Game of life

Menu
Introduction
The character
Coping game
Pain and experience (XP)
Skills
Feats
Stress
The source of power
Corruption
The gauges factor

The rest of the game

a. Damages
b. Rage levels
c. Spells and other effect like prayer
d. Spell material
e. Magical weapons and material grade
f. Alignment

Glossary of idea
the ill that is there

The normal brain mindset or the ill that is there by idea.




Introduction


  This article attempts to make life seem like a game of working with people and thinking about the results. This is just like RolePlay. So think to play a role, then you know the idea that you can do. So don't take it too seriously, if you don't in idea want to play this game, then think your not playing and don't use the material. This is done as its meant for fun, the gaming of life in itself. It might be interesting to see what you can get from this.

  So play along if you want to enjoy it as you want to and as possible. Remember to work as if you think to work with this system of life. If you use a drug or think about things, then your brain plasticizes itself and goes alternative lifestyle. This is done as though in a point, that's represented in the alternate game of life that is here. The point that is described here is normal and a basic sane mode of thinking, that is when your in comparison to the alternative insane or crazy lifestyle.

  This is the active state or insane and crazy way of life if angry, so think and you can calm yourself. The activity is with a state of mind, that is making use of the alternative life game. The mindings that you do is with a minding state of mind, this represents others sometimes in a rage or in a state of mind not to talk about things and this is the game of life. People are aware by what you do and also by what they do, then if you think about attraction you attract by feel. This is the minding things point of view, mainly because you have to mind them to allow for what they do.

  If you don't then you won't attract people, you may attract bugs or something else like money that you think is there or possible. In order to get rid of these things, think to work with the idea or the point is created and you create by statement or doing things. See that gets rid of the bugs or commands away the idea of something else. This is all in a time of life that I saw. This game that I made out of what I saw can be used for whatever or however you want.

  What I remember the most is the ghost commanding. This is where you think of what you want to do, this causes instruction to the energy that you send. Then state or think strongly with a loud noise pointed toward the ghost, that what you want in commanding tone of thought. "Go now." The ghost will interr some of your energy, then do what you want as you thought instruction in the energy and these are commands set through the energy you sent.

  You can literally send any instruction through the energy, so think of what you want and you can get what you need. This is the thought in absent-minded people sometimes, that they command themselves to remember and they do. This can work by feel or however you want things, though the point is done by feel as that is used with an idea. This is done in getting the reaction of action, otherwise there's less reaction and more ideal points by full manifestation that happen by feel or your sensing things out.

  So think and this active state can revert to normal, this is the normal state set by fae or that what is thought by feel. This is a point that I remember as a point, that reverts the activity and brainwaves and things start working by what is done. This is where I think things work and things start working by what they do. Otherwise the brainwaves that are in a hyper state from the active state, they are reverted to normal patterns and things work by what is possible. This is what is possible with the active state and normal state of energy, that is where the active state is excited atoms and the normal state is unexcited atoms. So think to use the spirit, that goes through everything and you can get what you want.



The character

  The character is what you choose to show or portray, then you can get energy from doing. This is interesting by idea, that is because the character can be good with honesty and genuiness or bad and chaotic with falseness and manipulation. Otherwise what the character you portray does makes him or her or whatever sex you are at the moment, so think what you want and you can create the result by what you choose to act. This is all in order to get things or work with people, that is on their basis and sometimes your own idea. So I think the character basis is what is important, this is because you can get what you want and work with others as they want to be worked with by feel. This is a character in idea, that chooses his points and either way gets good results.

  Now a character in reality is what or whom you are, that's if you choose to be that idea you think of the character. So sometimes that is if things work out by the point that you care to do. If you don't wish to portray a character, then you aren't playing a game with the game of life. That is the general rule of life for the game, the point you choose a spot on the ground and think you walk off the edge of the map is the end of the game. However, if the character you portray, mainly yourself, is unconscious then you have 0 hit points or 0 % health and if your dead then you have -2 hit points or -2% health. That is another way to end the game that is not a great way to go, so think of a good point to go on and then accept the point that occurs. Then that is a good way to go. This is if you choose to leave the game, then you may leave the game as you need to go. That is all there is to this.


Coping game

  Some think to cope, some use life as a game to find the moment of peace and envelope the pain so they persevere, this is a point in a game watched and it makes an impression, they cope as that impression is like a stigma or thought that you can react to or not. So this is thought to be forthcoming with the feelings allows you not to be brutal but happy and cocky with humour. When confronted, so be aware that things can intercede an distract the pursuing party if you intend the point to intercede. When watching on a request if the person is not making a mistake, then be nice. When the person is inactive and making mistakes be alert. Not doing as stated, think and seem ignorant and act as if they didn't do anything or when emotional and unstable be miffed or silent. Think of life and you get to live or work with life by feel.

  This is where you can seem devoted to a cause of glory and peace to remember, that ruin may happen if not careful. So to effect a calm but cruel demeaner is if they, the worker is active and wrong. Think to work and see people in action try to act approvingly, then be aware that you were watching and if done in the wrong, right it with advice, unless their unnaccepting then be silent. But if they are wrong, then hinder with critcism or other ways like leave and hope you weren't seen. Some parts written by others and the first part is mine. The effect of people on the nerves can be startling so meditate as you can. Meditation told of here and counted as focus.

Pain and Experience (xp)

  In evolution people expand their conscious by actions, this is seen from elsewhere or doing things themselves, that is felt of yourself or others or done by yourself for others or yourself. Each action thats their own is a pain level, think to be beaten of a nice way or to beat others in an equal measure that increases the tolerance to the pain. Add to this a way of tolerance for gain or loss as to find more resources and to do something with things. So in truth pain = tolerance where low pain is high tolerance or pain tolerance level and high tolerance is acceptable to most.

  Call this experience where every 1 minute theres a normal xp point, where Doing an activity and you get xp per every nice or nasty encounter that you don't have to have if you don't need one. This is done till a point where your reduced by things, that is the idea as per every 1 minute of activity of yours is reduction by -1 xp only if your annoying in things. So they do things or are accounted for by feel and every destructive action is bonus to xp, if noted for the act in a nice way then bonus is applied to experience that is an accounted for point by IQ+Cha, otherwise it doesn't count if you think this doesn't work as experience. Then you find your own way of life.

  Awards are more xp, that are on a completed task, with illumination, this is done by the effect, this is use of a result measured by how difficult the task is with a DC(Difficulty Count). A measure there of what you have maybe with financial gain.

  The DC offers an experience point value per each task of easy to very hard and beyond listed here below. The ways are many as of written works, gifts, directions and experiments. That is translatable by thinking the creator translates the idea you perceive and you understand the point by insight and intuition, this is unless you've not been exposed to the idea by training.

  Think to get somewhere else as you use the buildup of idea, this is useful of skills and abilities, these are what count as enough skill is used to form from the ability a profession can do. So think to see the idea allows for a self-job with possibility of other jobs. Any profession can be chosen, if your skills allow for things. Call this profession a class that shows skill amount. What you can do shows the skills that you can work with others or yourself by feel.

  Action XP (experience) accumulates over time with DC or task difficulty experience. The DCs are dc5 easy for 200 xp, dc10 normal for 400 xp, dc15 challenging for 600 xp, dc20 tough for 800 xp, dc25 very hard for 1000 xp, dc30 imposible for 1500 xp. The character class is the job, like a backstreet fighter, charmer, cook or whatever class you want to call yourself. Feel free to make it up. A job defines what character class you are and that is the field of study that you like. A field of study is the career said player chooses. A player is a lower, equal, or higher level to another player, for position. Some don't consider this a game, so its a mute point to argue the game of life with them.

  So if you will, your total xp gained, be Normal xp + Action xp + Bonus xp.

  The experience table is up to your choice and I generally use this: lv 1x = 250x of Experience multiples like lvl 1 = 250 xp, lvl 2 = 500 xp, till level 10, where it goes to 500x and at level 20 it jumps to 1000x. At level 30 it jumps to 2000x and etc...basically it doubles in how much experience you gain, I think to every 10 levels for a level up. The skills you pick up and learn are things you learn of with exception of unallowed moments, unless useful so its counted personal experience or compliance to alter the unallowed for allowance. At every 100% xp, which is the xp level raise point, their are skill picks, that are the skills you picked up, in gaining the experience, to account for the raise from your natural skill level or added on skill.

  This is at the very least, you can use this system to gain a work level, with a class of expertise where each 6 month's worth experience, there in the working of the field is a level. Say its a promotion of belief, that from observing a completed work achieved by others and directed in some manner, this is doable by yourself. Whatever it is, its counted as a level, this is from your experience. This is possible, to be used in comparison, with others. So as this level can determine what you will allow, this is sometimes from another person or yourself. Think and how others treat you is sometimes fair, there is no anger by what you feel.

Skills (brownie points)

  Yet skill points are also brownie points as alloted by positive actions, this is also with measured idea by intx4 because 4 is the way time works in a dimensional time cube which is 1x1x1x1 in 4 sides, if you think per successful task that the skill is raised by one and you succeeded. You can so count how many tasks you suceeded in and apply as points. Thus the effort to continue something gets more ability by doing or acting and this is reflected in allocated skill points.

  1.   IQ = To determine the int stat do an intelligence test, Use this chart:
    int stat=intelligence score;
    1=1-10, 2 =11-20, 3=21-30, 4=31-40, 5=41=50, 6=51-60, 7=61-70, 8=71-80, 9=81-90, 10=91-100, 11=101-110, 12=111-120, 13=121-130, 14=131-140, 15=141-150, 16=151-160, 17=161-170, 18=171-180, 19=181-190, 20=191-200, 21=201-210 and so on.
  2.   Think to measure the strength(str) stat depends on the bench press (bp) or how much one can lift, at most. Use this chart:
    str stat=bp or lift capability, in lbs;
    1=1-5, 2 =6-10, 3=11-15, 4=16-20, 5=25-30, 6=35-40, 7=41-45, 8=46-50, 9=51-55, 10=56-60, 11=61-70, 12=71-80, 13=81-90, 14=91-100, 15=101-110, 16=111-120, 17=121-130, 18=131-140, 19=141-150, 20=151-160, 21=161-180 and 22+=+19x
  3.   Charisma(Cha) stat is gained from how quick you can talk with clarity. Use this chart :
    in second or per second=cha stat;
    22=1, 21=2, 20=3, 19=4, 18=5, 17=6, 16=7, 15=8, 14=9, 13=10, 12=11, 11=12, 10=13, 9=14, 8=15, 7=16, 6=17, 5=18, 4=19, 3=20, 2 =21, 1=22 and below 1=23.
  4.   Stat bonus is ability amount in a stat or ability score. To get the stat mod take the stat score and divide by 2 then round down any remainders. Subtract 5 from the score. like a 18 int/2=9-5=4 int mod. This be applied, to every moment, of the stat use, as a mod. And, to stat buy, which is to increase your statistics, its every three levels or to train in a Stat to raise it and you may apply one point, to the stat. The skill bonus, which be half your level + ability score modifier, is useful to further your effect by skill usage.

  When you yourself use a skill, you make a skill check to see how you do by active achievement through activity, to be with success. The higher the result of the skill check by the skill effect that you get, the better the reaction and ability checks are done, think to allot a moment with physical activity. Based on the circumstances, your result must match or beat a particular number as a circumstance to allow a DC as an event which occurs to yourself or the result of an opposed skill check, for the check to be successful and the action occurs.

  Circumstances can affect your activity check. This is where most act out or do things nicely, just to prove a check for themselves and includes a person who is free to work without distractions. This is where you can make a careful attempt and avoid simple mistakes. A person who has lots of time can try over and over again, thereby assuring the best outcome. Called a take 10, where the take ten is 10 tries to attempt until you give up or get a result. Then theres a take 20 to make 20 attempts and try to succeed or give up in failure after several hours. If others help, you may succeed where otherwise yourself would fail. Sometimes you only get 1 to 3 attempts, so seem careful with what you do.

  An opposed check is a check whose success or failure is determined by comparing the check result of an action to another action check result. In an opposed check, the better result succeeds, while the lower result fails as in how many fails or successes occur. In case of a tie, the better skill wins. If these scores are the same, try again to break the tie. The point doesn't matter after this, so you know what you do or realize by what is done. So if you don't, then you weren't paying attention.

  In general, you can try a skill check again if you fail and you can keep trying indefinitely. Some skills, however, have consequences of failure that must be taken into account. A few skills are virtually useless once a check has failed on an attempt to accomplish a particular task. For most skills, when a person has succeeded once at a given task, additional successes are meaningless.

  Using a skill might take a round, take no time, or take several rounds or even longer. Most skill uses are standard actions, move actions, or full-round actions. Types of actions define how long activities take to perform within the framework of a combat round (6 seconds), how movement is treated with respect to the activity except outside of combate where each minute is a round.. Some skill checks are instant and represent reactions to an event, there are included as part of an action several things where you can test the moment. These skill checks are not actions. Other skill checks represent part of movement.

  You can help another person achieve success on his or her skill check by making the same kind of skill check or helping out in a cooperative effort. If you succeed on your action in your check, the character you are helping gets a bonus to his or her check, so as per the rule for favorable conditions. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once. In cases where the skill restricts who can achieve certain results you can't aid another to grant a bonus to a task that your character couldn't achieve alone.

  It's possible for a person to have 2 skills that work well together. In general, this is having 5 or more ranks in one skill that means your skilled enough to get a result, this gives the character a bonus on skill checks with each of its synergistic skills, this is as noted in the skill description that you can decide to write if you were playing an actual dnd game. In some cases, this bonus applies only to specific uses of the skill in question, and not to all checks. Some skills provide benefits on other checks made by a character, such as those checks required to use certain class features.

  Sometimes a character tries to do something to which no specific skill really applies. In these cases, you make an ability check. An ability check is a action and the appropriate ability modifier that is usage of a stat and action as a modifier or otherwise you could do as you thhought and get to where you go. Essentially, you're making an untrained skill check. In some cases, an action is a straight test of one's ability with no luck involved. Just as you wouldn't make a height check to see who is taller, you don't make a Strength check to see who is stronger. Most of this stuff can be done without hitting anyone. If you focus your intentions on peaceful actions and manipulate the scene, then you do the right thing.

  Ability Checks and Caster Level Checks: The action applies for ability checks. Neither rule applies to caster level checks.

Feats

  Feats are special capabilities to your character that benefit by adding talents not there otherwise or improving the feats you have by doing them. Your character either does or doesn't have them. Character feats are gained every 3 levels by picking up on them, otherwise this is anytime you happen to gain a feat on making use of experience and recollection. Some feats have prerequisites, so you must match the required stat to gain them. Feat gaining is 2 feats or more per level progression, except mages and fighters gain 3 feats. 2 bonus feats at first level for all characters. So a fighter mage gets 8 feats at first, then at 3rd level its 6 feats. Whereas mage thief get 7 feats at first then 5 feats every 3 level. A single class like a cook gets 4 feats at 1st and 2 feats every 3 level thereafter. Some feats are listed below.

  1. These are some feats. cooking, cleaning, repair, mechanics, technology, medicine, science and prescience.
  2. Cooking: To be able to identify foods, cook anything with expertise and to set a table. To gain this feat you become a chef; requisite is 13 int.
  3. Cleaning: Think about what you do to gain this feat you need 12 dex or higher. This includes: dust removal, broom use, cleaning up and keeping clean (yourself and environment).
  4. Repair: Think to be able to repair anything including weapons, even without understanding how you do it. Figure out any system as if a natural enginner, this is including math.
  5. Machanics: Seem able to use any device, magical or non-magical. With this feat, you can make the devices, if given enough time to study. In essence, you can create any item or device. Requisite: 12 int.
  6. Magic: Seem able to manipulate any idea, into becoming what you want and to manifest it into the form of your desire. There's no prerequisite stat for this, it just is.. and this is where the effect of magic is innate ability thatuses energy to create effect, of what you thought on. This lowers the mp or stamina used, per act of magic, by 10 points per action.
  7. Technology: This feat allows handling of high tech devices with good usage: Guns, Machines, Computers and devices that make everyday life easier. This includes making you a good marketer. Use any technology.
  8. Medicine: Know how to make any type of medice from just scrounging. This feat represents primal medicine knowledge and eliminates the need for healers kit, for it allows you to use anything to heal.
  9. Science: This is the essence of new ideas. A person can think up items to build or work with, such as new devices or materials. Thus a person with this feat, can use any material to build a machine. This feat makes the person a jack of all trades.
  10. Prepsilance: Think to be able to use any ability as if your a natural. You can get any au naturale achievement and accomplish any task within a minimal time limit.
  11. Prescience: This feat enables the person to percieve events before they happen. Its limited to 6 minutes in advance. This can get you outta lotsa trouble. This acts as a 10%/- damage reduction per level. That means you reduce damage by seeming smart and doing things that cause lessening wounds.

Stress

  The stress level(sl) is adjusted by pain amount and associative to IQ as to reduce this by 1 point per 10% of stress. Stress above 90% and the pain is too high with possible death with too little resources and paths of activity. Stress energy can limit the magic potential. So by inhibiting the energy percent which is possible, this is with a energy percent-stress percent=new energy percent level. Such as 60% energy-40% sl = 20% energy.

  Adjustments for lvl are allowed with sl x IQ / Str = lvl adjustment up. Idea given by jay as to stress and pain with Amanda on adjustment, Stress lvl = Focus amount^2 in amount of minutes = %. Pain is related to stress in how much one can take due to an activity, this is like how quick to gain a beserk state or anger strike or keeping cool with suicide tendency and is technically a balance of resources compared with what you can do, so with a measure of pain by karma = Bad actions counted/Good action counted = %. The bad karma adds to the stress and the stress and the good karma divides it; 8 bad/9 good = 1.44, drop the 1 if any and take the decimal as percent. So the modified stress is 89%/44%=2%. Karma adds a boost to Strength like 1 point every 10%. There is no stress if no undevoted action as devoted action equals stress cancellation. Any laughter negates the stress and relaxes the body, even if faked.

  Say you had 79% stress and 13Ba/6Ga=2.16% (more bad acts than good) bad karma which is 16% strip the '2.' and take the 79%+16%=95%. Now remember the stress can be reduced by meditation and devoted attention that acts equally, so for amount of focus(aof)*10 in seconds upto 60 and then the count resets to 1 for minutes with seconds counted as decimal so remove the before decimal and take the decimal for % if any behind seconds. So the last bad karma example can preserve his life by doing 5 minutes meditation, 5 meditation yields, 5 minutes focus to restore positive energy for 50% and 95% - 50% = 45% stress. Now bad karma has been neutralized and his tendency for life is made with a little with bad memories. This is done as you say, this is with good memories as well.

  The idea of thoughts are to make things better, but think not to get worse. So you set the difficulty by deciding how hard this will be, just measure your skills from experience and others. Where the difficulty of the task is the amount of skill and ability with power.

  Their is a Gm(gamemaster) or Dm(dungeonmaster), this is yourself or the groupleader. Any specific leader that can enforce your laws or their own on yourself but the defaults to yourself. Basically you are the Gm/Dm and if a leader is about, the position goes to him/her or a group leader if applicable. When the position is decided to be your own, then you know you control your future then the stress goes down. Sometimes, when the position goes to someone else, the stress can go down, as you don't have to think, except to do things.

The source of power

  The source of all power is raw force of two natures in unphysical and physical that surrounds and work with everyone. Its created by the sun then radiated by the planet core and at day and night by creating a constant wild energy field through physical motion. All this energy fluctuates like gravity and is shaped by purpose like runes, channeling, command words etc. This energy is undepletable as the sun will send its radioactivity that replenishes the planet core as in sunlight. This is the sun/planet interactivity makes the raw earth energy a wild constant by possible spell failure. At any given time there could be a fizzle, because wild energy is in a state of flux. Just like tachyons to seem like this point, they are everywhere near the speed of light.

  This power is called mana and feeds the body energy in which its pooled by the body as stamina (life force) or chi and han, this means corruption can occur. Magic users tap into this mana for direct use by channeling through innate ability, this is like an object with a slight stamina drop on use. There's more stress and due note: Other classes use the bodily filtered stamina from mana, that takes a bit more to achieve because its channeled through the body with less stress. The only exception are the gods that grant magic for those who champion their cause, this is divine magic counted as stamina and delivered by the creator. Only those who are worthy can channel this raw force to make can effect happen. Sometimes these people are "god touched" and act like zealots only when a "religious experience" happens. In which their may be a vision granted by divine energy.

Corruption

  Corruption is the idea, that your energy is not doing what you would want. Albeit on its own, its funked up so it may seem to do as you would want. So there is no corruption, except in physical items. Though its when your strength be suddenly 3 times normal, as in Str*3 that's effective on nearly anything that corrodes and thats nearly everything that is what is is about. The strengh where you pick up or go to work with things.

  The condition starts out, this is by learning something new and then that learning draws in energy, this is as that can draw in energy of two kinds by your active usage with use of the learning you have. Positive means make up positive and negative energy means dark thoughts.

  Positive be desired, as it also strengthens you, about 2 to 3 times more, but doesn't corrode, as a Str*3, unless angered and then its a Str*7. When the strength is up, you might wanna notice, if things start to do work better. If so then you got a profusion of positive energy. Where you will feel more relaxed and more capable, this is counted as a sl/3 and represented by percent. Also, this can cure any sickness. So remember this point that positive energy converts, this is through use and touch by some manner.

  So think the negative does similar, except it causes the negative effects and corrosion in things, this is till the thing and idea that they represent doesn't work.  Its easily to tell, if there's too much corrosion, this is as its death energy personified. Things start working badly, then not at all. Stress is up sometimes, this is counted as a sl*3 and represented as percent. Only the strength can be boosted, this is with negative energy as well. As in Str*3 and when angry Str*9, this is done by the breakdown of items adding their energy into you as pure energy. Also if you think this energy is influenced by the item, this can make you feel sick. Remember negative energy turns things and causes the feelings, this if the idea is to be used is an idea that inevitably changes the course of said idea and action.

  As positive energy strength boosts can last, this is anywhere from 10 minutes to an hour. Where negative strength boosts can last, this is from 5 seconds to 20 minutes or till when the materials finally break down.

  So the negative energy comes in contact and on touch, sometimes getting near the aura of the corrupted one, they suddenly cause a chaotic condition on you unless your resistant. But as you are, after awhile this causes the condition or madking of possible breakdown and disruptive behavior. Think to work or you can create as you will.

  Thus the positive energy comes in with the breath, then makes things temporarily better. This is done till the corrosion be too bad. Then we have one option, think to cleanse the area. The person/object or the place is indicative where or when you are able. Thinking to the use of cleaning supplies. A moment is made up of a uncertain length of time, think to notice when its necessary is when it suddenly smells bad in the area. I think then that this is a point you may be able to fix things or leave them be by now.

The Gauges Factor

MP Gauge (magic points)

  You have a starting reserve of 25 mp. Magic points are a reserve of energy you can use for spells. Casters may 'focus'to increase their idea a point you think to reserve by the focus point of 10 points per level per round. This is permanent mp till used up unless over 100 mp, thus it falls at 10 per round ( a round being 6 sec) unless its used that round.. Once a caster has 100 mp, the rate of increase by focus slows significantly. You must focus for a full five minutes to gain any benefit. This means you can cast a spell right off as in a spell worth 20 mp thus you would have 5 mp left. For spells below 0 mp take 1 point of nonlethal damage per 5 mp of spell. If the spell fails then it turns to real damage. You decide how hard a spell be and how many mp it takes.

Stamina (S) gauge

  You start at 100 stamina (100 S) then each action will consume a bit of your stamina. The regen rate for stamina is 5 s per round that is recovered by the focus point and after 0 s its nonlethal damage. This stamina is permanently gained, till used up, with activity unless its over 100 s where it drops by 10 s per round till 100 s unless its used that round. You decide how much stamina an action takes up.

  Some spells and maybe actions could recover stamina like drinking or eating for 20 s, stamina increase spell effect for 30 s. Yes, this means you can gain stamina back to continue fighting, or doing things, after hanging back to eat or drink something. You can go above 100 s via focus by a standard action to gain 5 s. For actions below 0 s take 1 point of nonlethal damage per 5 s. This nonlethal damage is the same as the mp system.

Buffer shield HP (Health points) gauge

  People at the beginning of a battle, otherwise the point with activity. They start out with specified hp (health points) of 100 % unless noted otherwise. If you are at 100 % you are in perfect condition. When an enemy's attack hits you, you deduct the amount done in damage as you see fit. Or, when you try something, then you deduct hp, its as your body sees fit to recover. Hp only acts as a buffer for the damage you take. You can still get a limb taken off at 100 %, though it'd be very very hard to do so unless your not moving. When you reach 0 hp you do not die, after one hit though, you are knocked out. Healing spells are 10 % hp recovery. Sleep is 20 % hp per hour restored. This is the real point you can meditatin real life and create better health, then fall asleep and resume living by what you do.

  How are you hit, though, if your feeling weak or feel the blow? As you get less hp, you get weaker and more tired due to lost hp, you may get bloodied as well with the moment of 50 % hp. That is unless they receive a cut, then its somewhat instant. Shock value, is when you go into shock and may become prone, which is at 20 % hp. When you suffer your Shock Value in damage, this is done by various means where there is a chance you can become stunned.

The rest of the game

  The initiative is decided by who does things first and sometimes if people decide, this is to play turn base. Attacks are based on how wounded you are, if your hit. Dice rolls are the action itself. The str stat bonus and other bonus are added on, this is like a 1d8+5 for a 5 str mod. This is 1*4+5=9% damage done by longsword or stab where you halve the dice base. the dice base amount are:

dice base = amount:
  1. d4 = 2
  2. d6 = 3
  3. d8 = 4
  4. d10 = 5
  5. d12 = 6
  6. d20 = 10
  7. d30 = 15.
 

  Healing, health points and spell amounts use the same base amounts.   Weapons are based on weight for how much damage, like in ounces and lbs. Each ounce of effort is a %, in effect.   Add in the strength you have as though a bonus to the percent like Str+%=Actual percent of damage.   If you go above 20 ounces of weight like halve 20 for 10 % each hit, then its reset to 1-20 for 21 to 40 and onward for the heavier the weapon the harder its to throw or strike with.   Till 1 lb and then its 5 % per pound with a cap of 20 % for the amount. Then its a point to do things as normal, this is where you think and you can do what you want.

Damages

  Physical damage using a double sword damage like 2d8+4 as 8% damage. For a double sword, this would cut a large wound in the victim. Spell damage like word will damage for 4d6, with will word. Its 4*3=12% fire damage. In effect, it slightly melts the victim for a fire attack, this is dazing for 1 round while putting burns all over the victim.

  Critical strikes do different things per area struck at by feel, where critical hit is a general term of a critical hit is a perfect hit to the critical strike area and critical strike is crippled in nongeneral term that you might die doing more damage yourself. This is the point not to play, this is done as you think play along with danger unless you want to play with family or friends.

  1. A groin hit will daze the person with knocking them out.
  2. A throat strike (adams apple) is somewhat instant death.
  3. Neck strikes (neck side) instant knock out.
  4. Heart strike is instant death. This is the instant death you seek, not earn by feel.
  5. Hands or feet strikes are crippling blows. That's if you are quick enough.
  6. Nose strikes will kill the person instantly. Think to strike quickly and you can knock someone out, especially if you don't hit them hard enough to kill them.
  7. Any critical hit with critical strikes are instant death, this is as you think, you just happened upon the right nerve. Then you can focus your energy and return to living normally, this is true as you usually have to focus your body to hit a critical strike.

  Healing amount like 20% hp restored is 20% acummulative, this is done in pain reduction and damage reduction.

  1. 1-10% is slight and cures or removes cuts.
  2. 11-20% is slight-medium and heals bruises and deep cuts.
  3. 21-30% is medium-high and heals deep bruising or internal bleeding and stat recovery of 5 points.
  4. 31-40% is high for system shock recovery.
  5. 41-50% is high-extreme and wakes the person up in 1 round causing slow regeneration.
  6. 51-60% is extreme and causes fast regeneration.
  7. 61-70% is extreme-deadly for heavy internal bleeding recovery in 1 rounds with very fast regeneration. This if done fast enough with the right moves will cut off the internal bleeding, otherwise you are dead by internal shock and bleeding to death.
  8. 71+% resurrects or raises victim with regenerative ability.
Other tidbits

  Spells are just done if otherwise needed and they succeed or not according to saving throws and resistance. Think of the idea to make new spells, the idea for the spell comes from the event that happens near or to you. Then apply words that will cause the activation of the effect you desire such as key words and phrases. An modeled around the idea, this is the effect. All you have to do, think to get your subconscious to do the effect is will or state the words. This is as though, you perceive an event of someone doing an effect of diarrhea because of bad clam chowder. Thus, you can think of that and simulate the effect, this is a spell done by stating the intent words 'chou bou', 'done' or willing the intent words to that effect. The subconscious does the rest.

  Saving throws are if you survive the moment and this is where you think you can survive things, this is tolerance amount and stat bonus => DC (Task Difficulty) that is set by being, of the conditions that be existant near you. 

  Think or feel to make your saving throw you use tolerance and the ability amount to overcome task difficulty, this is where immunity is very high tolerance.

  For more info and tidbits, look at the Glossary of idea, as, for BAB and AC, amongst others.

     

Rage level

  Rage allows for people to express their underside or hidden thoughts and and lasts with strength modifiers, this is idea to use for a point to do things with energy and the body activity calms them down, so as long as the rage lasts, depending on the rage type this will give you certain things. Like a orange range gives you 10% more energy or your more active and into the activity like channeling and strength, this works while lowering the intelligence by 1 point every second of living.

  That is unless its a controlled rage, cold rage or fashion rage and that negates the reduction of intellect. Added in the positive energy, this is from activity, the rage increases the energy and this is done by 70%. But think the negative energy from corruption goes away, then this increases the rage energy that's added by making this 90% more purely converted energy.

  Where the rage is leaving the body, this allows for a stamina reduction or heavy breathing of 10% and restoration of increased intelligence, just as you start thinking and as your not enraged think of things that are important to you and you can create better results of any activity. So in math terms this is like 10% = .10 and .10 x Str = temporary Str reduction, that is subtracted from activity with the strength you have by feel.

  This is as if a cloud of gas were there, then you survive by feeling what you need to do. This is intelligence used in rage. Otherwise you think the moment through, you know things by what is done. So think as .10x16=1.6(drop the remainder) = 16 - 1 = 15. This means that the rage lowers the body temperature a few degrees, 1 Degree Celcius per second of rage, so if they cool off the rage and are normal after 3 or 4 degrees then your calm, cool and collected. These are the different rage points and what there are of different types of rage as listed.

Spells and other effect like prayer and elemental effect

  Spells just happen like kungfu experience and repeated practice except, for those requiring focus or concentration, which require a effect reduction due to the stress reduced by karma of sl/Cha+Str=% reduced. Any spell is a free action thus normal spells, damage spells, and healing spells are using a free action. The spell manifests with an invisible(sensed), sometimes misdirective or felt appearance. Effects are as desired in elemental effect length by how easy its get it off. Effects are stopped any time through various methods up to the caster. Each action outside combat is 1 min or less for spell effect and has mp/s or stp/s for mp/stp amount.

  If you use a focusing crystal or stone to do what you want, then you make the focused elemental exposure from minutes to seconds in effect when you determine the percent. This is useful in elementalism and the point of the idea, that you can focus any idea into manifesting using spells or focusing stones, this is using seconds of your time.. If you fully manifest this idea, then you can deal with things that exist more easily. Think to see things sometimes this is the others way and you can get better results, this is done by the third eye using the crown chakra. This is also the third eye and crown chakra activated by thinking blood flows to your pinneal gland, then your able to create something like a psychic result that's like you spoke of the right things. This is magic with idea allowing things to exist.

  Use of free actions are to instantly manifest an effect by physical energy or life force (chi and han) of stp (or stopping what you don't like) for kinetic skills and directly channeled or mp for magic where you move by a point, this is energy using an object making mp for magic. Those who have the spell or kinetic skills in the least bit will be able to create what you want by thinking, what you need is given or allowed for with your own soul as you think of what you want. This is use of focus with the blood energy to go to your pinneal gland, this makes you psychic and your more able to use the magic ability or full manifestation by intuition. This is listed in the spell as its described for use. For damage results look here and enjoy what you can do.

  Some effects are listed here.

   Second wind: Anyone can do this, despite the race. If you swallow your spit, a bit of food or water in your throat, then you can get a point of energy and realize this is a second wind or re-energizing as the fluid circulates through the body effect. However in the game, this is a feat of the dwarven race. This really is done by anybody. So there is no limiting to this effect.

   That is considering the effect, this is where you can swallow your spittle or some water multiple times and gain the second wind many different times. That is only done until you don't need to do this, then you could feel its unnecessary. After your done, you could feel tired. That's if you did this trick enough times.

   Otherwise you may wait a bit and you recover your lost energy, so you may need sleep to gain back the energy that you used in activity. Sometimes using tea with a spell will create what you want, the spell is focusing your thoughts by thinking the idea or stating the point towards the drink.

   Then you get an improved second wind, this is useful if the drink or spittle is colder and heavier. You can drink or swallow it if you can't get access to water or a drink. This is where you do get what you want, think of what you need and focus the idea of the need to create your want. This is an idea to do if you want anything, so think and you can get what you want.

   The noted effect is this: Your thoughts create the idea you want by thinking of the need. So think or state your idea and you can optionally use the orgonite charging plate. Then you create with orgonite energy, otherwise your creating with the thought energy. If you want to add essential oil to the drink, use fruit essential oil and you get an even more improved variety of the second wind.

   However note the dues that you spend on the essential oils, simply because the essential oil can be costly for a 10 ml bottle. So if you want to try the essential oil route, use one to three drops of the stuff. Then you may use the idea for energizing the drink, if you can state the point you want to have occur or happen.

   See that is when you create the effect, this is done by being nearby or having drunk the drink and you can effect others by the aura energy too. Avoid actual alcoholic drink charging. Any alcohol is likely to get a very bad reaction, so think of the effect towards the drink and you create with the point. This is a point I believe is put to the past, some effects can effect the present to create a point in the future or future present tense. This is what you do to create what you want.

   Finder ability: If you need this, then think "I am aware so I am right by what things occur." You see, you can only get that direction knowing ability if you think your right. So that's one example of a magic effect. This ability is also known as direction finder. Where you find things out as you think about things and realize from the soul information, or insight that's with what you need to get done.

   Translation: The spirit upon hearing the idea translated things by the senses. This happens with focus and thinking to understand the words spoken. If you don't understand, then ask to have the words repeated.

   Shield; We do have a shield of energy we can use. This is to form energy into a hard shell. Feel swirling energy that comes from above and then, the ground itself. As it hardens, you can feel it ward away danger. This keeps beings from entering you and possessing you. You can link the source of a sun to empower the shield. Imagine a drawing of a line from the figure of a sun to your shield. When you go and make thoughts at the shield, you can program it. So you program it and make it not programmed by others.

   Realization by insight: That is a soul guided insight by spirit senses. So all you need to do is just focus your mind and think inwardly by idea to center yourself, then you know insights by what you think about to realize with realization. This is that simple.

   Night faery creation; you can create in night time using the radiance or light energy. Think to use air particles, fire energy, earth energy or water particles, whatever you use that holds the radiation energy in a night black room or area is what you decide to use. Think to the particles your idea, then the consciousness of the element creates with the idea energy and does what you want. This is done by influencing the energy particle, that is done in waves that the brain generates with the thought. If you find yourself attacked or about to slip, think a faery comes to the area to aid you and this calls them to serve what you need. Then most faery will aid you in what you want, this is done by what you do in your in need. So think what you want, you could get what you need.

   Spirit or Soul Psi; This is where the spirit, otherwise soul projection, is the Psi and emulates the psi energy and creates a direct psionic effect. Meditation is the basis of this effect. This calms the mind and creates an inner awareness. Centering you and making the image of a sandy beach seem more calming. To do this trick, think your intent and make the mind relax. Snap your focus to a heightened focus, as you perceive the color of the element flare.

   This is done an through the effect of unfocusing your eyes and focusing them again. Doing an intense look, on the area you want to effect with focus of the color. Their is different types of elements for each color.

    Seeing brown molecules in a scrubbing motion is using earth to scrub out the disease while thinking of the disease, manipulations by intended movement or restorations by destruction or repair of objects and bodies.
    Lava is reddish brown. The lava manipulator can control the emotion by inciting the pink or purple molecules, like love or hate along with other emotion. This is in most people including themselves. The liquent master can cool down or heat up lava to control the air temperature with a will to move the molecules slower. They do not get burns easily unless its not done right.
    Fire is the color red, the control on fire can be able to make or unmake it at will. They can excite any fire particle of heat (red dots or tachyons) to some destructive force and little excess. This can burn you if not used carefully. Kill demons with this.
    Water can come from air and other water source manipulations to get their result, they can see and breath water well enough to effect form it anywhere including in people, and dry things up by removal; See the light blue or aquamarine colored molecules and attempt to incite them by making the particles vibrate and rub together while you feel the result or think on a result you desire on a focus at the object or area.
    Ice and cold can freeze or unfreeze objects at will, they excite or compress any cold particle (blue particles) for the effect. including water, fire (putting it out) or air, leaving a excess of energy.
    Control air by use of neutral energy or scrubbing clear white particles to move wind and to get readings psychicly through reading a conscious of most work or universal conscious of most time, you can have omnipotency, force form barriers and air walls as in efficient barriers of air, along with support for mental control for or mental with mind. State the rule to get the effect. So think of the effect and feel it occur as you scrub clear white particles. An imagine the scene as if roleplaying as it may or may not happen. Be careful, as you excite the air particles anyone in the area can use them.
    Small red particles (tachyons, active energy subparticle) are used by focusing the red particles into an area. They are in waves (lekton, gravity or light waves) manipulation and used in their interaction to form magnetic fields and control time events by speeding up the pulsing to speed time or slow down their pulsing to slow time down.
    Control spirits and death by a different means. For the control, think of death particles as bone white. To cause death just incite by feel the death particle of bone white which is to rub or vibrate. And incite the particle to uncause death by causing the vibrating death particle to stop and leave the body or see the particle rubbing together and then stop the rub by feel while the death particles leave the body. Incited spirit particles can be used by anyone in the area till unexcited by making them dissipate. You can disperse spirits by imagining their silver particles disperse to dust. You can incite the spirit of the object nearby to appear, by focusing on the object and exciting the bone white particles near the object.
    For other control colors: Amber is for Sunlight and you only need to rub and intensify the amber particles. This is to get a sun effect that can liven you up. This can also cause heat in the area.
    Silver white or silver gray is for Electricity, where you can generate it for yourself even in the air or a plug. Imagine the particles as sparks and intensified in the area you want electricity.
    Silver is control of time by speeding it up, this is to excite the silver particles and then time speeds up. The inciting of stopping of time is making the silver particles not move. The slowing down of time is making the silver particles slowly move. Think to separate an area energy and slow, pause or speed time up, make the thought and intent of doing so as you produce scrubbing of silver particles.
    Light red is for Light energy. This can generate a warmth and a light in the area.
    Black or Dark brown is Darkness. Imagine the particles excited and rubbing together to intensify the darkness in the area.
    Silver gray aquamarine color can stop anything. Just imagine silver gray aquamarine scrubbing together and feel the effect energy dissipate from it. This energy is what the effect produced.

The stopping point: You can always think of the moment and think say woah! Then describe the reason to stop, you then stop things that are happening. This is done by the person responsible is stopping what is occurring by feel, otherwise this is the use of the senses to do what you need. The psychic connection is almost instant, so instantaneously they understand what is happening. This is almost guaranteed to work, if they aren't deadset on doing the action. Think of things such as what is being done before saying woah or stop, then they stop doing what they were doing that you consider bad for the moment.

   Prayer: The prayer is what anyone can do, whether this is use of a focusing symbol or whether your not using one. A focusing device or symbol is what can contain temporarily or permenantly the excess energy of the divine to help form effects more easily. If you use a focusing symbol or hand or finger you can project forth your faith of the moment, then you can create what effect you want without having to focus the element or you create a condition. This negates effectively the focusing time say for an ice ball or fire ray from the finger, this cuts down the time by half with counting the time of minutes as seconds exposure for effect percent or amount. This is a form of manifest. If you think of the result, you think the effect. Now by focus is the manifest with what you think, that's if you think of the idea.

  Note: the effect of fire or water doesn't do much to create a dark spot unless your really focused, except for what you think you see and the third eye shows you. If you say or think a result as though the result were an end result, then you create the result by the energy that forms into what you want. This is explained in more detail further on.

  You can feel free to call yourself a priest if you want to do so, except you aren't really ordained or allowed as one until your ordained. In order to pray all you need to know is to think of your need and hold your arms down in a downward Y that indicates your connecting to the planet conscious or working with the triple earth goddess. Then you get things from the planet influence. This planet influence is planet energy that is conscious. Think the planet name and you set the planet to seem doing things for you with your thanks.

  If you hold your arms upwards, this in a Y formation so you then can state your need. Then as you state the need you think the idea and you do things to create by focus. This is using your own thoughts, put toward the creator. This can also seem useful in summoning any god, the god in your idea that's used to summon the point so you know.

  So there's the earth goddess with summoning by the arms downward, the creator with the arms upward. This was information given by someone who knew about the idea. So I am sure it's acceptable and accurate. If you need more information about prayer, then you may want to know about channeling death essence and create by feel the effect that you intend to create. This can cure nearly anything.

  Seeing this is true if you focus upon the illness and think to release the death essence to effect the illness. Think to cleanse the body after the fact, otherwise you might get a weak response from the body. This is where you can create the illusion of immortality. Don't buy into this illusion, seeing as you can only live as long as you think you do. So if you were able to live a long time, what would you see? Think about the idea.

  So some may think to create with this, I think I used this to appear younger and by drinking energized water I elongated my life. Except, I was almost blinded by targeting my eye, so I used activity and life energy and focused life to heal that and this is how you can heal nearly anything. This was all due to an idea set to earth prayer, that by the feel you have of something you can get something of equal idea. This isn't always true, so don't expect fair treatment every time something is offered.

  If you pray for an effect, sometimes you prey upon others then you can get the idea by feel. Other times you create the effect by mysticism, generated by the result of a focus with energy and the arms or hand to create what you intend to manifest with your third eye and soul aura energy. The idea is always given by your need being felt by the divine being or energy conscious, if you can't create the effect by the aura. This is done unless you were being bad in your own eyes, then you feel that you shouldn't be given it. The idea given form is what you think, the point is what you consider to create by feel. You can create nearly anything with the right prayer, like a fireball that can do (your level/2)*fire damage in damage dealt by percent of fire done.

  There is an effect that allows you to create in your divine beings name, then you create by feel what you think into fully manifestation. This uses your energy of life and death essence, your body uses a prayer to activate the point or you can get a result by feel. The body recovers the energy lost, so that you can use life energy that is restored to cause body energy and release the death essence into the aether or air. In this way you restore things or create the effect, this is used as you arrange things or can age a bit each time you do this with things by soul. Then unage by restored life energy and remain youthful too, this is used to remain youthful by feel or what you spiritually can do.

  Elemental damage like fire damage or restoring effect like healing is gotten by focus in the formation, this is making use of the element in minutes squared. The effect is known by the element, that is shown with some means that you do by feel. Otherwise with prayer, you could get 100 dollars or think of things forming that you want such as items that you can get.

  If you can't get a result, then you didn't need the idea to manifest, you may have a true intention that is different from what you propose. The true shield of the divine is faith, that faith is that the energy guide or consciousness will protect you from what you don't want to be effected by feel. So in order to find what you need out that is your true intention, ask your soul to explain the intent that you have.

  Using insight is where insight comes during meditation that will reveal the intention, this is done by a memory or a point that you realize. This will be an aid to you during a spell focus group, that prayer is offered to guide the effort by feel. This is all in prayer that I made up with idea to do. So I hope you can use this idea. This was certainly well worth the point to write the idea, this is all about prayer.

  Damage amount, effect duration and Effect amount for spells is measured in percent and this is element dependent. This is where you think of the idea feeling the idea is thought to exist by feel, then the manifest is what you think or feel should happen. This is a point of what you want, that is what occurs or happens by the point you consider.

Spell material

  Some spells are based off a system of word phrases, focus and runes or found at the greater resource page at http://spellhawk.nfshost.com/how_to_do_magic.htm. This may look like a game system description but its very real.

Will word ability:

  It is to imagine the event whatever way the mage wants then will the event to occur by speaking a power word or phrase that represents the effect. The keywords are: "yl" for wild magic, "pyr" for fire, "lece" for water, "air" for air and zone, "hu" for earth, "aetus" for life and heal, "neta" for nether, evil, void or negative, "bodio" for body", "ypa" for clean-up, "uma" for summon, "spyk" for detection, "myu" for magic, "spety" for speed time, "sloty" for slow, "88" for time stop, "avem" for dream and "uo" for instant. For more example phrases, go to http://atlantian.tk for more phrases that work as an object or personal action.

The action words are ma for make, catro meant as control, alt for alter, detro is destroy and prot for protection. You use these words through will word offense/defense for the effect you desire as in "ma catro pyr" for creation of a fire that controls people. The words "yl prot" for a wild magic protection. Gain a will word effect by casting it with stating the phrase and thinking of the person. For fun, each 2 levels of xp to the magic ability has the effect of +1 round to all non-instant will word duration, +10%/- damage reduction, speed, slow and stop time effects described by the effect you feel is necessary and +6%+cha mod for all will word effects.

Speed time speeds up things and gives +1 second to your action speed as anything with use of concentration and at least 2 seconds or more to speed burst where a second = a moment = 1 percent.

  Slow time is to slow an action or activity and gives -1 second of action speed to your target like hes suddenly slower than you are, with the use of concentration. Then at least 4 seconds to how long they are slowed where a second = a moment = 1 percent.

  Stop time freezes victim/s for at least 1 second upto 6 with concentration to see how long you froze the victim where a second = a moment = 1 percent.

Runic ability

  Runic Divination. Divination runes are marks of choice on a tine(rune carved piece of wood, ivory, bone, etc..) and the focus of the mind to bring future vision through it. Just do it to bring the vision that is percieved after, with an effective mental scene or feeling that occurs. With the use of a rune of choice drawn in the air. Say, "I divine with the [rune choice]" then wait for a second to feel the idea of the scene or future glimpse. With each rune divination the body can get weaker, then this strengthens due to recovery about 1/3 more effect.

  Runic Magic: Runes are the symbols of the representative force, this is with an alphabet meaning and sigils are drawings, sometimes drawn to effect something with your intent. Use is thought to focus through the rune or sigil, this is done as its drawn and willed through intent with that force of the effect you'd want sometimes by imagination. You just do the rune and sigil to make things happen. You can draw the sigil or runic picture and use that as a temporary focus or use a runestaff with the runes carved into the point or have a crystal, this is used to make more permenant spells. If the wielder is good enough being 10+ level said wielder can imagine by visualization, so this is done mostly by visualization I mean so think to feel the event and know the result. The idea is sometimes done by being exposed, think to do the result desired at some point and then the scene will come up mental like. That you would like to see.

  Where the effect is noticed after, say the rune and sigil name to channel through. Think to use a runic effect for level 1-9 in the game of life, if you draw the rune on paper or carve the effect by thinking of the meaning and carving what you want and thus state result. This is like "I use this rune making the result I desire for [person or thing]". For level 10+ or the more experienced person, just state "I call the [element choice] rune for [say result]" or "I call the [element choice] rune to make 20 bucks.". The rune will draw itself hanging in the air if you use the calling of the rune by a single word or the call phrase. Each 2 xp levels in the magic ability has the effect of 2 minutes to non-instant runic spell duration, +10%/- protection and +3%+cha mod for runic effects. Through the runes you can keep the same type of results as in will word.

  For more information on runes and how to form them yourself go here @ the runic lore page.

This is about the runestaff of life. The runes to draw are as below and here @ the rune page:


 
 

  Fire magic is from the plane of the fire elementals. This is also heat. This has the power to cause or quell fire and its opposite is water. Think to call the rune out by sound its "pyr" or "An" as (pir) or (an).

  Earth magic is the power of the earth. It is divided into lava manipulation, plant life manipulation, and earth manipulation. Minerals, metals and rocks are of earth as well as plantlife of most sorts as well and its opposite is air. To call the planets magic, state "ert" as (ert) or "plae" as (play-eh).

  Wild magic is chaos magic and the magic that people would call to get what they want when no other force works. It is the most difficult and takes the most effort. It is raw energy force that will overcome any other force being, the power that underlies all powers. It is the power of decay and disruption and this power controls all other forces and its opposite is astral for it counters the astral energies. One can call demons with wild magic as demons are chaotic in nature thus controlled with chaos. To call the wild magic is to say "kao" (kay-oh) with the thought your wanting to happen.

  Life magic is good because of it being soul power and does not control but supports in its manner without end.. Through it people can manipulate spirit force by this soul energy. The soul is a very powerful life force that is represented by life magic. Things are alive (including inanimate objects) because of the soul except unworshipped things for its people that give a little of their soul force as they focus. Everything becomes alive by life given from peoples thoughts. The proof is to believe a stone has conscious and then do this for ages till it does. One day the stone has a conscious will through belief effort thats revealed to its worshipper. Some use is to resurrect by life you bring back the soul to the body in reuniting by spirit force. This spirit force is the element to keep life going and its opposite is death. Life is a statement of "ly" pronouunced as lie.

  Nether magics are evil for its the magic of death and void. Anything dealing with death is done with this force. Animation of a body or skeleton is controlling life to make an alive state in a dead thing drained of life. Compulsion is part of death as it can force a personal fear to make conformity by threat. Undead are animated by desire and purpose or by someone else including liches and vampires. Its death manipulated life that allows the dead to come back as in raising. Void is death as it consists of nothing but death and lost things bringing entropy to what it touches. You can make objects from death recreating the object in perfection including memory and emotion and its opposite is life. The nether magic is called by "dea" and pronounced as (dee-a) or "meth" (meth). Think to use them carefully, the words are actually useful.

  Astral plane magics is dream magic and people can use dreams to best effect through this power. Visions can also be enacted to the person who is the target. Be wary of attracting power beings for the very use of astral power begets attention. This power can replace the other powers as a energy source except death for the effects you need and with this power people become stronger in the mind. Overlong use becomes a +1 int mod to character as in any use of this power. Its opposite is wild magic as it counters the wild magic energy. Think to call the astral plane as you focus on the thought of the astral and use dream magic, this is in expressed termed to state "atrydrea" (catry-dree-ah) as you imagine the source.

  Air magic is the power of the wind, weather, psychic and lightning effects that you can imagine or cast forth using what means that you want to use. This can cause great damage through any of this respective power. This also serves as support as barriers, shields and platforms and its opposite element is earth. Use "air" as (aid-inner) to call air after you summoned or called forth an air effect.

  Water magic is the ability to manipulate water and think to create what you need through the water. This is used to quell fires. This can also do great water damage in waves and its opposite is fire. The calling of water is "aqua" for (faq-yue-ah).

  Cold is ice magic and able to effect a freezing upon most but to withdraw the freezing is to allow heat to come back in by feel. Through air circulation over water we freeze the water to ice. Ice magic is called by saying "ic" as (ick) and it allows for ice manifestation from water and air particles.

Chaos ability

  Chaotic effects: Chaos is wild magic so chaot will only have to imagine the event and it will happen by calling upon chaos to make it so, like a friendship spell. Call chaos by a free action with these keywords; "kao" for chaos, "p" for person and the action words are make, control, alter, destroy and protect. You use these words through chaos to effect your desire as in "ma kao" for a chaotic event, "kao catro" for a chaotic control spell, "catro p" for person control and "kao detro" for a chaotic destruction spell. Each level being +3%+cha mod for damage/healing, +10%/- damage protection and any effect lasts 1 round, speed. Slow and stop time effects described.

  Spell subversion: Subvert an activemoment, think or spell as you write things down or this happens. The spell must first be seen in some manner to subvert things. A successful chaos roll makes the subversion happen. Then after that the chaot simply redirects and reforms the raw spell as needed. Think to stop a subversion one makes a save versus will. Call this effect using a free action by these keywords; "juu" for spell, "kao" for chaos and the action words are suvat for subvert, catro for control, alt for alter, detro for destroy and prot for protect as in "juu kao suvat" to subvert a spell, "juu catro alt" to make it a control spell, "juu prot alter" for making the spell into a protection spell and "juu detro kao alt" for causing a destructive chaos spell. Each level is for 3 seconds for 3% to the effect.

Kinetic ability

  This effect of kinetic motion is the concept of motion which is focused by the person's single-minded focus through the desire you would want. Focus the stamina or activity through your body motion or weapon of choice, this is where your believing that your motion will allow for the effect of the weapon's motion to be magnified. There are many things you can do with this.

  Things to do are: Kinetic speed-up, human defense field, kinetic attack, kinetic flying(hardly works except for some lift at first), kinetic manipulation, kinetic funnel, kinetic runic, kinetic antemetal manipulation, Kinetic choke and Weapon power. These effects are just done and it happens. Some skills are done with a perform skill check by your focus and allowing of the effect in mind. The kinetic choke is not a true skill but a special ability, thus each skill has its own effect as you gain all the kinetic skills at the same time or at different levels as you can use them.

  Kinetic speed-up: When traveling, you can speed things up by using your kinetic motion of body and imagine time speeding up as in a clock. Imagine this clock as it is in normal rotation. Now speed up the hands of the clock in your mind while moving and it will speed up time for your group or yourself as it moves. Now allow the clock in your mind to slow down to normal while not moving, and this will keep time stable. This method can make idea traveling time as in minutes from hours to cross a place that would normally take hours to cross. This means the effect shaves off 1/3 to 1/4 each minute and yet it may not have worked. When in effect there is a +20' to all base speed in party till the effect focus fades away. When dazed the effect is cancelled leaving the worker slightly tired. Call this effect "ma spe" for make speed-up force for easier effort and lasts till worker decides to end it by letting it go or "detro spe" for end speed, but this can be done to others. Each level is +5' increase to the +20' speed and gives speed time as described here to all in group including allies.

  Human defense field: This method is called the human defense field. While moving in some manner, try to visualize an air field that keeps attacks from touching you. This doesn't always do what you think as the idea using cloth that doesn't always cover the head bounces the attack because of aether and motion of body being linked by mental focus through some trange chemical reaction. The better that one gets at this, the less likely they will get hit even by spells themselves. This gives the worker +6% to AC and +3% to the will saving throw. Call this effect easier by "ma 14 fild" for make defense field and this effect lasts till the wornker lets the effect drop with a "detro 14 fild" for end defense field. Each levels grants +1% AC to the +6% AC of the caster ae +8% to AC for 8 levels.

  Kinetic attack: The kinetic attack is similar but not similar to normal attack as you power the weapon to assault with. This effect goes like this: Focus the motion of the body and weapon in hand to make itself energized. Just feel you body and weapon motion being channeled from the body to the weapon into an energy effect of your choice on your weapon. Now swing your weapon of choice or whatever you do with your weapon at the target of choice. Causes +3 damage added to choice weapon when in effect, including your hands. Call this ability into easier effect by "ma eqiu" for kinetic attack and "ma spe eqiu" to speed up the attack from kinetic with 2 attacks per 1/2 second. The worker can end it by a "detro eqiu" for end kinetic attack or be disrupted. Each level is an +2% to the 3% as 3+2= 5% for 1 level and 3+4=7% for 2 levels.

  Kinetic flying: Flight is achieved through the effect of sudden movement while you feel happy by a happy thought. Gathering your kinetic energy while feeling happy you fly in the air. The happy feeling will lift you up on kinetic motion of the sudden movement. This works most times granting worker the ability to fly at will while in effect and stops working on touch of ground. In order to work you must lift off the ground, this is set through a perform Skill check by achieving the end result with focus. So think to call this into effect easier say "ma jyo" for make fly while with happy thought and kinetic channel. Each level adds a +5% to the perform skill check or percent chance to happen. Anything greater is a negative impact on you if your hit. This is a point of idea, think to work and things won't occur if you think to work with others think to create with peaceful intentions. That is all you need to work with others.

  Kinetic manipulation: The kinetic manipulation is simple because of the fact of imagination and motion. Imagination rules the mind where this also rules the kinetic motion of manipulation by mind over matter and thaumaturgy. Visualize the effect needed and focus your movement into fueling that effect into happening. Allow the motion to cause the effect. This uses your gut feeling to convert the point, this is is the point of the stamina through how long you can do things and focus. Then through focus of your motion, this is making the effect you imagined. Moving your finger in some manner will do it.

  Control anyone at will without realization of it. Call this ability into play easier with "catro p" for manipulate people and "detro catro" for end manipulation. This effect ends on a successful savings throw vs will by the victim, done each round by attempt to resist through a means of their making. On effect till broken or on the controllers command and can be done anytime. Each level counts as kinetic strength as in 50 lbs per level. 1 level is a point of lifting weights, that allows you to control up to 50 lbs person. 2 will allow you to control up to 100 lbs person. 3 levels allows you to control up to 150 lbs person. That is done and etc.. by feel. So a 5 kinetic strength = up to 250 lbs person control. Their is no actual limit to this point, you could continue on forever.

  Energy funnel: Funnel the energy of others including objects into yourself as they do an action. Fueling yourself for another action and your own kinetic energies to keep up an assault or do another spell. Drain an emotion to cause the person calmness, drain an enchantment by sapping the enchantment or sap the attackers will to stop an attack early. Call this easily into effect through keywords: "efunn" for energy drain, "wim" for emotion, "objii" for object enchantment, "wyl" as (will) for will, "e" for energy, "p" for person or spell and the action words are ma for make, catro for control, alt for alter, prot for protect and detro for destroy. This is used carefully so think to use this by yourself, if you use this near someone they could strike at you.

  1. A 5+2/lvl in healthpoints, as 5+6 for 3 levels as energy drained per round from people to be considered as stp or a stopping point to you.
  2. For objects, the enchantment disappears leaving a normal object.
  3. Will drains on success creates dazed effect on person, lasting 1 round /level to bring the person out of the fight.
  4. Emotion drain for a person calms or brings people out of berserk state on success.
  5. Protection effects are +10%/- damage reduction per skill rank.
  6. Control effects are to control objects or energy via voice commands and objects must be seen as in a magical statue or control a spell thus to end it quickly or force it on the caster.
  7. Examples: "ma efunn wyl" for energy drain person will, "detro efunn wyl" for end energy will drain, "detro efunn" for end energy channel, "ma efunn objii" for energy drain enchantment, "catro e detro". Think for the spell end and "catro e p" for control spell to person if they don't stop.

  Kinetic Runic: The kinetic rune is the focus on the rune using the hand or finger trace in air or on paper to cause the rune to enact temporarily with purpose by intent. Carving things thinking of your point to create with the meaning into something may permanently place it in action. This can make things so the worker is a point to remember and you defended against those that react to your reactions, so be careful with this idea. The worker can do any rune with this and its called in the same manner as runic magic for this uses the same runes. Each 1 level is a +1 round to non-instant runic spell effect, +10%/- damage reduction and a +3 hp of runic effect.

  Kinetic Antemetal: This is the ability, to get effects, from metal and stone, as a form of magic in the area, by speaking to the metal itself. The ability is activated by thinking of the metal, think in the area and to imagine the event whatever way you want. Then if your able to will the event to occur by speaking, the point or willing a power word or phrase happens that what you want and this represents the effect. The metal will cause the effect by you, an adding your energy through activity as though speaking to the metal and making vibration to the metal itself. Thus the metal will vibrate, then make this into an effect through the influence of vibes. Through the speaking and by vibration, think to the area energy and this possibly is causing the result as an end result.

The keywords are: "yl" for wild magic, "pyr" or "an" for fire, "lece" for water, "air" for air and zone, "humu" for earth, "aetus" for life and heal, "neta" for nether, evil, void or negative, "bodio" for body", "ypa" for clean-up, "uma" for summon, "spyk" for detection, "myu" for magic, "spety" for speed time, "sloty" for slow, "88" for time stop, "avem" for dream and "uo" for instant. Use these with care, for they will do what you want. If you need to counter the effect, then think the effect ceases and then the effect is no more with or without the right actions that are for a fire to use water or to dissipate away the excess water afterword.

The action words are influence, control, alter, destroy and protect. You use these words through will word the effect you desire as though in "influence control pyr or an" for creation of a fire that controls people. The words "yl protect" for a wild magic protection. Gain an antemagic effect, this is done by casting this without skill check. Think for fun, each 3 levels of xp to the magic ability has the effect of +1 round to all non-instant will word duration, +10% damage reduction, speed, slow and stop time effects described and a +10% + wisdom bonus, for all Antemetal effects.

  Kinetic choke: Choke a person to death using metamagic to cause the throat to close up killing them. A concentration check is necessary by attempting the action in effort, but a save vs will by resistance in some manner halts the effect.

  Weapon power: Elemental magic power focused by kinetics to the sword. This effect goes like this: Focus the motion of the body and weapon in hand to make itself energized with the element of choice. There can only be one element or a combined element in use or things can get confusing. Just feel your body and weapon motion, think the idea is being channeled into an elemental effect of your choice on your weapon. This causes +4+cha bonus elemental damage added to choice weapon when in effect. Call this ability into effect by "ma eleqyu" for weapon power attack as you work the weapon. The worker can end this by a "detro eleqyu" for end weapon power attack or be disrupted in some manner. Each level is an +2% to the 4+charisma bonus as 4+4+2=10 for 1 level with 4 cha bonus and 4+4+4=12 for 2 training points with 4 cha bonus, +2 rounds to duration like 4 rounds greek fire with 2 levels of experience. The elements are listed below.

  Weaving:

  Weaving allows you to combine the elements listed in the runic as a energy weave to gain the effect. Think on the separate elements to use, and then feel the elements form at your will as threads that interact with the target or thing. Idea are from the wheel of time series for weaving. The interaction happens to your desire, but don't have to draw the rune, instead you get to focus the effect of the element in a general effort and by using a strand of energy. You can state as you feel and think about the element.

  1. State "I weave this element for the effect I want", or the word of, "WevEle" [pronounced Weave-Ee-leh], while thinking, of the effect and this is in use of aether, by ether, to afflect the effort and then do things as an action by allowing the subconscious to achieve the effect through your actions. This is the weakest form and most likely to be dismissed.
  2. The second way is for males and females. For males, think to grab the separate elemental energy mentally, this is done by thinking you control the effect, this is used to make each felt strand of energy do as you desire. Flow the energy together and form the pattern as the complex weave, after your in mastery of the simple weave and pattern making.
  3. Females can imagine a flower opening in your mind then think on the element feeling the result, that is shaping things though as this weaves using imagination and energy line, think to put through your body and in your head. Think to form a pattern as in an effort to be achieved. The weave knows what to do as it is a part of you. Try to form complex patterns after you do this because of this particular can get attention so master the simple and then go to the complex as you flow the two together.

Each weave does different things but not as if your using the physical manifestation. This can form a fully physical manifestation if you think the idea works like that and this works by feel or uses the spirit. There is an optional stone, that you can use to weave the signs or idea that you want to occur or happen by thinking energy to the stone. This is done as you hold the precious stone or think towards the stone, feel or think to create what you want by needing the result.

There is elements of:

  Wild energy countered by order energy and is chaos energy, that is use of fire and lightning amongst destructive urges.

  Fire energy countered by water energy focused through use of water.

  Water energy countered by fire energy, this is displaced by earth energy.

  Air energy that forms barriers, this effects all enemy zone or can cause lightning by feeling the source and creating with the feel or intuition from the soul.

  Earth energy countered by displacement using water or blown away.

  Life energy countered by death essence, that means this allows heal, bless and life effects. Life is from the womb and what you think that goes into actions.

  Nether energy that is death essence and countered by life energy, this is what allows death or death essence, void or the absense of things where people can control you in use of focusing energy, negative or dark cloud and other evil effects controlled by thanatoic trance.

  Astral plane energy countered by vibrations or loud noise, that allots for dream effects to weave together or use separate, think for effects you want or need.

Combine the effects for:

  Fire and earth for lava or brimstone countered by ice.

  Fire and water for greek fire +2 rounds burn damage (with unkillable fire, except by smothering it) or instant heat. What counters this is earth and air energy.

  Water and air for cold or ice effects. This is countered by lava, water or fire.

  Wild and any other but astral for a personally specified wide area effect. This is countered by order energy, that is mixed with the opposite element that was used with the wild energy.

  Life and any other but nether, this is for using the element for healing and restoration. This is countered by damages that you do.

  Nether and all elements but life for that which effects as damage to even magic immune creatures like some cats that absorb magic energy. This is countered by life energy manipulation.

  Astral and all elements but wild for dream element effects that effect, this is done as if you were next to the enemy or person you target or imagine. Again the counter is waking up the effected person to counter the astral and use the opposite element to counter the element that was used with the astral. Due note, the astral energy doesn't have that much effect on the planet your on, so that means you can create with astral and not worry about causing fire. Except when you use astral energy with 3 times as much there as you do here, then this is like a normal effect.

  Nether and life for pain (dazing). This effect is countered by waiting the effect out or drinking water or eating something.

  Wild and astral for domination (control) of a person. Countered by ordered energy where you arrange something and if the idea goes on or happens, then you can get an effect.

  Air and nether for darkness effect (blindness) or a black hole that deals 3%+cha mod per round(6 seconds). Countered by nothing in use except thinking of a different place and using your aura energy to shift with by feel or think.

  Air and fire for a nova effect, of that which you desire, that is instant but doubles damage (6%) effecting all enemy. This is countered by Earth and water or mud otherwise muddy water energy.

  Nether with life and astral create a time weave that allows one to change time faster, slower or stop time. This is done by feeling time slow, speed up or stop with the weave. Nether and life can counter this, think to daze the person and allow them to recover and they stopped the effect.

  Order energy is countered by chaos energy, this is wild energy that is in use. Ordering things is making use of an ordered approach, that you create by arranging some area or idea. Rearranging is allowable. Think to do something and you feel by insight using soul intuition, this is what you need to do what you can. Some water and earth elements usage is considered order energy.

  The effects for each level are 2 rounds per effect, +10% protection, +1 attack for group or person with cha modification as bab, slow time gives -1% to -4% where 1% = 1 second added to 1 round of 6 seconds, think to do the attack on the targets speed, stop time halts the activities for the targets for 1-6 rounds and finally 3+cha mod unless instant effect. 6+4=10% cold damage for 2 levels and 4 cha mod. 6 rounds pain effect for 3 levels of magic skill. 9+4 black hole lasting 13 rounds or 1 min 18 seconds with 3 levels of magic skill. There is a save vs spell that halves damage/length and effect by a resistant will and yet almost nothing can resist a black hole. So if you think of the effect you can use the element, this is natural selection as you send forth energy to do what you need.

Divine ability:

  The Divine ability derives off Mystra the magic goddess or other god/dess of magic, he/she grants unlimited spells limited only by the stamina system and use the domain ability along with this, the Divine ability. These commands will suffice: "yl" for wild magic, "pyr" or "an" for fire, "lece" for water, "air" for air, "humu" for earth, "aetus" for life and heal, "neta" for death, void, evil and negative, "bodio" for body", "ypa" for clean-up, "uma" for summon, "spyk" for detection, "myu" for magic, "ras" for raise, "sloty" for slow time, "spety" for speed time, "88" for stop time, "uo" for instant and "avem" for dream.

  The action words are ma for make, catro for control, alt for alter, detr for destroy and prot for protect/ion. You can use these words for a divine effect you desire as in "ma catro pyr" for creation of a fire that controls people. The words "ma ras bodio" for raise dead. "ma neta ras bodio" for raise skeleton. Just do it to gain a divine result. Each level to the magic ability has the effect of +1 rounds to all non-instant divine spell duration, +10%/- protection, speed, slow and stop time effects described and 3+Cha bonus for all divine spell effects. Like 4*3+4=16% hp damage for a 4 level and +4 cha mod.

  The person who uses domains are these chosen command nouns: "ruh" for animal, "tobb" for plant, "myis" for knowledge, "trans" for travel, "tryk" for trickery, "we" (weh) for war, "onza" for Chaos, "gax" for Evil, "g" for Good or "roy" for law, "myu" (miu) for magic, "air" for air, "neta" for death, "nyc" for destruction, "pyr" for fire, "aetus" for healing and life, "luc" for luck, "rowan" for protection, "dylu" for strengthen, "stern" for sun and star or "lece" for water.

  A person with devine ability may choose any 2 at any given moment. These spells use the stamina system to work and these commands will suffice for all free use or spontaneous spells: "bodio" for body and wound, "ypa" for clean-up, "uma" for summon, "spyk" for detection, "ras" for raise, "gos" for ghost (spectre, wraith or apparition), "ilp" for disease, "pos" for poison, "heal" for heal, "yl" for wild element (all elements), "uo" for instant and "ul" for holy idea or items.

  The action verbs are used freely but must be used in the sentence as in mai for make, catro for control, alt for alter, detro for destroy and prot for protect. You use these words in combination with a priest or cleric domain for the effect you desire unless spontaneus or normal as in "mai catro gax" for control evil people. The words "mai heal bodio" for heal body. "catrol neta bodio" for control skeleton. Just do it for a divine effect. Each level to an ability has the effect of +1 rounds(+6 seconds) to all non-instant domain spell duration, +10%/- protection and 1/2 level bonus (round up) * focusing time in seconds for all domain spell effects. Like 10*3=30% damage for a 20 level ability skill and 3 seconds focus.

Blind sight ability:

  Blind sight vision: This feature spell uses the sensed moments of the other eyes to see by feel or usage of the senses. These eyes include the third eye (forehead), fourth eyes (hands) and the fifth eyes (the back of the feet). That is useful in case you were going blind, but if you want to look through the normal two eyes and you can see normally.

  Then you can see through all of them, this is done by thinking you do. That is known as omnipotent vision mode. This you can do anytime per the day or night. If you want the special mode of vision, then you might have to roll a die or something to check if the idea suceeds. Otherwise you might not be allowed, that is sometimes allowable by the DM/GM to have this special mode of sight.

  This is where the DM/GM is the brain. This allows you to know things as though omniscient. Otherwise any of the eyes will do what you want, this is done as you think of the need. Including absorbing and shaping the energy and creating what you think with the absorbed energy.

  Sometimes you can't see through the extrasensory eyesight. So don't be alarmed if that happens, just relax your body and breath in and out. Think to sense though the eye or eyes and maybe you can. If not then you could be too tired, so think of resting if possible and then you possibly can see what you want. If you see through most the eyes you know things as though omnipotent, so this is an improvement to not knowing and you can direct by thought what you need to see or know. That is where you can get to realize what you need to know.

Magical weapons and material grade

  1. +1 is lighter material and responds to the persons will.
  2. +2 is light material and very responsive to the persons will, as if it was intelligent. This is break resistant.
  3. +3 is light material able to perform things on focus for the owner, yet glows a little. This is nonbreakable material.
  4. +4 is light material and has a high intelligence, yet is felt when used for miles surround. This is nondestroyable material.
  5. +5 is very light non flexible material, that is easily used with high intellect, and its presence can be felt when it wants. This is undestroyable material and does what it wants. Don't try to control this, yet work with it or it controls you. Some by feel but not many materials are this hard and light except stone or diamond.

Soul battery:

  Get the crystal or object and say "a-d" (Aid-Dee) or "mairawees" (may-in-ray-weh-ee-s) at the crystal to create an energy trap source with a lit candle near. This soul battery can hold 100 mp/stp with your charge or others. It can sustain the energy for spells and pass the rest to the body for addition to your original energy counted. The excess goes to the creator, the soul of the body creates with the energy that is there. This is holding the crystal and think of your need as sometimes you can state the idea to create in manifest.

  See that is your idea created into what you call reality. This isn't always there, as things could by the aura be illusion. So think the area dissolved and the illusion fades away. This works by the subconscious created area to create what you want, that area has no time or space except for what you think of time. So this is a point in the past. So this ability is used to create with aid by using something as energy, that is then done to make what you want to seem created by fee or feel.

The nine alignments

  The alignment is what action you choose, to portray, or if undecided, its unaligned. The twelve distinct alignments define all the possible combinations of the lawful–chaotic axis with the good–evil axis. There is one more, of undecided. Each alignment description below depicts a typical characteristic of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts. The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are for monsters and villains. The three true alignments are the general backbone of a person.

  1. Lawful Good, “Crusader”: A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion.
  2. Neutral Good, “Benefactor”: A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order.
  3. Chaotic Good, “Rebel”: A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.
  4. Lawful Neutral, “Judge”: A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.
  5. Neutral, “Undecided”: A neutral character does what seems to be a good idea. She doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she’s not personally committed to upholding good in any abstract or universal way.

    Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.
  6. Chaotic Neutral, “Free Spirit”: A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society’s restrictions and a do-gooder’s zeal.
  7. Lawful Evil, “Dominator”: A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.

    This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.

    Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

    Lawful evil is sometimes called “diabolical,” because devils are the epitome of lawful evil. Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.
  8. Neutral Evil, “Malefactor”: A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn’t have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.
  9. Chaotic Evil, “Destroyer”: A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.

    Chaotic evil is sometimes called “demonic” because demons are the epitome of chaotic evil. Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.
  10. True good, "The hero"; A quibbler, thanks to robert, of a general good person doing good intents with evil or good training. Your balancing good intents while doing good and evil or neutral actions. This person doesn't care whom is dealt by trade, as long as this person is happy to get a result. Double deals those who make trouble. Don't believe rumours, or what isn't in the best intention of most. The hero uses what is useful and may intention a positive understanding. Pays lipservice to the law by obeying them, only in the open and near the law. With a regressive motion, they can turn on those who were or are evil. Some use psience or science to back them up. The pure intent is what they, the hero desires.

    They, the true good are likely not to care on results, but only on the thrilling feel of the moment along with the people responsible. They might say. its not fun to play alone and yet they don't really help. The true good is to not tell of peoples problems and only so they can play with the faults. Aspects are to notify enforcement of law to what is occurring if any and to reflect the law. If they can't do that then they notify people of the laws which apply. Some do argue the point for quite a while till the nonhostile gives up. In their mind there is no wasted events and time is always of interest. The goal is to achieve a position of greatness and allow fame to cause glory and yet to not stop progress. The thought "For the worthy can achieve, by a game that guides the way and most enemies fall by the wayside."
  11. True Neutral, "Prophet"; A true neutral character or generally neutral will control what a person may want to do by attempting to see and prophetize as they desire, on what seems to be a good vs. evil or law vs. chaos, idea, compared to accepting the visions of what may come. Most true neutral characters don't exhibit a lack of conviction or bias, its rather a commitment to neutrality as the two forces are what drive the visions and if there is only one vision then duality dissapears. Duality, in this case is to cause or appear existance from good and evil. Such a character thinks of good as better than evil-after all, He would rather have good neighbors and rulers than evil ones that are guided by a vision or dream. He will use both sides as a manipulation piece in a game like chess to get the best result. The pure result is desired from any resolve.
    Still, he is not personally committed to upholding good in any abstract or universal way. When they have to they will prove a point, like socially they are almost banned from giving a vision so they help the besieged and to aid for brownie points. Some do argue the point for quite a while till the hostile give up. In their mind there is no wasted events and time is always of interest, and vision will derive from most any sign they get like a black hand on a pole where there was none meaning endangerment, except they love to study and give examples. True Neutral is the best for nuttyness, because it means you act naturally, without prejudice or compulsion even while you dream and its counted as an acted out vision. The goal is to be true to yourself and most will fall into place. What can be said "make good where it can be good and without prejudice excepting good comparison."
  12. True evil, "monster"; Some aren't always like this but some can fit this evil monster role. The general evil achieve for the love of evil profit or objects and do evil intent with good and evil actions, They won't think to debate between criminals and investigators of doing intention of evil! They're doing evil actions while looking for bad results in an area to disrupt. They play to own with time and choose not to follow rules, except for what rules are made by themselves. These people are the easiest to control because they follow the notions and consider what can be abused. If a plot occurs then they might attempt to do is change it, by vision manipulation and/or guilt trips. When they have to they will prove a point, like socially they are almost banned so they help the besieged and to aid a possessive standard group for their own reasons. They attempt to control and connive or live by possessive standards. The hitch is they appear good as they are pure evil and once they own, they don't let go.

    The monster is brutal, if denied and isn't resolved to anything and isn't responsible for their own and others bad actions, they were possessed or so they might say. If not that, then its a self excuse. Their enemies are self-indemning or condemning people. The goal is to achieve with statement of "truly skilled for the sake of imfamy," If everything is perfect then they will achive with what they think of right, to think its right they, will do many things and with mostly bad appearing good without forcing an issue. The true evil leave it alone or don't do it, if its an idea thats new. True evil is to claim an idea for their own and subjucate the idea maker, without giving up they make things pretty hard in the end. They pay off people with other peoples trade. As they seek to be appeased and create control from any circumstances or bad moment. So the line "Placate or use till the idea is dead" and "Don't be dead, for its a useless activity."
  13. Unaligned, "Just let me go about my business.": If you?re unaligned, you don?t actively seek to harm others or wish them ill. But you also don?t go out of your way to put yourself at risk without some hope for reward. You support law and order when doing so benefits you. You value your own freedom, without worrying too much about protecting the freedom of others. A few unaligned people, and most unaligned deities, aren't undecided about alignment. Rather, they've chosen, not to choose, either because they see the benefits of both good and evil or because they see themselves as above the concerns of morality. The Raven Queen and her devotees fall into the latter camp, believing that moral choices are irrelevant to their mission since death comes to all creatures regardless of alignment.
 
Glossary of idea

  Cleansing: In order, think to cleanse the area or item or person, we use focus and the thought of 'cleanse' with a stated word or phrase. Or, we can redirect the person's corruption back, to themselves. So we do this by thinking 'corruption back to you', while stating what we want as its an activation word. These statements could also be a drawn or carved 'U'. This is as that counts, this is just as a freehand hex and sign language, too. If its drawn, then it could be in the air. If its carved, then it could be thought of for effect, this is where you think to make it effect with the momentary phrase.

  An alternative to the idea of cleansing, this allows the focus with the thought of 'remove corruption' as you clear away things or clean up, that works better with the thought spoken as you think of the target.

  Resistance is a skill and ability to resist the effort and effect, that is gained by working with things and making a unfeelingness to the effective element. Till you gain immunity, to such effort and effect. Some effects cannot be gotten immune to, but you can still resist it. Resistance grants the effect of not being effected. Immunity is high resistance, this is gained from moments of limited exposure. So high that you do not ever get effected, sometimes this is true after the first exposure.

  AC = Armor class which means how difficult a person is to hit in rating, Body mass amount and barriers between you and target consist of this. This is where things work out by avoiding the blow.

  BAB is Base attack Bonus or what the bonus is for the attacker to hit. This consists of the skill and movement of the attacker and ability to hit. 

  Nonlethal damage based off life is the negative energy that can be used for energy effects of many types. This energy is ultraviolet or ultra blue-purple, thats not seen by the human eye. Its effects are to weaken the body everytime its used for a spell by adding to a nonlethal damage total. Each nonlethal damage point you decide happens is a 5% effect on your body, this is causing 6 months aging repairable by healing of any sort or rest. Think for 10 min per point gained by nonlethal spell casting and below 0 stamina activity. Wrote together, by Jay, Amy and me.


Skyhawk