Live dnd 1.1

Menu system

Intro
The system
The stats
The classes and class skills
The character sheet
The Alignments
The experience table
The equipment and armor
The special abilities

Introduction

The stats are natural, think to apply what the body can do. This is a point you may live through, work with or not work with if you want to do something else. This game is meant to be play acted out or role played, this is done as you think about it being done. This is live dnd. Pick any race and alignment or how you feel to react, this is what you want to call yourself that you feel fits your character. However you are, you start out as a citizen unless you just want to be an illegal for the challenge of things.

Otherwise if you want to do things with dice, you may roll and for the stats your using a d20 and if you accept the score you can use the scoring total, that's if you think to cheat the moment. The stats are Intelligence or int, Wisdom or Wis, Constitution or Con, Dexterity or Dex, Strength or Str, Charisma or Cha. However the stats actually aren't used in this version of Live DnD.

Yet Magic starts at 100% as explained in the Intelligence stat. You start out with 100% health as described with the constitution stat. This is true even though you don't have to use the stats, this is where they are based off of your character and you are the character with live action. The equipment is whatever you can carry, excepting if you have a backpack or pouches.

The system

The system is based off of sometimes easily gotten through encounters, the encounter if non hostile could prove useful aka conversation with non players and treated like a meeting. Otherwise if hostile, the encounter is used to determine the amount of damage dealt by attack done or otherwise you could have a sustained effect. This is where the sustained effect can either be what you want or damaging or both.

Languages are important so in order to understand them as you naturally understand the common spoken language called common, this is by an idea that you know the language and the creator translates the language for you to your native tongue. This is the gift of tongues. By the creator, you can understand the language that's spoken and written, this is by the language effect that's able to be done by all classes or people. Once done, the "languages" ability is added to your ability list as tongues.

For each encounter you get experience awarded by the gm/dm if you use the experience system, that is true. According to the experience chart this is your level compared to your experience. That is unless you want to use your age as the level and use the experience thereafter.

This is where if after age 10 you are using your age / 3 + 10 rounding up and forgo the whole experience thing. This is where you could by 44 and that is 15 + 10 = level 25 starting 430,000 experience. Optionally you can also use the experience thing and help yourself level up that way. The experience table is at the end of this posting.

The action die is either where every action has a 50/50 chance, or you can use a d20 to determine the chance of success if you want to roll a die for it. This is d20 + 1 point every 4 levels or stat mod suitable for the point. The idea is to roll over 10 get a result.

The area is the mapped out or marked acting place, or the map can show where your "character" is by a marker or some indicator. The encounters just happen by feel. If you want to play it differently then go right ahead, play it as you well please the gm/dm to do so. This is unless you are the gm/dm, then play it as you want them to know the game.

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The Stats

The stats are useless by themselves, except to serve as a base amount. What you will need to do is create a stat mod and that is:

  Modifier = (ability / 2.1) - 5

  Round up to the nearest whole number

  So for an ability score of 20 your mod would be 5

  Listed as this: Str 20 Mod 5

Treat the mod as a plus to damages or effects, this is a point that go along with the activity. Such as swimming, if you know how to swim then the duration would be lengthened by the mod in amount of seconds or minutes. This would use the str mod. However when trying to unlock a door, the dex mod would come into play. Such as a +4 dex mod + d20 where you roll over 10 to get a result.

The stats themselves

Intelligence comes into play from what you think to allow you to think about what your doing. Magic is unlimited from the creator that uses the energy to make things and that creates. This is represented by percent. This starts by 100% added to this is the intelligence bonus as decimal times the 100 added as percent, otherwise you can roll a 100 sided die to add that total when you start the game. Such as 100 added to 20 or .2 x 100 = 20 + 100 = 120%.

Then you do magic that is 5% each time, recharged by the crystals or gemstones with the planet for 10% per second with battle or per minute outside from battle. For sleep by then is for the full charge sometimes by other things, such as food or drink that is for food is 20% recovered where any drink is 10%. You can go over the 100% or getting over use you recover health with the energy or intelligence is intelligence by intelligence used.

This you create with the thinking that the subconscious creates what you know sometimes by the objects or crystal use you have unlimited energy. Each time the object is used there is a 5% chance of the object cracking or not get effected by breaking, then you replace it or you can get no results represented by die 10 or 5 or lower it didn't crack over 5 then the object cracked. This is a system with thought to exist things that is use by used points, so use by imagination as ideal to create with was where the magic existed what can exist by the things you do. If you think about something, then that idea can viewably create itself.

Other uses are think then use a weapon to create added effect with the energy, so that you think to use the energy with the weapon for improved effected. Such as think to use a certain amount of energy to improve the range or damage, then you can add the damage feel or range to the percent. This is the point as use with the percent times the range, where 50% converted to percent x 6 is added to 6 feet is 3 + 6 = 9 feet range. Otherwise added as though a base attack bonus, then is the added damage or percent. This is where +5 is the strength adjustment with 15% energy added, so this is added to the attack damage where this is 20% + 5% + 15% = 40% damage or projectile damage.

This is sometimes the energy used by the energy converted to decimal times the luck bonus or mod, that you add to the money you can get by ideal that you do. This doesn't mean whatever you do to the person this means what you do for them. That means the luck bonus is 5 + 30% or divided by 100 is .3 x 5 = 5 + 1.5 rounded up to 2 = 7 gold coins added. That is what uses there is for this.

Wisdom comes into play to do things wisely, this is where you learn of things and apply things to working situations. Thinking for example to use what occurred as example knowledge, this is where you can think about things and you do them better.

Constitution comes into play when the body is reflected upon, as in health and what can be handled when things are thrown at you. So you have a 5 con bonus, then if you think to use this as a health benefit you can add the constitution modifier as a percent added to the health percent.

You start out with 100% health. Then you do activity and if damaged that is 5% or however much each time. For sleep by then is for the full recharge recovered and sometimes by other things, so you recover health with the energy as well. Such as food or drink that is for food is 10% recovered where any drink is 5%. You can go over the 100% temporarily for getting over use is possible. Like drinking a little water when your at 100% makes you 105%, and each action after that while over 100% is 5% loss till 100% is reached again.

Dexterity comes into play by allowing for reactions. The created point is the reaction, so think calmly before going about to work with others viewpoints. Dexterity is used as a dexterity mod or percent that you think this is useful with the dexterous throw or hit. Such as 6 dex mod added to dodging something or that if 6% added to damage or range adjustment. Where range adjustement you add by timsing the modifyer, with decimal form to the range or .6 times 12 feet then added to 12 feet range for a new range. That is where extended range is 7.2 + 12 = 19.2 feet you could strike with a long bow.

Strength comes into play to do physical things. Like picking up items or unscrewing a lid. Encumbrance is Strength x 10. This measures how much you can carry in lbs.

Charisma comes in handy to deal with others and it also makes for charming.

Ability buys explained

Ability or extra special you can buy ability with extra stat points. If your the gm/dm (dungeon master/game master) you can use any ability. There is no rule or roll there is no dice this is having fun with life. If you decide to use the stats, apart of ability is the fatigue or the point you feel tired. See that is intelligence mod added to constitution mod as a point for the idea.

This means when the fatigue added to the health is health - fatigue if that is 50% you are tired from a fatigue check, then can't do certain things or added to trauma as a base amount is what decides this. This is decided then by the gm or changed is what you can do decided by a roll of the die, as though the next life to be effected was aware or not near you. If not always to seem safe from a strike.

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Here are the classes and class skills

The modern day classes are appropriate from the viewpoint of use. Usability is upto the eye of the beholder.

Universal class skills

These are skills that we all can do if in good enough condition. Otherwise the skills you have are what you can do things with by feel. No need to list them except for these, so I think this makes a perfect game point as you can do things. Also note, you may use any allowed for special ability, this is if you think the GM allowed for it. Most special abilities are available by choice. They must suit your character that you decide to play. When you decide to play it, the special abilities will come in handy. You may choose one, this is any that you want to use that can gain. This is the best case scenario where the GM allows for this.

You may temporarily try a special ability out, this is where you pick an ability to use and you create with the point. You may choose one special ability at any given time, however you may keep only one of the special ability listed at a time. The class skills and abilities are all available at any given time. If you used stats, then you may use your intelligence mod as a number of times for each ability use each day before feeling tired. If you feel tired, then wait 1 round in battle or 15 minutes outside of battle for the fatigue to pass.

Making money: Think and work and this is with others or by yourself to make money, this is where you can make money or you might not have things to trade. Sometimes you don't need money to trade for things, you just need to ask nicely. This is a point to do things and work is the option you can take. If you work or have worked, you can add the worker class to your description on your character sheet.

Languages: Think to speak or observe as you would like understanding. I think this allows you to be easily understood by what you know. Again, languages are important so in order to understand them as you naturally understand the common spoken language called common, this is by an idea that you know the language and the creator translates the language for you to your native tongue. This is the gift of tongues. By the creator, you can understand the language that's spoken and written, this is by the language effect that's able to be done by all classes or people. Once done with the character sheet, the "languages" ability is added to your ability list as 'tongues'.

Gambling: This is betting and gambling. If you want to gamble, you bet something will happen and if it does then you won. The idea is if its a bad bet then you won't want to win, academically this is represented by a roll of a die or a die 10 for a 100% chance. This is where roll a 1 to 5 for loss or failure and 6 to 10 for success. Otherwise you just go with the idea that situations are what determine the roll and naturally, if it happens then you know you won.

Citizen

The citizen is what you think you start out as, unless your not apart of the country area, then your illegal and you don't have any ability except to focus and achieve results or fear. You can do a test to become a citizen, though you have to have a tester to test you first. The testing material is sometimes remembered as word of mouth.

The citizen also has focus but the rest of their ability comes from allowance. The roll of a die can rep resent the citizen or illegal with a d10. Where a roll of 6 or more is success, otherwise this is just doing it and if it succeeds then it's a success.

Focus: think of something to do and you create by activity that you achieve things with feel.

Fear: they who fear won't do things unless they think it's a good idea, so they think and do otherwise. There is a 50% chance to this infecting others or not effecting you yourself. However if you don't think it effects you, then the creator causes a cancellation of the effect so the effect does not effect you and with representation by math its a die roll of 1d4. Where 1 to 2 is success and the effect fades away, 3 to 4 is failure and the effect could remain unless the GM is nice.

Courage day: the courage is there to do things if that is the allowed idea or you can project courage to cause real results by actions. This is the idea of the day.

Projection: think to project forth to create a natural result. Sometimes, this is focusing energy from the wrist to the palm or voice to cause a pause or a step back. At least this gets attention.

Magic: think to create something and do activity, that causes the result of either illusion or reality to form as you think the idea to form.

Activity: think to make something happen, feel the need and the activity occurs that you need or want. This is covered by a point that is a normal action, and that requires the courage of reactions.

Reality hack: thinking of something allows you to create or manifest out of need, and what you want caused to appear. Stating the idea as you think the point to create allows you to hack reality unless you don't need it. This is governed by a 50/50 chance of success of activity.

Worker

The worker is a person that creates using the tools at hand. The area is his or her work area and all she or he needs to do is bring his or her own skills. What he or she works on is up to the person in charge or what he or she want to work on. The profession comes into play as the worker uses his or her skills, this is with a bonus to the idea that is achieved.

What he or she wants to call he or herself is up to the person, so otherwise he or she is a professional worker. This is based off real life, so its easier to understand and related to by math if there is any involved. So that's the worker, where you do as you want as you can work. Anything they attempt is guaranteed except for representation of the die roll that is optional, and that is the exception of a d4 where it either works or it doesn't;

 roll
  1 instant success
  2 success but wait a minute for manifest unless in combat then its instant by use or feel
  3 success but wait 1 minute per every two levels for manifest unless in combat then its an instance that lasts until you don't need it
  4 instant failure

Statistics use representation in a game:
For attack they get a +3 to the attack dice per every 3 levels.
Any damages done are a every 2 levels/d8 per effect and for duration, unless instant this lasts every 2 levels + round in seconds (maybe 6 or 8 seconds). This is 88 damage possible, where duration may be 17 seconds for 6 second rounds at level 22 and 23. Wall/Absorption effects are every 2 levels per d8 energy or element absorbed. Sorta like 10d8 or 80 points max for a level 20 character.

Magician

So a magician would use magic to create what he or she would want. The modern day mage requires a lower constitution with a higher strength for compensation. Otherwise you could if a higher constitution was slenderer and thinner, an then you use a higher constitution if with or without the strength. This allows for supernatural or quantum effects.

See this is with your basic skillsets of quantum skills, using quantum based expression this is where you are creating with the statement or idea. The gm is the creator that either allows if you need the point or doesn't allow the idea if you don't need it.

See that is thinking of the person, they would do your suggestion. Otherwise your creating with the idea of the skills themselves, that means quantum take, quantum give, quantum manifestation, quantum earn, quantum loss, quantum fix, quantum teleportation and quantum trace.

Quantum take: Quantum take is think of the item and think it comes to you as you 'find' it somewhere. Think it is there where you can find it and you can get it by feel.

Quantum give: Quantum give is getting and using what you have. Think of the item or wealth being given, then the idea is usability.

Quantum manifestation: This uses quantum manifestation or manifest using materials or ideal energy, that means they exist and you are allowed to use.

Quantum earn: Quantum earn is earning things by thinking it's a point that's earned or worked with by feel.

Quantum loss: Quantum loss goes hand in hand with earning so what you quantum lose you can gain back, this is sometimes in some form that you wish to have.

Quantum fix: Quantum fix is fixation by the spirit or the third eye pineal gland, where this is thinking to create a fix and the spirit fixes the item or device using the third eye. This means it can be fixed, this is at least temporary and at most permenant from anywhere.

Quantum teleportation: Quantum teleportation is also considered quantum cloning, where your teleporting by spirit energy. This is where the spirit is used as the guide using converted body energy or object energy as the source. This is done to teleport you, all except the bugs can quantum teleport.

You know things from your "clone" as a him or her by quantum confusion or the state of mind where your telepathically communicating with each other's spirit and knowing what is said by feel.

Just think of there as a place to be and your there, this is just as your here unless you don't want to be here and that is by fee or feel.

Quantum trace: Quantum trace is where you think and your knowing by the spirit, so you think of where you want to know and the spirit tells you what is there. The effect is known by feel.

The idea is shown to you, this is if you wanted to know by what you do with the pineal gland or suggestion.

The pineal gland is a psychic organ in the brain, that does not mean it will always get enough blood flow. Think the blood flow has oxygen that goes to the pineal gland. This activates the pineal gland.

Think or speak the effect that you want, this makes things as you may need it. For you might disregard it if you don't need it by fee or feel.

This could be, "I show to you what I need to be known by feel. This where the I could be the pineal third eye, and this you could be yourself."

See that is the idea you need or will have by feel. By feel the thing you need to know is known by idea, that is there with what is possible.

Other magic skills that the magician gets along the way with experience, this is manifest by the way. The manifestation will occur by what you think. Think it is not necessary and this stops.

This is like you think it is there and this forms what is the item or idea you wanted to create, where uncreating it is an option by feel or statement.

Geisting: Ghosting is also a supernatural skill considered geisting, where you think to know and the spirit reveals to you what you need to know. An example: Think to the ghost to serve my purpose, this is just as you state the point of the idea.

That is "do this for me ghost (describe what you want)", then offer to give a little bit of your energy and this is used to create the results you want as an end result. This creates what you wish for by fee or feel with the creator, this time a ghost.

Slight of hand: This is taking in something to give it if you think its necessary.

Energy manifest: this is using energy to make things appear and create them by thinking them there. That is until you think it's not there, otherwise you don't think it's there until you feel it.

This particular skill can manifest fire such as fireball/s, water such as water puddle/s or water spheres, ice such as ice balls or making a slick spots of black unseen ice, air such as lifting up and levitation or air balls and earth formation such as earth clumps, mudslides or earth energy absorbing wall.

Theres void such as the absense of anything and this is sucking something dry, or nulling something you think to null and other effects such as creating by feel with many of the elements.

The damages fire and ice balls can do are lv/d10 and earth walls can absorb lv/d20, where earth clumps or balls can do lv/d8.

Mudslides can do 3d8 + lv as a bonus, the air balls can punch a hole through anything except enchanted material.

Air lifts can if made possible, lift anything. Void can suck till it nulls the energy of the targeted thing at a rate of 6d10 + every 2 lv as a bonus to effect.

Statistics use representation in a game:
For attack they get a +2 to the attack dice per every 3 levels.

Bum

The bum is a person that works as he or she can, otherwise he or she will beg to get things. This is unless given things by askence. They have sleight of hand and will magic.

Sleight of hands: Sleight of hands is where the person can go along with things, and taken by need take things that don't belong to him or her. This doesn't always work if your quick enough. There is a 40% chance that this will work, this is represented on the die roll as rolling a 4 or lower on a d10. So this either works at the right time or it doesn't and you know when it does.

Will magic: Will magic is where you create by willing nature or the consciousness of energy to be coaxed into creation. This means you create as you think, coax by suggestion and will otherwise by feel to create if the creator allows. This sometimes is with an unlimited result, so be careful by this effort to create with the consciousness of energy. So when something is against it, then there won't be a worked will.

This is represented on a die roll that is a 50/50 chance to work as roll a d20 with each 2 levels, this is used as a bonus and you can compare this to the difficulty rating. Otherwise use a d10 and roll a 5 or below then there is success. Otherwise related to if there is manifestation of your idea, or there's not any given result.

Statistics use representation in a game: For attack they get a +2 to the attack dice per every 3 levels.
Any damages done are a every 2 levels/d6 per effect and for duration, unless instant this lasts every 2 levels + round in seconds (maybe 6 or 8 seconds). This is 66 damage possible, where duration may be 17 seconds for 6 second rounds at level 22 and 23.
Wall/Absorption effects are every 2 levels per d6 energy or element absorbed. Sorta like 10d6 or 60 points max for a level 20 character.

Freelancer

They are a group of people that do various things for fun, and they get paid by various means and don't really have a serious job. So if you joined the vault and made ready a game to be expressed about, so then you advertised and things will work out from there.

Their ability is fun time, will magic, creativity, jobs and gaming.

Fun time: This is when fun time is where they can express themselves, think about things and create by expressions. Represented on a roll of a die, this is a 1d10 where 1 to 5 rolled is non enjoyment and 6 to 10 is enjoyment. They get a boost of energy for work and play by the idea that they can do, this is just by thinking about the idea achieved.

Will magic: Will magic is done by the will and you think to create. So again will magic is where you create by willing nature, or the consciousness of energy to be coaxed into creation by thinking it is coaxed. This means you create as you think, coax by suggestion and will otherwise by feel to create if the creator allows. This sometimes is with an unlimited result, so be careful by this effort to create with the consciousness of energy. So when something is against it, then there won't be a worked will.

This is represented on a die roll that is a 50/50 chance to work as roll a d20 with each 2 levels, this is used as a bonus and you can compare this to the difficulty rating. Otherwise use a d10 and roll a 5 or below then there is success. Otherwise related to if there is manifestation of your idea, or there's not any given result.

Creativity: This is where your creative and produce interesting results, and what is interesting can draw interest if you want it to draw attention to you. Then you know success. Represented on a die roll is rolling a d10 and getting 5 or less for interest with good results and 6 to 10 for non interest with bad results.

Jobs: Things you do for chores and creative results that are what you create results by feel. Interesting results are what count. They make the chores more plausible in the doing. Represented by a die roll is use of a die 10; this roll is with 1-5 as done things and 6-10 need time to finish with the idea.

Gaming: Gaming is where fun time comes in use, and uses creativity to boost its results. Think to control the game and you do, this is then as the subconscious creates with the pineal gland to make the game do as you imagine or want. This uses skill to create with what is done, sometimes its noted and you create the luck by what you can do. This is with a group that you can organize or work with someone else to do things by what you feel.

Statistics use representation in a game:
For attack they get a +3 to the attack dice per every 3 levels.
Any damages done are a every 2 levels/d10 per effect and for duration, unless instant this lasts every 2 levels + round in seconds (maybe 6 or 8 seconds). This is 110 damage possible, where duration may be 17 seconds for 6 second rounds at level 22 and 23.
Wall/Absorption effects are every 2 levels per d10 energy or element absorbed. Sorta like 10d10 or 100 points max for a level 20 character.

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The character sheet

This is a live dnd character sheet:

Character name: ____________________ Race: __________ Alignment: ____________

Classes: ________________ ________________ __________________

Stats (if used):
Int ____ Mod __
Wis ____ Mod __
Con ____ Mod __
Dex ____ Mod __
Str ____ Mod __
Cha ____ Mod __

Luck _____ (dex mod + cha mod)
Luck bonus ___
Enc ______(Body weight / 2 or Str x 10 in lbs)
Magic _______(used even if no other stats are used, normally starts at 100%)
Health ________(used even if no other stats are used, normally starts at 100%)
Exp ____________
Level _____


Abilities (The abilities are listed in classes):
______________________
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______________________
______________________
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______________________

Carrying
Weight allowance (Body weight / 2 or Str x 10 in lbs):
Right hand ___________________ Weight ________
Left hand ___________________ Weight ________
Both hands ___________________ Weight _________
Left arm ___________________ Weight _________
Right arm ___________________ Weight _________


If backpack or pouches
Item                                         Weight                   Combined weight/Equipped
_______________________           ________________      ___
_______________________           ________________      ___
_______________________           ________________      ___
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_______________________           ________________      ___
_______________________           ________________      ___
_______________________           ________________      ___
Combined gross weight                           ______________

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Alignments

  The alignment you choose or if undecided, its unaligned. Twelve distinct alignments define all the possible combinations of the lawful-chaotic axis with the good-evil axis. Each alignment description below depicts a typical character 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 and the last three general are for the true backbone of people. The unaligned alignment is for those who are basically none of them but is one with many of them anyway.

  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.

  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.

  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.

  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.

  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.

  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.

  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.

  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.

  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.

  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. Double deal those who make trouble. Don't believe rumours, or do what isn't in the best intention of most. Use what is useful and may intention a positive understanding. Pay 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. They, the quibblers 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 as they focus on their own needs.

  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."

  True Neutral, "Prophet": A true neutral character or generally a neutral will control of what a person may or may not want to do by attempting to see and prophetize as they desire, on what seems to be a good idea. She/he doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos, 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 a cause or appear existant from good and evil, working side by side. Such a character thinks of good as better than evil-after all, she/he would rather have good neighbors and rulers than evil ones that are guided by a vision or dream.

  Still, she/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 or protraying a vision so they help the besieged and to aid a group for their own free will. 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 and strange, and 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 bad where necessary without prejudice except by using good comparison."

  True evil, "evil monster": Some aren't always like this but some can fit this evil monster role. This general evil achieve for the love of evil profit or greed and 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 vision occurs then they might attempt to change it, by vision manipulation and/or guilt trips. When they have to they will prove a point, as socially they are almost banned except they show redeeming points so they help the people needing help and try to aid a group for their own reasons.

  They attempt to control and connive or live by possessive standards. The monster maker isn't responsible for their own bad actions, they were possessed by an impulse or so they might say. If not that, then its a self excuse. The goal is to achieve with statement of bad as truly skilled for the sake of imfamy and seek to own. If everything is perfect then they will achieve with what they think of right, to think its right. They will do many things and mostly bad appearing good without forcing an issue. The true evil leave it alone or don't do if its an idea thats new, unless paid to. The true evil person is to claim an idea for their own and subjucate the idea maker, without giving up and they make things pretty hard in the end. So the line "Placate or use till the idea is dead" and "Don't beat a dead puppy, for its a useless activity."

  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.

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The experience table

This is the experience table for the raising of levels.
Level 1 0
Level 2 4000
Level 3 8000
Level 4 12000
Level 5 16000
Level 6 20000
Level 7 30000
Level 8 40000
Level 9 50000
Level 10 70000
Level 11 90000
Level 12 110000
Level 13 130000
Level 14 150000
Level 15 170000
Level 16 190000
Level 17 210000
Level 18 230000
Level 19 250000
Level 20 280000
Levels 21+ +30000 per each additional level above level 20
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Skyhawk & DnD 3.5