Post by Lucius Dumitru on Feb 3, 2008 18:57:22 GMT -5
Developed by the Dagas, kel'tar is magic that uses the very essence around the caster as well as the caster him/herself. In using kel'tar, one needs a steady mind and/or hand in order to focus the energy correctly. Words are NOT needed to cast a spell with kel'tar, but rather concentration and possible hand motions. Gathering the energy around, the caster can focus it into one school of kel'tar and than release it into the world before them. Remember, using kel'tar uses part of you in the process. Using it too much or too often in a day can kill you. Kel'tar also does not operate off the same starting points as normal skills and traits!
Starting Kel'tar Points
~Major[/i]- Training in any school of Kel'tar, costs half. So if you were buying the first general skill, it only costs you 1, to the normal 2. The next one is only 2 instead of 4! Nice deal, right?[/blockquote]~Talent in Kel'tar (Minor/Major Asset)- There is a part of Kel'tar that you just accel at. No one else can truly match your skill in that on Specialty and it makes you good.
~Major[/i]- You act as if you are one rank higher in that Kel'tar Speciality. And during progression (not during character creation) the cost is 2 points less for that specialty! (In other words, if you want to get an 8 to a 10, it will only cost 8 for Rare Experience, 13 for Study Buddy, and 18 for simple Studying)[/blockquote][/color]
~Kel'tar Insensitive (Minor/Major Complication)- There are those that cannot use Kel'tar at all and can even have a weakness to it. Those people have this trait.
~Major[/i]- If they have a Major Trait in this, they not only can't use kel'tar, but whenever someone casts something upon them using kel'tar, he/she acts as if it was done twice instead of just once.[/blockquote]~Hooked to Kel'tar (Minor/Major Complication)- You love Kel'tar so much, that any chance you get to use it, you do! Even if it means growing weak from it, you just can't resist blowing up your enemies or turning invisible.
~Major[/i]- You use Kel'tar so much, that your medic says it will kill you before a bullet does! In fact, when using Kel'tar, you normally go above and beyond your normal limitations causing your body to shut down to stop you from casting more.[/color][/blockquote][/blockquote]
Kel'tar Skills[/u]
Starting Kel'tar Points
~Trales- Greenhorn 16, Veteran 19, Professional 22, Gifted 50
~Dagas- Greenhorn 31, Veteran 34, Professional 37, Gifted 65
~Nygis- Greenhorn 6, Veteran 9, Professional 12, Gifted 40
Kel'tar Traits[/u] Reminder, Kel'tar Traits only effect Kel'tar points, not your normal skill points! Thank you.
~Kel'tar Sensitive (Minor/Major Asset)- Almost anyone can use kel'tar, but those uniquely sensitive to it, can manipulate it with ease. It also allows them to use it more often than others without having it drain them too much.[/i]- With a Minor Trait of this, they are slightly better at manipulating all kinds of kel'tar, with better training, they can surpass someone that is not sensitive to it.~Minor
~Major[/i]- Training in any school of Kel'tar, costs half. So if you were buying the first general skill, it only costs you 1, to the normal 2. The next one is only 2 instead of 4! Nice deal, right?[/blockquote]~Talent in Kel'tar (Minor/Major Asset)- There is a part of Kel'tar that you just accel at. No one else can truly match your skill in that on Specialty and it makes you good.
~Minor[/b]- You do slightly better than most people with the same training in that specific Kel'tar Speciality. (+2 to that Speciality)
~Major[/i]- You act as if you are one rank higher in that Kel'tar Speciality. And during progression (not during character creation) the cost is 2 points less for that specialty! (In other words, if you want to get an 8 to a 10, it will only cost 8 for Rare Experience, 13 for Study Buddy, and 18 for simple Studying)[/blockquote][/color]
~Kel'tar Insensitive (Minor/Major Complication)- There are those that cannot use Kel'tar at all and can even have a weakness to it. Those people have this trait.
~Minor[/i]- With a Minor Trait in this, they are simply unable to use kel'tar, even with years of training.
~Major[/i]- If they have a Major Trait in this, they not only can't use kel'tar, but whenever someone casts something upon them using kel'tar, he/she acts as if it was done twice instead of just once.[/blockquote]~Hooked to Kel'tar (Minor/Major Complication)- You love Kel'tar so much, that any chance you get to use it, you do! Even if it means growing weak from it, you just can't resist blowing up your enemies or turning invisible.
~Minor[/i]- It is not an imeditate danger to your health, but you do tend it use it at least once more than normal. If you do not use Kel'tar at all, you will suffer withdrawals (mostly mentally mind you) and will do anything to get the 'fix'.
~Major[/i]- You use Kel'tar so much, that your medic says it will kill you before a bullet does! In fact, when using Kel'tar, you normally go above and beyond your normal limitations causing your body to shut down to stop you from casting more.[/color][/blockquote][/blockquote]
Kel'tar Skills[/u]
~Alteration- With this Skill, one can manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical attacks. Specialties: altering others, environment altering, self altering, time.[/blockquote]
~Conjuration- This Skill allows the caster to summon up creatures to assist him/her in their fight or even conjure weapons or armor to help them. Specialties: armor, large creatures, massive creatures, medium creatures, obstructions (e.g., walls, bushes, trees), shelter, small creatures, tools, undead, weapons.
~Evocation- This Skill is the mastery of the harm. Using elemental, draining, vulnerability, and disintegration effects, one can harm living and undead creatures. Specialties: air, earth, fire (can create lightning through fire, but only when your fire is at 10), light, shadow, water (can create ice through water).
~Illusion- Perception is in the eye of the beholder, but if one holds this Skill, they can alter that perception. Specialties: blind, light, paralyze, silence, calm, frenzy. chameleon, invisibility.
~Mysticism- Things people can't explain in everyday life, can be explained through Mysticism! Holding a wide range, new specialties are popping up almost every day, so are new deaths from figuring out more. Specialties: binding, teleportation, telekinesis, absorb, reflect kel'tar energies, sensing.
~Restoration- Perhaps one of the more popular schools. With this, people can heal themselves or others through kel'tar, replacing the missing atoms in someone's body, or simply removing what is not wanted. Specialties: cure disease, disease/poison protection, augment abilities (such as make yourself quicker or stronger for a short while), restore, repair.