Difference between revisions of "Little people's league"
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− | + | == Guild Info == | |
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Little people's league is a loose coalition of communities of brownies, gnomes, halflings, leprechauns, mold men, spell weavers and avans. One thing they have in common is that they are all small people in the world of giants. This common 'enemy' has made them band together and work as united force against bigger threats. This communal unity has made them extremely efficient and effective at tackling different tasks and foes despite their natural disadvantage. | Little people's league is a loose coalition of communities of brownies, gnomes, halflings, leprechauns, mold men, spell weavers and avans. One thing they have in common is that they are all small people in the world of giants. This common 'enemy' has made them band together and work as united force against bigger threats. This communal unity has made them extremely efficient and effective at tackling different tasks and foes despite their natural disadvantage. | ||
− | + | == Requirements == | |
− | * Race must be one of the following: | + | * Race must be one of the following: [[Brownie]],[[Gnome]],[[Halfling]],[[Leprechaun]][[,Mold man]],[[Spell weaver]],[[Avan]],[[Snakeman]],[[Dwarf]] |
− | * Not a Member of: | + | * Not a Member of: [[Civilized City Dwellers]], [[Nomads of the wild]], [[Cult of the devourer]], [[Hive]], [[Slumdogs of czardom]], [[Clan of the mountainfolk]] |
− | + | == Location == | |
− | + | Guild is located at the inn of Village of Highhill. | |
− | + | == Features == | |
Available racial abilities are: | Available racial abilities are: | ||
− | + | aura finesse Cost: 1 | |
− | + | bear the communal cacophony Cost: 1 | |
− | + | better living through chemicals Cost: 1 | |
− | + | brothers in arms Cost: 2 | |
− | + | champion of the little people Cost: 2 | |
− | + | communal apothecary Cost: 1 | |
− | + | conduit of magicks Cost: 1 | |
− | + | diminutive skirmisher Cost: 1 | |
− | + | good food, good life Cost: 1 | |
− | + | hardened clanmage Cost: 2 | |
− | + | intrinsic magic Cost: 2 | |
− | + | kins-oath caregiver Cost: 1 | |
− | + | Leave no stone unturned Cost: 1 | |
− | + | money is power Cost: 2 | |
− | + | not the face! Cost: 1 | |
− | + | nutcracker Cost: 2 | |
− | + | ouphe ancestry Cost: 2 | |
− | + | pack rat Cost: 1 | |
− | + | pip-squeak greatheart Cost: 2 | |
− | + | power from within Cost: 2 | |
− | + | sentinel's foresight Cost: 1 | |
− | + | small and innocent Cost: 1 | |
− | + | spellwright Cost: 2 | |
− | + | thorn in your foot Cost: 1 | |
− | + | undergrowth knight Cost: 1 | |
− | + | village idiot Cost: 1 | |
− | + | wanderlust Cost: 1 | |
− | + | weaver of fables Cost: 2 | |
− | + | wizened fisherman Cost: 1 | |
− | Aura finesse: | + | Aura finesse: |
− | Cost: 1 | + | Cost: 1 |
− | Little people's league likes to gather and store magical items for | + | Little people's league likes to gather and store magical items for |
− | different purposes. They have specially trained relic keepers who are there | + | different purposes. They have specially trained relic keepers who are there |
− | to make sure that the magical items will be in perfect shape when they are | + | to make sure that the magical items will be in perfect shape when they are |
− | needed. | + | needed. |
− | Effects: Halves your item glows decay. | + | Effects: Halves your item glows decay. |
− | Bear the communal cacophony: | + | Bear the communal cacophony: |
− | Cost: 1 | + | Cost: 1 |
− | Little people tend to make their presence known by the volume of sound they | + | Little people tend to make their presence known by the volume of sound they |
− | make because they can't use their size to so. This makes their communities | + | make because they can't use their size to so. This makes their communities |
− | to be cacophony of sounds and when there is magic also involved it will | + | to be cacophony of sounds and when there is magic also involved it will |
− | drive a normal man insane if they have to stay there for more than couple | + | drive a normal man insane if they have to stay there for more than couple |
− | of hours. Little people either leave their community and become wanderers | + | of hours. Little people either leave their community and become wanderers |
− | or learn to tune out the background noise, making them somewhat resistant | + | or learn to tune out the background noise, making them somewhat resistant |
− | to magic, psionic and sonic effects. | + | to magic, psionic and sonic effects. |
− | Effects: Improves your resistance to psionic, magical and sonic damage. | + | Effects: Improves your resistance to psionic, magical and sonic damage. |
− | Better living through chemicals: | + | Better living through chemicals: |
− | Cost: 1 | + | Cost: 1 |
− | Years of experimenting and using potions have left their effects on some | + | Years of experimenting and using potions have left their effects on some |
− | industrious little people. In stressful situation such as combat they | + | industrious little people. In stressful situation such as combat they |
− | somehow show symptoms of these 'performance enhancers' even if they haven't | + | somehow show symptoms of these 'performance enhancers' even if they haven't |
− | had a drop for a long time. | + | had a drop for a long time. |
− | Effects: At the start of combat you gain random potion effect. | + | Effects: At the start of combat you gain random potion effect. |
− | Brothers in arms: | + | Brothers in arms: |
− | Cost: 2 | + | Cost: 2 |
− | Little people are used to fighting side by side with their brothers against | + | Little people are used to fighting side by side with their brothers against |
− | bigger threats. This communal fighting style has made them adept at | + | bigger threats. This communal fighting style has made them adept at |
− | spotting openings and opportunities in combat. The more people there are to | + | spotting openings and opportunities in combat. The more people there are to |
− | create chaos the better for them. | + | create chaos the better for them. |
− | Effects: Increases momentum chance based on party size. | + | Effects: Increases momentum chance based on party size. |
− | Champion of the little people: | + | Champion of the little people: |
− | Cost: 2 | + | Cost: 2 |
− | Every community has its own champion who represents the community and leads | + | Every community has its own champion who represents the community and leads |
− | them in battle. While this task has enormous responsibility the champion | + | them in battle. While this task has enormous responsibility the champion |
− | has the support of his whole community behind him and allows him to achieve | + | has the support of his whole community behind him and allows him to achieve |
− | greatness through them. The most visible effect of this support is the | + | greatness through them. The most visible effect of this support is the |
− | champion's ability to fight even the largest giants toe to toe. | + | champion's ability to fight even the largest giants toe to toe. |
− | Effects: Increases effective size for battle, no real size change. | + | Effects: Increases effective size for battle, no real size change. |
− | Communal apothecary: | + | Communal apothecary: |
− | Cost: 1 | + | Cost: 1 |
− | When a lot of people pack together into a small community diseases can | + | When a lot of people pack together into a small community diseases can |
− | easily spread through the whole community really fast. Every community have | + | easily spread through the whole community really fast. Every community have |
− | several communal apothecaries who are masters of herbalism and alchemy. | + | several communal apothecaries who are masters of herbalism and alchemy. |
− | They can quickly make and administer healing herbs and potions when needed. | + | They can quickly make and administer healing herbs and potions when needed. |
− | Effects: Allows you to create 2 potions instead of 1. | + | Effects: Allows you to create 2 potions instead of 1. |
− | Conduit of magicks: | + | Conduit of magicks: |
− | Cost: 1 | + | Cost: 1 |
− | Magic is a part of every day life in the little people's communities. | + | Magic is a part of every day life in the little people's communities. |
− | Practically everyone knows at least some magic and uses it somehow to make | + | Practically everyone knows at least some magic and uses it somehow to make |
− | their life easier. This causes everyone and everything in those communities | + | their life easier. This causes everyone and everything in those communities |
− | be somehow affected by magic. This is really useful for the spellcasters as | + | be somehow affected by magic. This is really useful for the spellcasters as |
− | it makes their possessions less hindering for magic use. | + | it makes their possessions less hindering for magic use. |
− | Effects: Allows wielding all weapons while spellcasting. | + | Effects: Allows wielding all weapons while spellcasting. |
− | Diminutive skirmisher: | + | Diminutive skirmisher: |
− | Cost: 1 | + | Cost: 1 |
− | Being small and quick allows you to quickly skirt around the battle field | + | Being small and quick allows you to quickly skirt around the battle field |
− | and avoid people's attacks. Often they might just ignore you and engage | + | and avoid people's attacks. Often they might just ignore you and engage |
− | someone else who they view to be a bigger threat. | + | someone else who they view to be a bigger threat. |
− | Effects: Allows you to evade attacks in melee combat. | + | Effects: Allows you to evade attacks in melee combat. |
− | Good food, good life: | + | Good food, good life: |
− | Cost: 1 | + | Cost: 1 |
− | Communal feasts are the highlite of the year for every small race. Everyone | + | Communal feasts are the highlite of the year for every small race. Everyone |
− | loves to indulge themselves into massive mountains of food and drinks and | + | loves to indulge themselves into massive mountains of food and drinks and |
− | devour some much food that you can roll your friendly gnomes back home. | + | devour some much food that you can roll your friendly gnomes back home. |
− | Effects: Gives you small regen boost when you eat food. | + | Effects: Gives you small regen boost when you eat food. |
− | Hardened clanmage: | + | Hardened clanmage: |
− | Cost: 2 | + | Cost: 2 |
− | Little people communities are very open to magic use unlike some others | + | Little people communities are very open to magic use unlike some others |
− | like Vaerlon. This makes their clanmages very good at what they do as the | + | like Vaerlon. This makes their clanmages very good at what they do as the |
− | knowledge is traditionally passed within the community. | + | knowledge is traditionally passed within the community. |
− | Effects: Your wisdom or intelligence improves your natural armor. | + | Effects: Your wisdom or intelligence improves your natural armor. |
− | Intrinsic magic: | + | Intrinsic magic: |
− | Cost: 2 | + | Cost: 2 |
− | Little people are really devout people and their faith for the elemental | + | Little people are really devout people and their faith for the elemental |
− | gods is unshakeabe. Centuries of communal faith practice have made them | + | gods is unshakeabe. Centuries of communal faith practice have made them |
− | very adept at seeing how the elemental powers influence the world and how | + | very adept at seeing how the elemental powers influence the world and how |
− | to harness this godly power for their own magicks. | + | to harness this godly power for their own magicks. |
− | Effects: Infusions work on spells. | + | Effects: Infusions work on spells. |
− | Kins-oath caregiver: | + | Kins-oath caregiver: |
− | Cost: 1 | + | Cost: 1 |
− | Communal apothecaries are the ones who create medicine for the communities | + | Communal apothecaries are the ones who create medicine for the communities |
− | but the kins-oath caregivers are the ones who actually administer the | + | but the kins-oath caregivers are the ones who actually administer the |
− | medicine and tend the sick and wounded. They have taken a communal oath to | + | medicine and tend the sick and wounded. They have taken a communal oath to |
− | try to preserve lives of their community by any means necessary, even if it | + | try to preserve lives of their community by any means necessary, even if it |
− | takes their own life. They are highly venerated in the communities because | + | takes their own life. They are highly venerated in the communities because |
− | of this. | + | of this. |
− | Effects: Allows using embrace of vitae more often. | + | Effects: Allows using embrace of vitae more often. |
− | Leave no stone unturned: | + | Leave no stone unturned: |
− | Cost: 1 | + | Cost: 1 |
− | When you have spent your whole life having to struggle through the | + | When you have spent your whole life having to struggle through the |
− | undergrowth when trekking through the wilds it makes it easier for you to | + | undergrowth when trekking through the wilds it makes it easier for you to |
− | spot plants that would otherwise go unnoticed. | + | spot plants that would otherwise go unnoticed. |
− | Effects: Allows you to find additional herbs when gathering. | + | Effects: Allows you to find additional herbs when gathering. |
− | Money is power: | + | Money is power: |
− | Cost: 2 | + | Cost: 2 |
− | Many of the smaller races are known as good merchants and money makers, | + | Many of the smaller races are known as good merchants and money makers, |
− | especially the leprechauns seem to have a knack of this and run most of the | + | especially the leprechauns seem to have a knack of this and run most of the |
− | banking businesses in the valley. Having a lot of money saved is a matter | + | banking businesses in the valley. Having a lot of money saved is a matter |
− | of pride for many and knowing that you have valuables worth of millions | + | of pride for many and knowing that you have valuables worth of millions |
− | saved can be empowering, literally. | + | saved can be empowering, literally. |
− | Effects: Increases your spell damage according to your bank balance. | + | Effects: Increases your spell damage according to your bank balance. |
− | Not the face!: | + | Not the face!: |
− | Cost: 1 | + | Cost: 1 |
− | No one likes to get hit in the head, especially by a club size of a tree | + | No one likes to get hit in the head, especially by a club size of a tree |
− | trunk. Small races especially are used to this and have learned to avoid | + | trunk. Small races especially are used to this and have learned to avoid |
− | getting hit in the head or neck by their foes and instead try to re-direct | + | getting hit in the head or neck by their foes and instead try to re-direct |
− | that hit to less vital part of their body. | + | that hit to less vital part of their body. |
− | Effects: Attempts to redirect melee neck/head hits to elsewhere. | + | Effects: Attempts to redirect melee neck/head hits to elsewhere. |
− | Nutcracker: | + | Nutcracker: |
− | Cost: 2 | + | Cost: 2 |
− | Being knee high in combat can some times be to your great advantage as it | + | Being knee high in combat can some times be to your great advantage as it |
− | allows you a clear path to attack certain strategic parts in your | + | allows you a clear path to attack certain strategic parts in your |
− | opponent's body and inflict some pain that even his grandchildren will | + | opponent's body and inflict some pain that even his grandchildren will |
− | still be able to feel. | + | still be able to feel. |
− | Effects: Additional melee damage against larger enemies. Requires | + | Effects: Additional melee damage against larger enemies. Requires |
− | diminutive skirmisher. | + | diminutive skirmisher. |
− | Ouphe ancestry: | + | Ouphe ancestry: |
− | Cost: 2 | + | Cost: 2 |
− | Ouphes are small a small fairy race that some what resembles goblins and | + | Ouphes are small a small fairy race that some what resembles goblins and |
− | other small races. Some times their blood mixes with other small races to | + | other small races. Some times their blood mixes with other small races to |
− | create offshoots that inherit their affinity with magic. | + | create offshoots that inherit their affinity with magic. |
− | Effects: Gives you passive magic resistance. | + | Effects: Gives you passive magic resistance. |
− | Pack rat: | + | Pack rat: |
− | Cost: 1 | + | Cost: 1 |
− | Some little people are experts at packing massive loads of stuff into their | + | Some little people are experts at packing massive loads of stuff into their |
− | pockets and bags and still they are some how able to haul that load with | + | pockets and bags and still they are some how able to haul that load with |
− | them. Especially the merchants often resemble moving balls of merchandise | + | them. Especially the merchants often resemble moving balls of merchandise |
− | more than gnomes and leprechauns. | + | more than gnomes and leprechauns. |
− | Effects: Increases your carrying capacity. | + | Effects: Increases your carrying capacity. |
− | Pip-squeak greatheart: | + | Pip-squeak greatheart: |
− | Cost: 2 | + | Cost: 2 |
− | Selection of weapons that small reason can lift and wield are usually | + | Selection of weapons that small reason can lift and wield are usually |
− | fairly limited and one of the reasons why so many of them have devoted | + | fairly limited and one of the reasons why so many of them have devoted |
− | their lives for magic instead. Certain individuals on the other hand have | + | their lives for magic instead. Certain individuals on the other hand have |
− | dedicated their lives to use weapons that are normally wielded by bigger | + | dedicated their lives to use weapons that are normally wielded by bigger |
− | races. | + | races. |
− | Effects: Increases effective size for wielding. | + | Effects: Increases effective size for wielding. |
− | Power from within: | + | Power from within: |
− | Cost: 2 | + | Cost: 2 |
− | Little people are great believers in inner power and when there are magical | + | Little people are great believers in inner power and when there are magical |
− | items that change that inner power they are extremely adept at harnessing | + | items that change that inner power they are extremely adept at harnessing |
− | the full power of that magical change. | + | the full power of that magical change. |
− | Effects: Infusions give you 1 spell damage per point instead of 0.5. | + | Effects: Infusions give you 1 spell damage per point instead of 0.5. |
− | Requires conduit of magicks. | + | Requires conduit of magicks. |
− | Sentinel's foresight: | + | Sentinel's foresight: |
− | Cost: 1 | + | Cost: 1 |
− | Little people's league trains sentinels to watch over the communities and | + | Little people's league trains sentinels to watch over the communities and |
− | serve as an early warning system that alerts them about possible threats. | + | serve as an early warning system that alerts them about possible threats. |
− | While normal lookouts are just scanning the horizon enemy movements, the | + | While normal lookouts are just scanning the horizon enemy movements, the |
− | sentinels are also trained to spot magical threats. | + | sentinels are also trained to spot magical threats. |
− | Effects: Allows you to see your opponent's spellcasting. | + | Effects: Allows you to see your opponent's spellcasting. |
− | Small and innocent: | + | Small and innocent: |
− | Cost: 1 | + | Cost: 1 |
− | Small races are often viewed as children by the bigger races. Some of them | + | Small races are often viewed as children by the bigger races. Some of them |
− | started to take advantage of this view and abuse it to their own personal | + | started to take advantage of this view and abuse it to their own personal |
− | gain. No one would ever suspect that this small 'child' murdered that | + | gain. No one would ever suspect that this small 'child' murdered that |
− | person and stole those valuables. | + | person and stole those valuables. |
− | Effects: Halves the negative reputation gain. | + | Effects: Halves the negative reputation gain. |
− | Spellwright: | + | Spellwright: |
− | Cost: 2 | + | Cost: 2 |
− | Small races are known from their nimble fingers but their minds are also | + | Small races are known from their nimble fingers but their minds are also |
− | quick and they can often out think many of the larger races. This gives | + | quick and they can often out think many of the larger races. This gives |
− | them an edge in spell casting also as they are able to make more use out of | + | them an edge in spell casting also as they are able to make more use out of |
− | thaumaturgy by being able process the magical energies faster. | + | thaumaturgy by being able process the magical energies faster. |
− | Effects: Thaumaturgy stat is more effective for you. | + | Effects: Thaumaturgy stat is more effective for you. |
− | Thorn in your foot: | + | Thorn in your foot: |
− | Cost: 1 | + | Cost: 1 |
− | Small blades have always been the favourite weapon for small races as they | + | Small blades have always been the favourite weapon for small races as they |
− | can make really ugly damage really fast when you slash your opponents leg | + | can make really ugly damage really fast when you slash your opponents leg |
− | tendons into shred and then proceed to stab them repeatedly into the chest | + | tendons into shred and then proceed to stab them repeatedly into the chest |
− | while they lie helplessly on the ground. They also tend to be just the | + | while they lie helplessly on the ground. They also tend to be just the |
− | right size for them because they do not have the necessary weight behind | + | right size for them because they do not have the necessary weight behind |
− | their hits to be that effective with bludgeoning weapons and their spears | + | their hits to be that effective with bludgeoning weapons and their spears |
− | tend to be size of a tooth pick. | + | tend to be size of a tooth pick. |
− | Effects: Bonus melee damage when using swords. | + | Effects: Bonus melee damage when using swords. |
− | Undergrowth knight: | + | Undergrowth knight: |
− | Cost: 1 | + | Cost: 1 |
− | Knights are a force to be reckoned with on the battle field. But if you are | + | Knights are a force to be reckoned with on the battle field. But if you are |
− | a foot high and riding a dog you might be just a tad less impressive. Small | + | a foot high and riding a dog you might be just a tad less impressive. Small |
− | size on the other hand gives you a great advantage of being able to ride to | + | size on the other hand gives you a great advantage of being able to ride to |
− | places where bigger mounts and people can't. Small mounts are minotaur | + | places where bigger mounts and people can't. Small mounts are minotaur |
− | lizard, graemorian white tiger, wolf, riding dog, goat, mule, pony, fire | + | lizard, graemorian white tiger, wolf, riding dog, goat, mule, pony, fire |
− | lizard, giant spider, giant beetle and boar. | + | lizard, giant spider, giant beetle and boar. |
− | Effects: Allows you to ride small mounts anywhere. | + | Effects: Allows you to ride small mounts anywhere. |
− | Village idiot: | + | Village idiot: |
− | Cost: 1 | + | Cost: 1 |
− | Every community has their own village idiots. Often they are just crazed | + | Every community has their own village idiots. Often they are just crazed |
− | madmen but some times there is a reason to their madness and hidden power | + | madmen but some times there is a reason to their madness and hidden power |
− | in it. | + | in it. |
− | Effects: Increases psi strength. | + | Effects: Increases psi strength. |
− | Wanderlust: | + | Wanderlust: |
− | Cost: 1 | + | Cost: 1 |
− | Communal life is not for everyone. Social pressure drives few little people | + | Communal life is not for everyone. Social pressure drives few little people |
− | every now and then to leave their community and travel the world in search | + | every now and then to leave their community and travel the world in search |
− | of new life. This wanderlust gives them strength to power through the | + | of new life. This wanderlust gives them strength to power through the |
− | wilds. It is also fairly common that the wanderlust runs out and after | + | wilds. It is also fairly common that the wanderlust runs out and after |
− | stealing dragon's treasure or throwing a ring to a volcano they return back | + | stealing dragon's treasure or throwing a ring to a volcano they return back |
− | home. | + | home. |
− | Effects: Reduces ep cost of moving in ow considerably. | + | Effects: Reduces ep cost of moving in ow considerably. |
− | Weaver of fables: | + | Weaver of fables: |
− | Cost: 2 | + | Cost: 2 |
− | Storytelling is how most of the tradition is passed within communities | + | Storytelling is how most of the tradition is passed within communities |
− | around the valley. Little people are especially skilled at weaving these | + | around the valley. Little people are especially skilled at weaving these |
− | fables and often utilize magic andillusions to colour their stories even | + | fables and often utilize magic andillusions to colour their stories even |
− | further. This magic weaving skill makes spell casting fairly effortless | + | further. This magic weaving skill makes spell casting fairly effortless |
− | task for those who have mastered it. | + | task for those who have mastered it. |
− | Effects: Allows you to cast spells some times at half cost. | + | Effects: Allows you to cast spells some times at half cost. |
− | Wizened fisherman: | + | Wizened fisherman: |
− | Cost: 1 | + | Cost: 1 |
− | Fishing is the favourite past time in the little people communities when | + | Fishing is the favourite past time in the little people communities when |
− | they aren't toying dangerously with magic and trying to explode half of the | + | they aren't toying dangerously with magic and trying to explode half of the |
− | village meanwhile. The best fishing spots are a well-kept secret within the | + | village meanwhile. The best fishing spots are a well-kept secret within the |
− | communites and only shared to the most wizened fishermen. | + | communites and only shared to the most wizened fishermen. |
− | Effects: Improves your fishing luck. | + | Effects: Improves your fishing luck. |
[[category:racial guilds]] | [[category:racial guilds]] |
Revision as of 15:17, 28 June 2019
Contents
Guild Info
Little people's league is a loose coalition of communities of brownies, gnomes, halflings, leprechauns, mold men, spell weavers and avans. One thing they have in common is that they are all small people in the world of giants. This common 'enemy' has made them band together and work as united force against bigger threats. This communal unity has made them extremely efficient and effective at tackling different tasks and foes despite their natural disadvantage.
Requirements
- Race must be one of the following: Brownie,Gnome,Halfling,Leprechaun,Mold man,Spell weaver,Avan,Snakeman,Dwarf
- Not a Member of: Civilized City Dwellers, Nomads of the wild, Cult of the devourer, Hive, Slumdogs of czardom, Clan of the mountainfolk
Location
Guild is located at the inn of Village of Highhill.
Features
Available racial abilities are:
aura finesse Cost: 1 bear the communal cacophony Cost: 1 better living through chemicals Cost: 1 brothers in arms Cost: 2 champion of the little people Cost: 2 communal apothecary Cost: 1 conduit of magicks Cost: 1 diminutive skirmisher Cost: 1 good food, good life Cost: 1 hardened clanmage Cost: 2 intrinsic magic Cost: 2 kins-oath caregiver Cost: 1 Leave no stone unturned Cost: 1 money is power Cost: 2 not the face! Cost: 1 nutcracker Cost: 2 ouphe ancestry Cost: 2 pack rat Cost: 1 pip-squeak greatheart Cost: 2 power from within Cost: 2 sentinel's foresight Cost: 1 small and innocent Cost: 1 spellwright Cost: 2 thorn in your foot Cost: 1 undergrowth knight Cost: 1 village idiot Cost: 1 wanderlust Cost: 1 weaver of fables Cost: 2 wizened fisherman Cost: 1
Aura finesse: Cost: 1 Little people's league likes to gather and store magical items for different purposes. They have specially trained relic keepers who are there to make sure that the magical items will be in perfect shape when they are needed. Effects: Halves your item glows decay.
Bear the communal cacophony: Cost: 1 Little people tend to make their presence known by the volume of sound they make because they can't use their size to so. This makes their communities to be cacophony of sounds and when there is magic also involved it will drive a normal man insane if they have to stay there for more than couple of hours. Little people either leave their community and become wanderers or learn to tune out the background noise, making them somewhat resistant to magic, psionic and sonic effects. Effects: Improves your resistance to psionic, magical and sonic damage.
Better living through chemicals: Cost: 1 Years of experimenting and using potions have left their effects on some industrious little people. In stressful situation such as combat they somehow show symptoms of these 'performance enhancers' even if they haven't had a drop for a long time. Effects: At the start of combat you gain random potion effect.
Brothers in arms: Cost: 2 Little people are used to fighting side by side with their brothers against bigger threats. This communal fighting style has made them adept at spotting openings and opportunities in combat. The more people there are to create chaos the better for them. Effects: Increases momentum chance based on party size.
Champion of the little people: Cost: 2 Every community has its own champion who represents the community and leads them in battle. While this task has enormous responsibility the champion has the support of his whole community behind him and allows him to achieve greatness through them. The most visible effect of this support is the champion's ability to fight even the largest giants toe to toe. Effects: Increases effective size for battle, no real size change.
Communal apothecary: Cost: 1 When a lot of people pack together into a small community diseases can easily spread through the whole community really fast. Every community have several communal apothecaries who are masters of herbalism and alchemy. They can quickly make and administer healing herbs and potions when needed. Effects: Allows you to create 2 potions instead of 1.
Conduit of magicks: Cost: 1 Magic is a part of every day life in the little people's communities. Practically everyone knows at least some magic and uses it somehow to make their life easier. This causes everyone and everything in those communities be somehow affected by magic. This is really useful for the spellcasters as it makes their possessions less hindering for magic use. Effects: Allows wielding all weapons while spellcasting.
Diminutive skirmisher: Cost: 1 Being small and quick allows you to quickly skirt around the battle field and avoid people's attacks. Often they might just ignore you and engage someone else who they view to be a bigger threat. Effects: Allows you to evade attacks in melee combat.
Good food, good life: Cost: 1 Communal feasts are the highlite of the year for every small race. Everyone loves to indulge themselves into massive mountains of food and drinks and devour some much food that you can roll your friendly gnomes back home. Effects: Gives you small regen boost when you eat food.
Hardened clanmage: Cost: 2 Little people communities are very open to magic use unlike some others like Vaerlon. This makes their clanmages very good at what they do as the knowledge is traditionally passed within the community. Effects: Your wisdom or intelligence improves your natural armor.
Intrinsic magic: Cost: 2 Little people are really devout people and their faith for the elemental gods is unshakeabe. Centuries of communal faith practice have made them very adept at seeing how the elemental powers influence the world and how to harness this godly power for their own magicks. Effects: Infusions work on spells.
Kins-oath caregiver: Cost: 1 Communal apothecaries are the ones who create medicine for the communities but the kins-oath caregivers are the ones who actually administer the medicine and tend the sick and wounded. They have taken a communal oath to try to preserve lives of their community by any means necessary, even if it takes their own life. They are highly venerated in the communities because of this. Effects: Allows using embrace of vitae more often.
Leave no stone unturned: Cost: 1 When you have spent your whole life having to struggle through the undergrowth when trekking through the wilds it makes it easier for you to spot plants that would otherwise go unnoticed. Effects: Allows you to find additional herbs when gathering.
Money is power: Cost: 2 Many of the smaller races are known as good merchants and money makers, especially the leprechauns seem to have a knack of this and run most of the banking businesses in the valley. Having a lot of money saved is a matter of pride for many and knowing that you have valuables worth of millions saved can be empowering, literally. Effects: Increases your spell damage according to your bank balance.
Not the face!: Cost: 1 No one likes to get hit in the head, especially by a club size of a tree trunk. Small races especially are used to this and have learned to avoid getting hit in the head or neck by their foes and instead try to re-direct that hit to less vital part of their body. Effects: Attempts to redirect melee neck/head hits to elsewhere.
Nutcracker: Cost: 2 Being knee high in combat can some times be to your great advantage as it allows you a clear path to attack certain strategic parts in your opponent's body and inflict some pain that even his grandchildren will still be able to feel. Effects: Additional melee damage against larger enemies. Requires diminutive skirmisher.
Ouphe ancestry: Cost: 2 Ouphes are small a small fairy race that some what resembles goblins and other small races. Some times their blood mixes with other small races to create offshoots that inherit their affinity with magic. Effects: Gives you passive magic resistance.
Pack rat: Cost: 1 Some little people are experts at packing massive loads of stuff into their pockets and bags and still they are some how able to haul that load with them. Especially the merchants often resemble moving balls of merchandise more than gnomes and leprechauns. Effects: Increases your carrying capacity.
Pip-squeak greatheart: Cost: 2 Selection of weapons that small reason can lift and wield are usually fairly limited and one of the reasons why so many of them have devoted their lives for magic instead. Certain individuals on the other hand have dedicated their lives to use weapons that are normally wielded by bigger races. Effects: Increases effective size for wielding.
Power from within: Cost: 2 Little people are great believers in inner power and when there are magical items that change that inner power they are extremely adept at harnessing the full power of that magical change. Effects: Infusions give you 1 spell damage per point instead of 0.5. Requires conduit of magicks.
Sentinel's foresight: Cost: 1 Little people's league trains sentinels to watch over the communities and serve as an early warning system that alerts them about possible threats. While normal lookouts are just scanning the horizon enemy movements, the sentinels are also trained to spot magical threats. Effects: Allows you to see your opponent's spellcasting.
Small and innocent: Cost: 1 Small races are often viewed as children by the bigger races. Some of them started to take advantage of this view and abuse it to their own personal gain. No one would ever suspect that this small 'child' murdered that person and stole those valuables. Effects: Halves the negative reputation gain.
Spellwright: Cost: 2 Small races are known from their nimble fingers but their minds are also quick and they can often out think many of the larger races. This gives them an edge in spell casting also as they are able to make more use out of thaumaturgy by being able process the magical energies faster. Effects: Thaumaturgy stat is more effective for you.
Thorn in your foot: Cost: 1 Small blades have always been the favourite weapon for small races as they can make really ugly damage really fast when you slash your opponents leg tendons into shred and then proceed to stab them repeatedly into the chest while they lie helplessly on the ground. They also tend to be just the right size for them because they do not have the necessary weight behind their hits to be that effective with bludgeoning weapons and their spears tend to be size of a tooth pick. Effects: Bonus melee damage when using swords.
Undergrowth knight: Cost: 1 Knights are a force to be reckoned with on the battle field. But if you are a foot high and riding a dog you might be just a tad less impressive. Small size on the other hand gives you a great advantage of being able to ride to places where bigger mounts and people can't. Small mounts are minotaur lizard, graemorian white tiger, wolf, riding dog, goat, mule, pony, fire lizard, giant spider, giant beetle and boar. Effects: Allows you to ride small mounts anywhere.
Village idiot: Cost: 1 Every community has their own village idiots. Often they are just crazed madmen but some times there is a reason to their madness and hidden power in it. Effects: Increases psi strength.
Wanderlust: Cost: 1 Communal life is not for everyone. Social pressure drives few little people every now and then to leave their community and travel the world in search of new life. This wanderlust gives them strength to power through the wilds. It is also fairly common that the wanderlust runs out and after stealing dragon's treasure or throwing a ring to a volcano they return back home. Effects: Reduces ep cost of moving in ow considerably.
Weaver of fables: Cost: 2 Storytelling is how most of the tradition is passed within communities around the valley. Little people are especially skilled at weaving these fables and often utilize magic andillusions to colour their stories even further. This magic weaving skill makes spell casting fairly effortless task for those who have mastered it. Effects: Allows you to cast spells some times at half cost.
Wizened fisherman: Cost: 1 Fishing is the favourite past time in the little people communities when they aren't toying dangerously with magic and trying to explode half of the village meanwhile. The best fishing spots are a well-kept secret within the communites and only shared to the most wizened fishermen. Effects: Improves your fishing luck.