This article attempts to make life seem like a game of
RolePlay. So don't take it too seriously, as its meant for fun, and 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.
The area I saw with this led me to believe I could cope, no matter as I felt better there were resources. See tis is a list of gods from DnD with the start of this. See or say is what you don't always use movies for by use as you see. Seeing to use is not always seeing to create. So this is what I read as the person was not an english speaker, yet not sorta think to make sense with this common speach. "Say or cause no rue is drug no more as no more roaches is no ads or use. Set by seth noe methe that is not past or pest gas as seathe isn't meth with heathe as the candy. Say or see nulle anger, energy info or ancient obey move away if to use by fee or create what you see dinosaur to be or not. So not before is idea as why bring up some past. Say as you are in by feel not by so don't drago, see to create or use by the feel if you bring up something from in the past without an this by that you create. So thats done even if it isn't.
This is cooking by idea to use seeming good is still good even or alone in no nuse. So that was fun yet no cooking is more as less necessary by creating in the aura, as excess is use the area is energy by feel. So is thus created as an idea if thought or some god namo, or don't always do name error. So use and as I want, disagree or say he's not beaten or bothered. This depends on whats relative, as I say he's doctor who he's not if he's not. As I say she's a doctor who, as if to do or create is free he or she is or is not. I is the third eye manifest not always for monsters by focus or not. Judge right is how you think by what you see or think or use not in life.
Whatever she or he is, she or he is alright by feel. As soon as I say or don't say whatever he or she is not a monster. There is no episode, there is no situation. Whatever is stated or thought as there's no effect there is no attack no condition, there is no or yes answers or some visual answer yet I won't kill him or her. If you chose or think to cause effect by words, rites or magic then they might happen if intended, you will not die or if not to cause any effect or some effect somwhere you won't cause intending.
So you do as you want as a word is a word or use with an act is activity so not, so you are free or whatever by feel, see or not use lafayette as an assistant. So do to do not, so no is in effect yes is in the act. Some to see or use is what you can think or not or necessary may be the act, as if kill by response is not but dead or noit is in work so you can reform whomever. Don't is thought by sight or use or you can allow so you can win. No slapping there, as no slap no prob. So not to do things is not to do unless necessary.
Whomever I choose not as assistant is not beaten, flogged or flugged, see however seen or not there is no lie as thats only opinion. There is wrong or right if as if is no fight or not, so no good is not evil or evil is not good till thought this is as good or evil is perspective. Sometimes this is no incident, so no control is use no or pestillence disruption so no by pattern to see by pest control so by what you want. No want control where no slight is where you seem to appear, what they want or no honor is whomever is right is self-perspective. See or heal is create or feel to cause or create, sight by interest or imagine to please. So buy what you see is sight by thought with no delirium moment that is an end by the moment. Don't have to if your not needed to so if you admit a problem your not effected or not seen by use.
There is there so that is this no rule you have to follow, so there is no rule trancedental you have to do. So thought or activity you do, so do is not die off as necessary, reverse attack or that is create or no act is free act by money sometimes not sometimes create. So not don't always do or feel to act sometimes unless not necessary. If those things not keep multiplying, your rule is to kill the bug or what have you not liked is there. So if you suggest to them the bug that bug you to go away they will. They who bug you aren't bugging you if no slight or bother necessary, as if you give or not as they don't matter. So you don't matter as not is he or she don't matter your don't matter is gone unless necessary.
Not any person has to be struck, trace as you are to see what is so there is no effect when no effect so as in friendship. That can be ignored, as you see time is how you decide it or what things are see. He's alright to create by feel or the creator creates. The creator isn't evil, think no effect if to act or seem normal in friendship or non friendship. See there is no attack with the right reason so there is no reason to ass or feel not unless to trace to what you see feel and you dismiss that reason. See or feel is create by your sigt as sight or third eye.
Avoid what you hate or so no attack, as you need to see or cause by feel. See or use, feel free to by recital, do what you want se what you do is what you feel as you see the need or no need. Think to consider on what is or of what you do before you act, as you see or say what is or realize by focus by some idea. Don't have to if you don't need to, as you see the use or create is result possible to disrupt you see or trace. So the area is energy by the pattern with life so you set in or use foot on my ship instead. As you see or created your use that is thought, so as if another if to get you in trouble or resolution by some concept in use without hitting.
So as you act see as you feel or see like it so you are responsible or gotten used to by idea by feel or not feel. As if you don't have to be run into or but did not, see your not effected if you think. Whatever you do or not did you don't have to or did not as feel or do otherwise not done. There is a so though you see by feel or create with creator idea. Whenever the creator is mentioned, there is no attack or attack attacked unless this is no necessary idea. Please stop as you sesame seed use to think the flavor improved see you are not needed to seem worse with the tear. You can see or see what you are is how you think. As you think is cool is not always cool or what you see or think is some use. Don't always take something if to keep or not do good relations or stay as you want not some. Some you see is you don't have to stay away so do or allow. So no drugs with alcohol or see is to feel. So say as you want are there, this is in need or desire so use is cool by no feel. See to your needs, then do as you want as you see. See as your feel is tere or in use or created by feel you can seem a target. fs
That isn't respect if a struck area, not was is always repeated or respected so respect is nice or good bone. See not if no attack then that is related to you or not. As you want as you if your seen as your thought to see or give whats needed unless not. Not need a butt stink or dr who by wat isn't necessary is not necessary, unless you think this is so nothing is actually needed as you act or think. Say by feel or yes by stated concept. So many things exist yet non there if not necessary, the area creates what you want if conscious or you are what is not guilt or as you pleasure seek don't as you speak easy without illness or emotion. So walk around as you see reason or what you want is were altered to not exist. No extra control as you see or use fee what isn't.
Say as you ask or seeing to lift some things away so tis is easy by any body cause seems use, so not many is weightless by use or lift is cool with no hit not despite. Nothing listed in the mind has to effect or not any, think or some use is not seen as done unless you see what is by feel yet don't have to beat them up. Don't take out your frustration on things, that don't deserve it or see to feel or say you are very useful. You aren't dead or not use is not use, this is not in what is thought is use but sometimes by checking in the area or sometimes feeling is sensation. This is Ali-Babao with what you see or Daniel as you see. See as you seem to do this, as you seem use, so you create as use is use as no havoc thoughts with use by this. So tragedize carefully if you target carefully or no tragedy will occur. So I think it safe to provide for your own self.
You can't check so not possible, so don't try if feel is right so that is correct. If you point out something to do in it or don't hit. See not do is done or by what you see in life. See or say is wat you want as you see the necessity with no abuse or non jealousy. About is nothing by what you feel or see you can feel in life. This is about my life not others ad-hoc, physical use is creative by use in no abuse by communication. Disassociate from the person by thought or by feel to cause in life or whatever or so you think is esse. Yes is I try to keep or think good relation. Sopping is for use in effect to kill by use is use to feed by idea or use you see that is life. So lets stop this now as you feel this is I know by watching you see.
This is a god by use or sense in use that use is not your own. Tis is me as I was so now I am this so an is my mother, that is now dead see as I was insane I was not thought well so as am I means I sense or am well. So this is my end by what I do, so I am as you say now deceased yet I enoyed what an I did. So you see ghosts can do or create through bodies. Such is te case as I see I am a ghost writer archmage, so the originator died I am alone so I might see or seem good as I am born or seeing to good use. I am a creator yet I see the universe creator as a friend, so as you are or use idea from the this or things I write. Think to Ben or see support as this is what is knowable or feel cool the knowable is infinite, as he is realized he is not so as you are if the use is not your own yet you can use what you wish by idea or non infuse to use or created. Ciao. That is an interesting note I saw or sensed in use by feel or if need to see is by use. I will stop channeling him as necessary.
cope, some use life as a game to find the moment of peace and envelope
the pain so they persevere, as in a game watched and it makes an
impression, and they cope as that impression is like a stigma or
thought that you can react to. So to be forthcoming with the feelings
allows you not to be brutal but happy and cocky with humour. When
confronted, be aware that things can intercede and distract the
pursuing party. 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, be ignorant and act a if they
didn't do anything or when emotional and unstable be miffed or
Be 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. 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.
In evolution people expand their conscious by actions seen from elsewhere, felt of yourself or others or done, by yourself, for others or yourself. Each action thats their own is a pain level, and to be beaten in a nice way or to beat others in equal measure increases the tolerance to the pain. Add to this a way of tolerance for gain as to find more resources and to do something with it. 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 till a point where your reduced by it as per every 1 minute of activity of yours by -1 xp only if your annoying in it, or accounted and every destructive action is bonus to xp if noted for the act in a nice way, bonus to experience is accounted by IQ+Cha, otherwise it doesn't count.
are more xp, that are on a completed task, with illumination, by the
effect, of a
result measured by how difficult the task is, with a DC(Difficulty
Count) and as a measure there maybe 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. To get somewhere use the buildup idea of skills and abilities, as enough skill is to form from ability a profession. To see the idea allows for a self-job with possibility of other jobs. Any profession can be chosen if your skills allow for it. Call this profession a class that shows skill amount.
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. 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, 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.
At the very least you can use this system to gain a work level, at a class of expertise, where each 6 month's worth experience, in the working, of the field is a level. Say, its a promotion of belief, from observing a completed work achieved, by others, and directed in some manner, by yourself. Whatever it is, its counted as a level, from your experience. This is possible, to be used in comparison, with others. As, this level can determine what you will allow, from another person. And, how others treat you.
Yet skill points are also brownie points as alloted by positive actions and also with measured intx4 because 4 is the way time works in a dimensional time cube which is 1x1x1x1 in sides, and per successful task the skill is raised by one so count how many tasks you suceeded in and apply as points. Thus the effort to continue something gets more ability and this is reflected in skill points.
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, 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
Circumstances can affect your activity check. where most act out just to prove a check for themselves and includes a person who is free to work without distractions, 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.
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.
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) and how movement is treated with respect to the activity. Some skill checks are instant and represent reactions to an event, or are included as part of an action. 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 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, 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, having 5 or more ranks in one skill gives the character a bonus on skill checks with each of its synergistic skills, as noted in the skill description. 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. 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.
Ability Checks and Caster Level Checks: The action applies for ability checks. Neither rule applies to caster level checks.
Feats are special capabilities to your character that benefit by adding talents not there or improving the feats you have. Your character either does or doesn't have them. Character feats are gained every 3 levels by picking up on them, or 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.
stress level(sl) is adjusted by pain amount and associative to IQ as to
reduce it 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. By inhibiting the energy
percent which is possible, 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 a activity, 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, and 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, 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. As you say this is with good memories as well.
The idea of thoughts are to make things better, but not worse. So you set the difficulty by deciding how hard it will be and 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), and it 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, and 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.
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, 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.
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, in which corruption can occur. Magic users tap into this mana for direct use by channeling through innate ability and an object with a slight stamina drop and more stress and 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, and this is divine magic counted as stamina. 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 be 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. Though its when your
strength be suddenly 3 times normal, as in Str*3, effective on nearly
anything it 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, by learning something new and then, that learning draws in energy, as it 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.
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, counted as a sl/3 and represented by percent. Also, it can cure any sickness. So remember this, positive energy converts, through use and touch, by some manner.
So think, the negative does similar, except it causes the negative effects and corrosion, in things, till the thing and idea, that they represent, doesn't work. Its easily to tell, if there's too much corrosion, as its death energy personified. Things start working badly, then not at all. And stress be up, sometimes, counted as a sl*3 and represented as percent. Only, the strength can be boosted, with negative energy, as well. As in, Str*3, and when angry Str*9, by the breakdown, of items adding their energy, into you. Also, it can make you feel sick. Remember, negative energy turns things, and causes the feelings, to be used, in an idea that enevitably changes the course of said idea and action.
As, positive energy strength boosts can last, from 10 minutes to an hour. Where, negative strength boosts can last, from 5 seconds to 20 minutes, or till when the materials finally break down.
So the negative energy, comes in contact and on touch, or sometimes getting near the aura of the corrupted one, they suddenly cause a chaotic condition, on you. 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, and makes things temporarily better, 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. A moment is made up of a uncertain length of time, 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.
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
reserve by 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.
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 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.
People at the beginning of a battle, or activity, 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, and its, as your body sees fit to. Hp only acts as a buffer for the
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.
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, and you may get bloodied, as well, at the moment, of 50 % hp, 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, done by various means, there is a chance you can become stunned.
initiative is decided by who does things first and sometimes, if people
play turn base. Attacks are based on how wounded you are, and if your
rolls are the action itself. The str stat bonus and other bonus are
added on, 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
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 is a %, in effect. Add in the strength 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.
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, dazing for 1 round, while putting burns all over the victim.
Critical strikes do different things per area struck at, 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, as you think play along with danger unless you want to with family or friends.
Healing amount like 20% hp restored is 20% acummulative, in pain reduction and damage reduction.
are just done and they succeed or not according to saving throws and
resistance. To make new spells, the idea for
it comes from the event that happens near or to you. and then apply
words that will cause the activation of the effect you desire. An
modeled around the idea, is the effect. All you have to do, to get your
subconscious to do the effect is will or state the words. 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,
by stating the intent words 'chou bou' or willing the intent words to
that effect. The subconscious does the rest.
throws are if you survive the moment and is tolerance amount and stat
bonus => DC (Task Difficulty) that is set, by being, of the conditions,
that be existant near you.
To make your saving throw you use tolerance and the ability amount to overcome task difficulty, where immunity is very high tolerance.
for strength modifiers, to energy and
the body activity, as long as the rage lasts. Like a orange range gives
you 10% more energy into the activity like channeling and strength
while lowering the intelligence by 1 point every second, unless its a
controlled rage, cold rage or fashion rage and that negates the
Added in the positive energy, from activity, the rage increases the
energy, by 70%. But, the negative energy, from corruption, increases
the rage energy that's added, by making it 90% more energy.
Where the rage leaving the body allows for a stamina reduction of 10% and restoration of intelligence, as you start thinking and as your not enraged. Like 10% = .10 and .10 x Str = temporary Str reduction, that is subtracted, from the strength. As .10x16=1.6(drop the remainder) = 16 - 1 = 15. This, the rage lowers the body temperature a few degrees, 1 Degree Celcius per second of rage, so they cool off the rage and are normal after 3 or 4 degrees. There are different types of rage as listed.
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), 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. Use of free actions are to instantly manifest an effect by physical energy or life force (chi and han) of stp for kinetic skills and directly channeled, energy using an object making mp for magic. Those who have the spell or kinetic skills in the least bit will be able to use the magic ability, listed in the spell as its described for use.
Damage amount, effect duration and Effect amount for spells is measured in percent and element dependent.
Some spells are based off a system of word phrases, 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, "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. 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 and +6%+cha mod for all will word effects.
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 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 it strengthens due to recovery about 1/3 more.
Magic: Runes are the symbols of the representative force, with an
alphabet meaning, sigils are drawings, drawn to effect something, with
your intent. Use is, to
focus through the rune or sigil, as its drawn and willed through intent
with, that force, of the
want sometimes by imagination. You just do the rune and sigil to make
You can draw the sigil or runic
picture and use that as a temporary focus or use a runestaff with the
runes carved into it, or have a crystal, to make more permenant spells.
If the wielder is good enough being 10+ level said wielder can imagine,
by visualization, by visualization I mean, to feel the event and know
result, by being exposed, to the result desired, at some point and then
the scene will come up mental like.
Where the effect is noticed after and say the rune and sigil name to channel through. To use a runic effect for level 1-9 in the game of life, draw the rune on paper or carve it and thus state result like "I use this rune making the result I desire for [person or thing]". For level 10+ 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.
Fire magic is from the plane of the fire elementals. It is also heat. It has the power to cause or quell fire and its opposite is water. To call the rune out by sound its "pyr" as (pir).
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. 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).
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. To call the astral plane or dream magic is to state "atrydrea" (catry-dree-ah).
Air magic is the power of the wind, weather, psychic and lightning. It can cause great damage through any of this respective power. This also serves as support as barriers, shields platforms and its opposite is earth. Use "air" as (aid-inner) to call air.
Water magic is the ability to manipulate water. It to can quell fires. It 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. 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.
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, or spell as it happens. The spell must first be seen in some manner to subvert . A successful chaos roll makes the subversion happen. Then after that the chaot simply redirects and reforms the raw spell as needed. 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.
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 it, the stamina, through your body motion or weapon of choice
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, 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. It 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 through a perform Skill check by achieving the end result with focus. 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.
Kinetic manipulation: The kinetic manipulation is simple because of the fact of imagination and motion. Imagination rules the mind and it 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 it, the stamina and focus, through focus of your motion 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 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. and etc. So a 5 kinetic strength = up to 250 lbs person control. Their is no actual limit to this.
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.
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
it into something may permanently place it in action. The worker can do
any rune with this and its called in the same manner as runic magic for
it 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, in the area and to imagine the event whatever way you
want. Then, to will the event to occur by speaking or willing a power
word or phrase that 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 and make it into an effect. Through the
speaking, by vibration, to the area energy and possibly causing the
The keywords are: "yl" for wild magic, "pyr" 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.
The action words are influence, control, alter, destroy and protect. You use these words through will word the effect you desire as in "influence control pyr" for creation of a fire that controls people. The words "yl protect" for a wild magic protection. Gain an antemagic effect, by casting it without skill check. 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. Just feel your body and weapon motion, being channeled into an elemental effect of your choice, on your weapon. 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. The worker can end it 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 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. Ideas 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.
Each weave does different things but not as if your using the physical manifestation.
Air energy, that forms barriers, effects all enemy zone or can cause lightning
Life energy, that allows heal, bless and life effects.
Nether energy which allows death, void, negative and evil effects
Astral plane energy, that allots for dream effects, to weave together or use separate, for effects
Fire and earth for lava or brimstone.
Fire and water for greek fire +2 rounds burn damage (with unkillable fire, except by smothering it) or heat.
Water and air for cold or ice effects.
Wild and any other but astral for a personally specified wide area effect.
Life and any other but nether, for using the element for healing and restoration.
Nether and all elements but life for that which effects as damage to even magic immune creatures.
Astral and all elements but wild for dream element effects that effect, as if you were next, to the enemy or person you target.
Nether and life for pain (dazing).
Wild and astral for domination (control), of a person.
Air and nether for darkness effect (blindness) or a black hole that deals 3%+cha mod per round(6 seconds).
Air and fire for a nova effect, of that which you desire, and that is instant but doubles damage (6%) effecting all enemy.
Nether with life and astral create a time weave that allows one to change time faster, slower or stop time. By feeling time slow, speed up or stop with the weave.
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, to 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.
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" 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.
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
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 "godd" for holy.
The action verbs are used freely but must be used in the sentence as in ma 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 "ma catro gax" for control evil people. The words "ma 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 3 + Cha bonus for all domain spell effects. Like 5*3+5=20 hp damage for a 5 level ability skill and +4 cha mod.
Get the crystal or object and say "a-d" (Aid-Dee) or "makrawees" (mak-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 count.
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. And, there be 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.
Cleansing: In order, 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. And 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'.
As, it counts,
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, to make it
effect, with the momentary phrase.
An alternative, to the idea, of cleansing, be the focus with the thought of 'remove corruption', this 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, gained from moments,
of limited exposure. So high, that you do not ever get effected.
= 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.
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, be a 5% effect on your body, causing 6 months aging repairable by healing of any sort or rest, for 10 min per point gained by nonlethal spell casting and below 0 stamina activity. Wrote together, by Jay, Amy and me.