaloneyM R Maloney 27 Dec 2016 04:35

Hamsai are psionic warriors, most with a hive-mind link that they can connect to in order to coordinate with each other, as well as being able to link to other species at danger if they are not normally telepathic. The Hamsagi aren't concerned with evolving themselves so much as other species so they can communicate with them… Originally evolved from ancient nephrozoa from The Endless Labyrinth of Mazek they and two other species were separated from one another to the primal realm due to the intervention of a group of the First Pantheon due to the potential the three had shown while near each other. They are able to stretch out every part of their body and some are dominating or regrow limbs. They mostly have cloth, metal, and crystal architecture. They are sometimes referred to by other species in slurs as Cyclops, Triclops, Leeches, Worms, and One-Eyed Monsters… These slurs largely come from their unusual biology, having a central eye above vocal cords but no mouth, having hands that have two-opposable thumbs and three other main digits, and smaller fingers curling around an eye on a flexible stalk in the palm of their hand, with a mouth also concealed below that. There is a small tongue that can come out of their mouths, but not by a lot. They have ridges on their forehead and along their appendages. They do not have a sense of smell as they have no nasal passage or nostrils, instead opening and closing gaps between their horizontal muscle masses to bring within their first layer of skin and the layer underneath that. Their outer skin is a series of horizontal muscle groups which expand and contract like that of a worm to move, over a secondary skin holding their organs in place, and the organs and bones beneath that. This makes them have an appearance of having many horizontal gashes, but these are usually not injuries, but their physiology. Their main eye is in face a cluster formed together, the lid, regular rods and cones, an infrared sensor in the back, and an ultraviolet sensor in the front. Their hand eyes have the normal rods and cones, a series of electrical-sensing pearls on lines connecting the socket to the main portion of the eye, and unusual aura-sensing hexagonal sensors under the eye. These together piece the view information not seen to most races. Combined with the innate skill to coordinate these organs and their normal eyes, they can piece together larger puzzles out of data than most. Pure hamsagi are hairless with a slight slime exuding from them to keep them moist, but hybrids may have hair depending on the other species involved, and will typically be seen as mentally deficient if having any.

Hirudae

by M R MaloneyM R Maloney 31 Mar 2017 21:37

The hirudae are an enigmatic species from Arba, a mostly swampy moon of the gas giant Ostherrim. They are opportunistic parasites that will fall back on symbiotic fusion if unable to merely take what they wish, though they do have enough intelligence to both be reasoned with, and negotiate such agreements as offering them up the infirm, dying and criminals in exchange for giving those individuals a new life and purpose, as well as whatever else may be offered as part of the exchange. They mostly build vast cities in bogs and swamps in and under the muck, concealing most of their cities from prying eyes and only a fragmentary upper market and embassy visible most of the time. This practice makes them often called 'muckhaven', like the witreen. The young of this species feeds on the brain fluids and flesh of other species until it bloats enough to form a hard shell, and this process continues until it is mature. If the larva is unable to bloat due to prolonged starvation or injury, it will bury itself into whatever entity that it can regardless of sapience or sentience, and start converting the subject into a hybrid of that entity and the race it develops into, having a linked mind if the subject's mind is strong enough to resist being overcome, or subsuming and absorbing it if they are not, but having their memories. They have purple blood, and a mostly soft larval stage with spiked plating solely on the back and head, as well as a large horn or pincer, until it grows older. When grown traditionally it largely resembles a humanoid beetle with some soft spots, and when a hybrid it grows a partial exoskeleton over the host body and some other changes if a fifty-fifty merger, which is the most common, and other variations possible as well. The architecture of their cities is largely stone, wood and plant matter. Hirudae lay eggs, sometimes even in food and goods they trade with other species in the hopes of spreading their young far and wide, either to those that purchased from them if they do not have a working alliance or interest in them, or notifying them so as to request their eggs are deposited somewhere safe, if they have a vested interest in the continuance of that individual maintaining their own free will and present appearance and biology.

Human

by M R MaloneyM R Maloney 26 Dec 2016 02:01

Humans are, understandably, a staple of most role-playing games. They are the most common species or race in that genre, and rightly so. You, the player controlling a character, are one. Unless this blog entry or the pen and paper book has been picked up by some entity previously unacknowledged by science as of the time of its publication. In which case, I apologize for my ignorance. Regardless, as the intended audience of this game is human beings, it would not seem right for that species to be excluded from selection. Within the scope of The FARAD System, however, humans comprise only a small fraction of the total sum of recognized sentient life. Many creatures have been uplifted to sentient status over the millenia due to science and magic. Many species have come into being independently of other species across the distant stars, some traversing them to settle or study those less advanced than them. Many species come from outside the prime realm and either visit it for various reasons or have arrived as refuges or arrived by accident or design and been unable to leave. Humans are but one species of many. Humans are, however, a shrewd and crafty race, adapting to change with determination and pride. Within FARAD there are many different ways for any species to end up populating multiple planets, and humans are no exception. Some have been magically deposited elsewhere in the universe through magical or scientific means, or come from a time-traveling future or an alternate reality long ago to settle in a different part of the universe from the one humanity came from. Due to the number of magical and genetic aides available in many areas, there has been a lot of species interbreeding to create hybrids, but humanity has held a very powerful dominance in retaining much of their genetics when this has occurred. As such, most humans are considered 'pure' as they have less than twenty-five percent genes from other species. This is certainly not to say that there are not those hybrids with other features, but that humans breeding with one another eventually weed out those traits except in the most powerful of species genetics. Those who have directly bred within two generations only have one or two traits from their non-human ancestors, whereas those who have a parent that is of another species will have up to four.

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Kaelran

by M R MaloneyM R Maloney 24 Mar 2017 19:56

Kaelran, outwardly, mostly resemble humans, and indeed can blend in as such if they so wish, so long as their artificial skin is not broken to reveal the complex machinery underneath. However, most embrace their species identity, affixing assorted markings, piercings and attachments to themselves that accentuate the recognition that they are not merely human. Those that are hybrids with other species will typically do likewise against whatever other species that are in their genetics, sometimes to the surprise of their neighbors if they had been raised believing they were a hybrid of a human and whatever other species was in the mix.

Kenthri

by M R MaloneyM R Maloney 26 Dec 2016 01:39

Kenthri are a strong and enduring noble species, making good warriors and quite capable of carrying a great deal of weight, items or even other characters if the individual has earned that rare honor, making them quite valuable to players who choose that race for their own. They usually are huntsmen or burdeners, but as with other species, their diverse range of backgrounds and professions is quite broad. Kenthri are able to hold up to forty-five kilograms unencumbered, and an additional thirteen-point-six kilograms even with a strength of zero on average while only losing a little speed. They aren't as agile or able to react, however, and can't use magic as well as most other races.

Kushmall

by M R MaloneyM R Maloney 27 Dec 2016 03:57

Kushmall are natives of the planet Reanas, a type of large highly-evolved hive-mind purple sulfur bacterial that forms colonies. Most typically they live in oxygen-deprived areas of the planet, forming more complex creatures and self-preservation infiltration of the forms of other species. Mostly bacterial architecture by thermal vents, hot springs, etc. Most kushmall have a weak telepathic link between entities to share information, but the Empress cannot control other kushmall solely from that link, and it does not typically link to other species. Like the luniis, the kushmall are all about evolving their own species, though only if the Empress approves of new changes, due to how they might diminish her control. Kushmall blood is a dark reddish-orange. In their natural form they breathe nitrogen in, nitrous oxide out (due to dumping as much oxygen out of food and such as possible due to its toxicity) which is analgesic and anesthetic (laughing gas actually) on most carbon-based physiology. They have gills on their torso, three complex grey compound eyes that see full range of color, and smell like a snake with their tongue. They have a ridged back of the neck with hair which continues down its spine, a bone endoskeleton and exoskeleton, with hair growing from the scalp, forearms, lower legs, top of feet, and along their back.

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Leveling, Ranking and Proficiency Mechanics

by M R MaloneyM R Maloney 25 Dec 2016 21:12

Leveling is specifically done when one is increasing their physical and mental attributes by an average of three, giving points to spend toward statistics even if not having any GXP. Ranking is done when utilizing and increasing specific training and abilities to become more potent. Proficiency is how well someone utilizes a specific item, specifically using it enough to become better at utilizing it, and spending time studying it to unlock potential abilities it may innately contain.

Licensing

by M R MaloneyM R Maloney 25 Dec 2016 19:09

As listed on the footer of the wiki, unless otherwise listed, all contents of this wikidot are licensed under Creative Commons Attribution-NonCommercial 3.0 License. You may follow that link for a summary of what this means, as well as a more thorough listing of the entire license. In short, this content is copyright to M.R.Maloney unless otherwise indicated, in which case it is copyright to the other parties listed per that particular portion. Those that are not listed as being under any other license are under the Creative Commons Attribution-NonCommercial 3.0 License, which means that anyone may copy portions or entirety of the text, images and other files for personal use, for sharing with others as long as it is properly attributed, and for non-commercial purposes. This means that one may create homebrew species, settings and other variations upon The FARAD System core mechanics, setting and other contents, as well as any listed expansion and supplemental materials, and utilize them for their own campaigns or other uses, even publish them for free, but may not sell them or any derivations without contacting M.R.Maloney and all other copyright holders appropriate for an additional specific commercial license. This ensures all contributors involved are not only given appropriate credit but a portion of the royalties or licensing fees agreed upon by said license, and that the legally binding agreement is verifiable should there be any disagreement later and arbitration shall be settled out of court whenever possible, and all rights, royalties and fees are dealt with appropriately.

The Logo

by M R MaloneyM R Maloney 26 Dec 2016 02:19

logo400_by_mrgrinmore-daszz3x.png

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Genetic Template Mechanics

by M R MaloneyM R Maloney 25 Dec 2016 23:23

The purpose of the base genetic template mechanic is simply to show how a species is designed for the sake of creating and balancing new pure species for play in The FARAD System, or characters which may be genetically engineered, prior to any potential hybridization of ancestors or mutation that may occur when creating a character.  It is an optional mechanic for a GM and their players to use when wishing to homebrew a new species, the aforementioned genetically engineered characters, or when creating a proposed species for possible inclusion in _ ( The FARAD System magazine, no idea on name for it yet ), future setting expansions or other supplements.

Materials Listings

by M R MaloneyM R Maloney 30 Aug 2017 23:42

// Mostly a placeholder for now, but organizing types of materials, etc.

Materials: Metallurgical

by M R MaloneyM R Maloney 01 Sep 2017 18:18

Metallurgical Materials include ores, metals and alloys.

Materials Template

by M R MaloneyM R Maloney 26 Jul 2017 05:51

Materials are what are used to create items.

Mireo

by M R MaloneyM R Maloney 17 Apr 2017 02:40

Mireo may look vertebrate, but are actually arthropods who have mimicked bipedal intelligent species for long enough that some limbs have accentuated length and proportions compared to others. They tend to have two primary legs and arms, but several smaller ones which help with movement or carrying things. Their hair is actually a cluster of antennae, and though most have a somewhat beautiful visage, it is mostly just evolved coloration over their heads and a bit of careful mimicry of movements toward similarity with other species, often for the sake of lulling them into a false sense of security. Whether for the sake of protecting their own individual freedom, that of their civilization, or simply to trick entities of other species, mireo use the truth and prophecy

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Naiad

by M R MaloneyM R Maloney 26 Dec 2016 01:58

Naiads are water nymphs, tied to a water source. Originally, nymphs occurred when early attempts to produce offspring with Elementals were unaided by proper understanding of genetics, leaving them vastly different from either of their parents. In the case of Naiads, an Undine and a pixie king tried to produce an heir, but in the process only created stone-like eggs that the Naiads were unable to be separated from without becoming ill or dying if kept apart for too long. The Naiads also could not turn morph into whatever species they wished, unlike their Undine mother, and could only control a small portion of the water around them, needing to keep their egg or 'lifestone' completely within water at all times. Naiads appear to be made out of amorphous liquid and are mischievous and playful like their ancestral father, but most not meaning any harm from it. Naiads reproducing with other species will produce more naiads seventy-five percent of the time, unless strong magic is used to influence their young before birth. Naiads are very difficult to be raised by other species unless their culture and needs are well known by their adoptive parents. Naiads are said to live to three hundred without rejuvenation magic, but fewer and fewer are living that long due to pollution and radiation affecting their lifestone and source of water that it is kept within. Most Naiads are female or hermaphroditic, though some rare males are born, more common in the Apocheteeses Naiad race.

Numonsi

by M R MaloneyM R Maloney 26 Dec 2016 06:56

Numonsi were humans, but now have slightly thicker skin with a light amount of ridging and cell-buildup on their backs and shoulders which acts like solar panels, much like the Oriental Hornet, though brownish green colored skin. They also have larger skulls, and have a higher chance of psionic mutations than humans on Lenida or Earth, and always having at least one psionic gift. Numonsi are primarily is concerned with helping nature prosper on Reanas because they don't adapt as well to the planet as other species.

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Orbit Signs

by M R MaloneyM R Maloney 21 Aug 2017 19:07

The orbit signs mechanic is an optional mechanic for GMs and players to use when creating entities that affects a bit of their personality. There are four types of zodiacs, each affecting a different aspect, and each section should be rolled with a 1d10 unless the GM allows their players to select options instead. After rolling all four, each player may reroll one orbit sign if they wish.

Oscielis

by M R MaloneyM R Maloney 31 Mar 2017 21:37

The oscielis are a species native to kardas, a windswept moon of the gas giant Ostherrim. The majority are of the of the medium size, though some are smaller or larger. Overall, they appear to be humanoid birds, though their wings also service as their arms, having claws at the end of both their feet and hands, having decent grip for assorted purposes. They were evolved from a species very similar to epidendrosaurus, and of the other species on kardas, they tend to prefer dealing with goblins, who have more similarity to them in appearance than the other species. They primarily build in protected valleys and craters with sufficient tree density and in floating cities above the cloud lines, some of which are mobile and shared with the rhigaro. They are ominivores, but mostly eat seeds, insects and fruit, but will also eat assorted small animals when having a mood for it.

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Leveling, Ranking and Proficiency Mechanics

by M R MaloneyM R Maloney 25 Dec 2016 21:12

Leveling is specifically done when one is increasing their physical and mental attributes by an average of three, giving points to spend toward statistics even if not having any GXP. Ranking is done when utilizing and increasing specific training and abilities to become more potent. Proficiency is how well someone utilizes a specific item, specifically using it enough to become better at utilizing it, and spending time studying it to unlock potential abilities it may innately contain.

Pixies

by M R MaloneyM R Maloney 26 Dec 2016 05:32

Pixies are usually small fey, ranging in height from a quarter meter to a half meter height on average while on Lenida. In Tirae and other locations with higher oxygen content, they grow by two percent per year until reaching a full two and a half meters in height at an age of five hundred years, which is considered the average maximum lifespan without rejuvenation methods. They all have large almond eyes with long pointed ears and long eyebrows. They have wings which allow them to fly, and glamor, which lets them disguise themselves as other creatures of their size. Pixies are mischievous, enjoying a good joke, riddle or prank, though most aren't meaning any harm in it. They are very charismatic, all able to draw upon wild magic quite easily compared to humans, and more beautiful than most races.

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Quoma-Kin

by M R MaloneyM R Maloney 25 Mar 2017 00:08

Quoma-Kin are modest labspawn, created through the hybridization of humans and pixies who were then fused with quoma. As the quoma itself is native to Tirae and came to Lenida after the second mage wars and again a large population during each successive mage war and the Great Fey Migration, they have become a nuisance for spellcasters across the planet. Due to their nature as hybrids with quoma originally, quoma-kin share several traits in common with quoma, most worrisome and reason for their creation to be outlawed, the ability to absorb magic and create clones of themselves, though these do not last long, unlike those of the quoma proper.

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Chronicle: Response

by M R MaloneyM R Maloney 27 Jun 2017 00:17

The purpose of The FARAD System's chronicle template mechanic is to assist GMs who would like to create and utilize different balanced chronicle options that aid their players with creating their character's backstory, as well as offering the players themselves a way to create a portion themselves as well, using the same mechanic.

Leveling, Ranking and Proficiency Mechanics

by M R MaloneyM R Maloney 25 Dec 2016 21:12

Leveling is specifically done when one is increasing their physical and mental attributes by an average of three, giving points to spend toward statistics even if not having any GXP. Ranking is done when utilizing and increasing specific training and abilities to become more potent. Proficiency is how well someone utilizes a specific item, specifically using it enough to become better at utilizing it, and spending time studying it to unlock potential abilities it may innately contain.

Recovery Methods

by M R MaloneyM R Maloney 08 Apr 2017 03:57

HP recovers to full maximum value after 32 hours of rest, and scales accordingly to smaller amounts, 1/2 at 16 hours, 1/4th at 8 hours, 1/8th at 4 hours, 1/16th at 2 hours, 1/32nd at 1 hour, 1/64th at 1/2 hour, and 1/128th at 15 minutes.

Respiration

by M R MaloneyM R Maloney 07 Apr 2017 15:17

Almost every entity in The FARAD System requires some form of respiration in order to survive. Humans, for example, breath in air taking oxygen from it, and output carbon dioxide out. Being unable to breath for three minutes on average, will make a human start to suffocate. As each species may breath differently, a good GM should list how the air content differs if a player or group enters an area containing a potentially dangerous mixture of air, if it is able to be smelled or seen by the characters, or start dropping hints of the effects if odorless and colorless. Ideally, each species has a maximum of respiration points which is listed at the bottom of their species entry, and respiration averages out when creating hybrids, unless one species in the mix has infinite as part of the genes which carry on.

Reynix

by M R MaloneyM R Maloney 26 Dec 2016 01:54

No one on Lenida is quite certain how the reynix species came into being, merely that they are most definitely genetically related to several of the Canidae family of animals, in particular the genus Vulpes. Part of the dubious knowledge of their origins is that they came through a rift from another place in the primary realm, and that their nature as playful tricksters made many initial interviews and legends have huge variation. For those who wish to dig deeper, their history is discussed further down, and here is more postulation by those living on Lenida. Some theorize that as the sevix mutations—which give reynix young one to four extra tails and psionic potential—thrive in polluted areas that perhaps the genetic link to their distant ancestors was caused by some form of radiation or other chemical creating a line of kits whose cranial capacity was superior to their kin, and with enough continued exposure to this catalyst the species diverted from the rest of their ancestors vastly enough to develop into a sentient species. Others argue that the kithsyn mutations—which give reynix young five to eight extra tails and a strong link to wild magic—that either they were evolved by a more developed species, or they developed in an area with both ample pollution and strong magical leylines. Regardless of their origins, the reynix have found ways of traversing great distances through magic and science across the realms through rituals and gateway devices, as well as having constructed simplistic appearing but complex vessels for space travel. These are said to have been taught to them by a species who long ago visited Lenida, with most of the reynix population at the time stowing away on their spacefarring vessels, and after being found, their evolution accelerated. Despite their opportunistic nature, or perhaps because of it, the reynix are a very patient, calm and cunning species, most of its cultures being very spiritual. However, outsiders should be wary that though they are mostly benevolent unless angered, reynix do have a rather complex sense of humor, enjoying tricking other individuals, pranks and tricks making them well known in distorted legend as annoying, being a great boon when needed, or both.

Rhigaro

by M R MaloneyM R Maloney 31 Mar 2017 21:37

The rhigaro are a species native to kardas, a windswept moon of the gas giant Ostherrim. The majority are of the smaller end of the large size, though some are smaller or larger. Overall, they appear to be humanoid bats, though their wings also service as their arms, having decent grip for assorted purposes. They do, however, also have plating around their shoulders, back and tail, which allows them to curl into a ball even while hanging upside down, giving some modicum of protection while asleep, or being able to roll slowly while still curled up. This tends to be especially useful on the surface of kardas, where flight is near impossible outside craft for more than short distances given the strength of the winds, but rolling typically puts them below the majority of the gale forces. They primarily build in caverns and canyons with stone architecture carved out of the rock, though some live in cities stretching above the clouds which are tethered to the surface such as The Lagatui Spire, or in cities that fly alongside the oscielis.

Ryusein

by M R MaloneyM R Maloney 27 Dec 2016 05:06

Special thanks to Thomas 'Dulcara' Arndt for the assistance in speeding up development of this species!

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Orbit Signs

by M R MaloneyM R Maloney 21 Aug 2017 19:07

The orbit signs mechanic is an optional mechanic for GMs and players to use when creating entities that affects a bit of their personality. There are four types of zodiacs, each affecting a different aspect, and each section should be rolled with a 1d10 unless the GM allows their players to select options instead. After rolling all four, each player may reroll one orbit sign if they wish.

Respiration

by M R MaloneyM R Maloney 07 Apr 2017 15:17

Almost every entity in The FARAD System requires some form of respiration in order to survive. Humans, for example, breath in air taking oxygen from it, and output carbon dioxide out. Being unable to breath for three minutes on average, will make a human start to suffocate. As each species may breath differently, a good GM should list how the air content differs if a player or group enters an area containing a potentially dangerous mixture of air, if it is able to be smelled or seen by the characters, or start dropping hints of the effects if odorless and colorless. Ideally, each species has a maximum of respiration points which is listed at the bottom of their species entry, and respiration averages out when creating hybrids, unless one species in the mix has infinite as part of the genes which carry on.

Sarok-Kin

by M R MaloneyM R Maloney 25 Mar 2017 02:42

Sarok are apex predators on Lenida due to the scarcity of other creatures that hunt them that are not sentient, compared to their origination realm, The Starry Oceans of Quantil. The sarok-kin are labspawn created for war originally, hybrids meant as biological weapons and soldiers, though most either turned on their creators and died in secrecy, or were freed while still primitive and untrained.

Shinjaka

by M R MaloneyM R Maloney 11 May 2017 01:04

Shinjaka are medium sized, and evolved from amoebas that learned how to photosynthesize as well as taking on a much darker tone over time, eventually branching out into their different ethnicities, but most with dark tones which aided them in survival as they became able to hide more easily. Sometimes called Shadehaven like the dymocanto, they can absorbing ambient light and heat in moderate amounts as part of their diet, with larger amounts cause them to expand massively before contracting to a spherical blob from over-saturation, causing a drain in stamina. As a result, most try to keep themselves mostly hidden within otherstructures when possible, but some will even mimic other species for the sake of rounding out their diet, namely feasting upon glucose-heavy liquids, such as the blood of prey and enemies who they have fattened up with mysterious sweet gifts left in places where it may be easily found. As such, many cultures on Jaltho had a great many fairy tales regarding innocent young offspring who succumbed to the traps of the shinjaka… But shinjaka are quite able to determine the approximate maturation of most species, and actually prefer those with a seasoned flavor of battle or evidence of threatening those lesser than them without due cause.

Source Infections

by M R MaloneyM R Maloney 02 Mar 2017 16:26

A source infection sets in at level 20 if an individual has any particular source type for their abilities which is found in 30% or more of their abilities. Source infections at first have very little effect, but as they grow stronger, they accumulate into more significant influences on an individual that has one. Every level the effect slightly increases, as long as the source infection is not replaced. An individual may only have 3 source infections on them at any particular time, and the lowest is always replaced by a newer one that exceeds it in percentage of abilities the source is found in, regardless of the rank of that third source infection. This resets the source infection if it comes back at a higher level, further ensuring all entities using different sources for abilities have a chance to conceal which sources they are using if they vary their usage enough, as well as having the potential to change their mind later to emphasize specific sources they might not have originally gained source infections in, but at the cost of losing the at least one current source infection.

Source Pools

by M R MaloneyM R Maloney 18 Mar 2017 03:39

A source pool is a way for draw power and use it for abilities, replenishing in a way unique to each source, having a size limited by the statistics setting its maximum and any limiting conditions they may have, including a decrease scaled by their potency compared to others in their particular path.

Species

by M R MaloneyM R Maloney 26 Dec 2016 02:15

While a player may play as any entity within The FARAD System, those which are sentient and sapient are referred to as species, and are listed below. For playing as an adecrea, creature, loa, numina, pragur, terror or other entity, click on the entity categorization and look at the entries there.

Statistics, Attributes and Skills

by M R MaloneyM R Maloney 20 Jul 2017 07:18

Statistics are rolled at start, in order of the roll for default rules, and rerolling if less than 5 to any value.

Status Effect Template

by M R MaloneyM R Maloney 08 Apr 2017 03:55

An ability may only utilize one to three status effects within it, and points available for status effects design evaluation cap at 20 points, though the abilities themselves may cap at rank 100, and every 10 ranks of an ability, its status effects automatically increase by 1 rank at no added cost, up to a maximum of 20 ranks for the status effect. For every point of ability source pool or FP-replacement cost, three points are available for a status effect at no added cost. If spending an additional FP per point, one to twenty points may be added on top of the freely given ones for the sake of increasing either the availability for design evaluation as effects, or as increasing the rank. An individual may use a status effect at a rank equal to the ability's rank boost, lower if using a conditional to lessen its effect under certain circumstances (such as holding back from killing someone) or even higher if spending 5 FP per rank increase, if they have not already used up the 10 FP maximum investment into the design of the status effect.

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Genetic Template Mechanics

by M R MaloneyM R Maloney 25 Dec 2016 23:23

The purpose of the base genetic template mechanic is simply to show how a species is designed for the sake of creating and balancing new pure species for play in The FARAD System, or characters which may be genetically engineered, prior to any potential hybridization of ancestors or mutation that may occur when creating a character.  It is an optional mechanic for a GM and their players to use when wishing to homebrew a new species, the aforementioned genetically engineered characters, or when creating a proposed species for possible inclusion in _ ( The FARAD System magazine, no idea on name for it yet ), future setting expansions or other supplements.

Materials Template

by M R MaloneyM R Maloney 26 Jul 2017 05:51

Materials are what are used to create items.

Trained Trait Template

by M R MaloneyM R Maloney 25 Jul 2017 01:37

The purpose of the Trained Trait Template it to allow GMs and their players to create training options and paths that allow for balanced customization of increases to skills and other things that entities might practice on a regular basis.

Trained Traits

by M R MaloneyM R Maloney 25 Dec 2016 19:59

Trained Traits are a part of the leveling mechanic used in The FARAD System. Once an entity such as a player character increases by a level, they are able to gain a Training Point to spend on each of the four categories of trained traits: Combat, General, Knowledge and Vocational. These points may be spent to bolster previous training, expand into new areas, or banked until another level. However, should a character die, they will have a reduction in that TP bank, same as their bank for XP types and Ability Points.

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Chronicle: Upbringing

by M R MaloneyM R Maloney 29 May 2017 19:44

The purpose of The FARAD System's chronicle template mechanic is to assist GMs who would like to create and utilize different balanced chronicle options that aid their players with creating their character's backstory, as well as offering the players themselves a way to create a portion themselves as well, using the same mechanic.

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Venefica

by M R MaloneyM R Maloney 27 Dec 2016 04:50

The venefica are an extremely long-living people from The Shifting Sands of Jahneer, concerned with bending creatures to serve them, as well as sentient species, for the sake of buffering their power from those that would seek to abuse it for their own purposes. They do not bleed heavily if injured, and mostly use their magic to hide and to defend themselves, as well as predict the future, but they prefer not to fight if they can avoid it, being very savage if their defenses don't work, but knowing those that get past them are extremely powerful. They have four arms, four breasts or pectorals and a strong link to the desert, being mostly nomadic, but stone, wood and tarp architecture. Due to their culturally strong use of magic and primarily living in deserts, the venefica are sometimes referred to as 'sand-witches' behind their back.

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Wiki

by M R MaloneyM R Maloney 24 Dec 2016 22:10

According to Wikipedia, the world largest wiki site:

Witmorgate

by M R MaloneyM R Maloney 17 Apr 2017 17:26

The witmorgate, also known as frost-witches, are an extremely long-living people from Frigsolum. They are nomadic primarily, entire packs travelling at once, though there are the occasional hermits who live alone or with only a handful of others of their species by them. Witmorgate are extremely concerned with survival of the fittest and dominating nature and other entities to ensure their own survival. They mostly build with wood, straw and ice architecture, living on snowy plains and tundra forests, calling down strong winds and lightning to power some of their artifacts and technology, while also deterring outsiders. Witmorgate may look a bit like humans wearing animal furs from a distance, but they have pale porcelain skin, protruding canine teeth, fur and feathers growing in different areas, including along their tail, long usually straight hair, strong nocturnal vision, and pack instinct.

Witreen

by M R MaloneyM R Maloney 31 Mar 2017 21:37

The witreen are an extremely long-living people from Arba, a mostly swampy moon of the gas giant Ostherrim. They are concerned with working with nature to keep themselves safe and well fed, but more taking than asking for its permission. They mostly build vast cities in bogs and swamps along cliffsides, but some are more hermetic and live alone, almost all using stone and wood architecture primarily. Due to their culturally strong use of magic and primarily living in swamps, the witreen are sometimes referred to as 'green-witches' behind their back, or 'muckhaven' like the hirudae, as they live above or in swamps and bogs. They are superficially similar to many insects, though like pixies, they are not true insects but vertebrates, and have superficial traits similar to other animals and even plants. They have thin tendrils wrapping their limbs, in addition to a large upper torso rib cage in the back, as well as "warts" on their green skin that spout horns as they age. They actually end up growing "twigs and leaves" in their hair, though it is really camouflage adaption due to their millenias of ingesting magical plants, some of which affected their dna. Their fingerprints and toe prints are green and their skin is a mix of green and brown usually, though sub-races are affected by regional diet and annual climate change. Their hair colors in clusters and typically changes with the seasons, though it may be pure black in older individuals. Witreen and Dryads are usually friendly to one another, and the Drayds typically favor them for tasks which young or elder Dryads may not be able to travel far enough from their tree to accomplish. Witreen sometimes take on plant symbiotes, gaining even more from nature. Witreen can fashion flying broomsticks and other wooden flight devices, and frequently have cat or other familiars.

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Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-NonCommercial 3.0 License