SH Live dnd 1.6

Menu system

Intro
The LARP system, updated 10/9/2022
The stats
Rounds in this game
Energy %
The fate dice
Magical focus ability modded 5/21/2023
Geo enchantment
Crafting in this game
Honour mode
Teleportation
Praying
The review board: Reviewing and training ability
Godmode
Food for thought
Modern Society and gameplay
Alternative punishment
Breakage
Morale
The classes and class skills
The character sheet Updated 3/18/2024
The Alignments
The experience table
The equipment and armor
The special abilities
Optional spells listing Updated 3/18/2024
Basic LARP Combat
Diseases reference with a more complete disease reference here
Source credits

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 as Energy %. 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 real acting and live action role play, that uses actions that counts as a dice roll or you could opt for drawing straws or whatever you decide and you use the no dice system for dice mentioned idea like 2d8+6 where the 2 is the multiplier, the d8 is the base and the + is the modifier. That's where damages occur or 1d20+10 for hitting with an effect. You see with no dice it's halve the dice base and times the number of dice and then add the modifier. So a 1d20+10 is 1x10+10=20 result. This is used in conjunction with the actions.

  See this option for gameplay including guns is where you don't use dice. For the idea you think, this is what is done. The choices of success is using d20 as 10+skill rank or mod and get a 15 or above, then you got success, if your not doing this online then either use a penny toss with a call or drawing straws, and then getting the longest or shortest straw for success. So if you use a 10+focus rank approach, then a 10 + 6 focus ranks (6) = 10+6=16 or automatic success. Otherwise 10 + 4 focus rank = 10+4=14 or automatic fail.

  A fortitude check with +4 is a fail, otherwise a +5 fortitude is success. However for attack rolls, This is using the d20 as 10, the modifier is either base attack bonus or strength and/or dex mod added to weapon proficiency. This total is compared to the Armor class of the opponent, and if greater then this is a hit.

  So say you had a +3 weapons accuracy proficiency and +6 strength mod, that 9+10 must equal or be greater than the opponent AC of 15. This means 3+6+10=19 compared to 15 making the opponent hit. This is how the Diceless system can work, that's unless the GM/DM has something else in mind. However this may be appealing, it's up to the GM/DM to see if they can implement the idea. If not, then there is always rolling a die.

  Draw straws cut at different lengths to decide initiative, the straws are at different lengths. The person who gets initiative gets one action/atk first. Attacks in real life are done by spell or physical assault, made up of melee or ranged actions. Melee actions are physical based assault consistant to swords, fists, feet or other melee. Ranged actions are long ranged assault including bows, guns and spells. Each melee and ranged action are in rounds. Each hit does the damage that is role acted out in a acted out combat using melee, ranged and spells.

  A spell is stated out, acting the stance and gesture necessary.. Naturally, your character can teleport. This is where you think of the area and need to be there and your there by the subconscious making you appear there. Also, you can subcommunicatably at any time in use of the subconscious or phone think to send messages at will as a subcommunication special ability added any time to your character sheet. This is using the subconscious to send a message to the target by idea you express where you are shown what is necessary by the subconscious mind in the form of a vision. They can send one back too that you realize by the soul insight at any time by thinking the message and otherwise envisioning the idea.

Whatever you can carry is treated as being equipped or what you can carry. This is unless you use a dice rolling with real 4, 6, 10 sided dice or use an online dice roller and experience sometimes is easily gotten through encounters. The encounter if non hostile could prove useful.

Aka conversation with non players and treated like a meeting or peacefully settling a point like soothing an arguement. You still get the experience like the experience, that's awarded for defeated foes or 300 xp for a troll or something. So if you say hi, then you could get a hi or hello back. So travel is just saying you walk or actually are walking around, this is until you meet someone, something or have an encounter. Then you can play act the scene out by feel.

Otherwise if hostile, the encounter is used to determine the amount of damage dealt by attack. Done with a live prop or weapon or otherwise you could have a sustained energy effect acted out. This is where the sustained effect can either be what you want or damaging or both. The most important rule - Hold: If you hear someone yell the word "Hold", LARP combat is not about HITTING anyone, just TOUCHING them with a weapon. This includes the hand or fist as a weapon. This is more explained here in the Basic LARP Combat rules.

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 by a successful point. 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 with an actual weapon or item use. If your dressed up as the character you want to portray, you get 500 more experience per encounter. So if 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.

Nonlethal attacks are also useful, if you intend to not kill the targets these attacks can create what you intend, if its in the bludgeoning of the target till they pass out. Those are done by declaring to the DM/GM, "I use a nonlethal attack". That is done each time you use this.

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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 = subtract 10 from the ability score and then divide the total by 2

  Round down 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. Also, you can trade 1000 gold to raise a stat, there is 5 stat raises allowed per level with gold trade..

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.

  The will save is an important aspect. In a will save you can use your will or charisma to make the effect you desire. You see its your will against theirs. Think to apply it as a 1d20+will to hit and get over their AC or will not to be hit. Then you hit. It could be a test to see who has the greatest will to control the fire balls. See its not all monsters that have will though. So would it be an automatic hit unless overcoming their charisma mod, that is used by you with rolling 1d20+charisma mod, this is a success by getting a total over their will. If they lack it then it would be an automatic hit, unless they used charisma to charm the targeter. Because they lack the authority to control the attack.

  If they use something else instead of will, then they would have a low chance to control it, but it would have to be a good roll. Some monsters do have charisma. Thus, the charisma can be used in attack to control the caster. It is like your in a battle of the minds to control the outcome of an attack or not. Sharing will is yet another aspects of this, where you create even better results as a group spell. You combine your will with the helper, then you cast an effect and get overwhelming effects. This is totally either allowed for by the DM/GM or not. The DM/GM will tell you if it is if you ask them.

   This is an explanation of advantage and disavantage. Things or characters with Advantage have a +2 to hit, things or characters with disadvantage have -3 to their hit. This means if you have no line of sight, you have disadvantage. Where, if you have line of sight you gain advantage. Same for dark and light area, if you have darkness, maybe through a darkness spell, and can't see through the dark you have disadvantage. If you have light, maybe through a light spell, you can see and have advantage over the target if its your turn.

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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. Also, with skills you can gain and apply skill points to get effects by feel. This is the best case scenario where the GM allows for this.

Skill points are skill ranks, and that will allow with a skill check of a 1d20+skill rank with a 10 or above or feel free to flip a coin or draw the shortest/longest straw for success. Apply Int or Wis mod + 10 for skill points above level 1. Use (Int or Wis Mod x 4) in points for 1st level. That means they are 1 point for 1 skill rank. Also, you can buy skillpoints from the GM/DM. Offer 1000 Gold, dollars or credit per skill point and you can buy up to 4 skill points per level raised. However, there is a listing below, yet you can create a new ability skill as you want. When you raise 2 levels, you use new skill points to raise the ranks. Your half level (round up) + 10 is the skill rank cap. That means your only able to go to that value as a max skill rank.

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.

Focus: This skill allows you to focus or create with energy where you focus is what you think and realize what occurs to happen. This skill allows for magic as effect and things that are unusual..

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.

Cleansing: This is the ability to not be effected by alcohol and remain cleansed, at least in spirit. Think that your not effected by alcohol and things that you do cleanse your body. This is the way to do this ability, and there is a 50/50 chance that you aren't effected by alcohol. Represented with math by a d10 is where 1-5 is failure and 6-10 is success. The cleansing if you want it happens by the molecules you control to create a clean state.

High barter: This allows you enter in barter and trade with the least amount of money coming from you, and the best trade deal coming from them. The ability is done, if you roll a 1d20+focus skill rank and get a 10 or above.

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Rounds in the game

Normally a round in battle is 6 seconds, yet you can think of the round being 1 minute outside of battle. Each round allows for 1 action, that's unless you use the multitasking or intensity special ability where you get 1d6 actions per round. However, outside of battle is different where you can count the rounds for hours using a free action. You see, some things last a few rounds, this means the round could tell you how long things will last. So now you know how long that is in seconds. That's for things you do or you can allow it to last, until you no longer need it since it is a free action. This makes the games you play interesting. So make use of things as you can if you want to get the idea to do things with rules. Otherwise there us freestyle, where there is just RP or roleplay and no rules are used. So think and you know what you can do.

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Energy %

  This is an optional stat, that can be used in place of just doing actions. This is used for the spell list. Instead, you can create whatever effect you wanted, think and all it takes is a bit of energy that's used up. The energy of the body is what comes from the things we absorb in life. It looks like a deep blue color. The food we eat and the drink we drink, that adds to the energy amount. This is the effect of whatever we intend that is created with thinking the idea and needing the result. Think about what you need and state the idea, then you do a spell that intended to exist as manifest. This creates what you wanted. So think and you know what to do. This is on the character sheet somewhere as "Energy: 100%" w/o quotes. Its represented as %, where we start off with 100% energy, feel free to add in the constitution mod per level as a bonus..

  What we do lessens the energy per action. This is the amount of 5% per action, 10% per uber action. The energy amount is the % replenished, that is with a recovery rate of 10% per round in battle or minute outside of battle. Drink water, rub your hair or move around thinking to increase your Energy %. Per minute or action, its 10% energy restored. Fed by the energy in the area or objects, the consciousness of the air causes the thought you think to come and see to be there. It doesn't exist if you don't think its needed. So you know what you can do, if the energy is below 0%. Then, you collapse to the ground until you recover from energy loss and feel numb from the recovery.

  That's done by energy restoring itself, think and its where you don't feel energy as it happens things to occur.. That means your prone, until you have at least 1% energy. However you do things, no chaos or chaotic energy that's external causes you to feel chaotic or unstable. No guarantees though as you can still feel the result, and if you overfeel it you can get burned out. Overfeeling the idea is thinking about the idea for 10 minutes as you feel the feeling of energy or OHM feel. This is a feeling of energy in itself. If burned out, you may no longer want to do magic..this feeling lasts 1 hour so think and you know what to do.

  After adult age is reached, their is a natural limiter that is optional. This is a bonus to your Wisdom stat of +1 Wisdom per every 10 years after adult age. Then, there is a restriction penalty due to age. The penalty is -1% energy every 10 years after adult age for your race is reached. Say your race was human, that means adult age is 20 or something like that. If you were 40 years old, that would have a +2 to your wisdom and you'd have a energy penalty of -2%. If you were a magus race, that means adulthood is 100 years old. So being 200 years old, that would have a bonus of +10 to your wisdom and a penalty of -10% energy. This is usually an effect of life. So think and you know what to do.

  The effect levels are based upon the energy you use to create the result. This effect level is what you can use to get better effect, think and you start at a basic level meaning 5% energy or 10% per effect. This means you can use even more energy % to get what you want per effect level. After every battle your energy % is restored to full, that's from energy in the air being restored. If its restored, your able to be restored in energy from the heat being absorbed as energy, that's where the heat directed is your energy %. In order to use this, announce to the gm/dm what level your using.

  The rewards are per level represented by letters you can make use of by feel.

   A for actions that you do with +20% to the effect and this takes +2% energy to do.
   B for beings that you can use by summons, you can summon almost any being like a god or djinni. Mention what being you need to do things. That's with +40% to the effect and this takes +4% energy to do.
   C for causes in idea that you do things with +60% to the effect and this takes +6% energy to do.
   D for daylight energy that you effect with +80% to the effect and this takes +8% energy to do.
   E for energy effects that you do with +100% to the effect and this takes +10% energy to do.
   F for body effects that you do things with +120% to the effect and this takes +12% energy to do.
   G for gravity effects anywhere on a planet using the sun and planets energy, that you do things with +140% to the effect and this takes +14% energy to do.

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The fate dice

  3d9 fate calling is sometimes necessary, if you want to give fate a chance. Fate is a force of nature. This means you call upon fate to make a result, you cause something to occur. No matter the point. Hopefully, you get a good result. If you want fate to cause an effect or action to get results. Roll 3d9 dice and you allow fate to make the action happen. This is the fate dice. This would be used to render a good or bad fate for the moment, that you cast forth by trust. This means a 17 or better for success, and 21 or higher is critical success. Re-roll up to 10 times if you must. If you don't trust fate to be on your side, then think to use another dice like 1d100+luck and get a 51 or above for success. This is the luck of the draw. So do things that you think are right for the moment.

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Magical focus ability

  Well, with the magic you have naturally comes magic focus. This means that there is just one actual ability for magic by this, and you can use a focus device to improve its effect. Such as a crystal like quartz or diamond. If you use a focus device. Add your focus or concentration skill ranks, thinking to add to the damage or healing done by any magic act. This is the manifest ability, that is done in so many different ways. There is different damages per each different way you manifest things. So if you think about the effect you want, then the soul creates the idea with the spirit gathering energy as a form of manifest. The subconscious directs the soul. What you need is done and creates itself by what you intend. Any effect is done with no limit to distance and as it can form anywhere, all you really need to do is imagine it or think it forming where you want. You can create any element or any effect, such as making something shrink. When you think to understand someone speaking then you do.

  If you make an element exist, then if you create with the elemental plane an energy being gated in to an area and manifest the elements that are void, poison, acid, earth, air, fire, water, ice, and the poison, acid, void and fire can create longer lasting effects. The time duration is the lasting period of time where in acid, the damage lingers and eats away the surface or with fire things catch on fire or with poison you cause a lingering decay. The void can act upon the targets with singularity or miniature black holes, suck the life out of a target over time. If sucked of life, they drop dead. Of course, this is all possible by a willing DM/GM. So this ability you can use to get the effect, thats with an added "Magic Focus" w/o quotes to your special ability list.

  The void is nothingness, that holds energy and that energy is gated here to create what you think. This energy is infinite and comes from singularities, if you focus the energy around you to create a singularity and gate in its energy. The fact that they exist is amazing, they can gate in any energy of a source area. This means you can create with the consciousness of energy and make what results that you want as a need. This also means what you focus on creating, is what you project forth to make or manifest as a thought is there. The soul is the source of the body that makes energy possible to work with, its your thought and if you don't intend to create anything. Then, nothing is created by feel of what you intend.

  This is the point of idea, you point out what you want and it manifests.. what you think to effect will be effected, each effect is a point you state and the idea you know by feel or observation. The effect is with an indrawn breath and an exhaled energy to create by the law of attraction. If you don't need it, it stops manifesting so think of the idea and you know what to do. This includes heat, or subtle fire in the air that is creating what heats up you need. What you void out with a sigularity or energy sucking, is the excess heat or energy in the breath. That remains until you find it is gone.

  The energy in the breath and what you rub together creates the idea you think to make, that breath which is exhaled will share itself with the area and your thought is programming to the air combined with rubbed energy. That goes to the target as an effect you intend and it effects the target. This heat energy loses itself to the void sucking it, so as you think the idea your consciousness shares itself with the air and makes the effect. As time goes on, the heat energy dissipates and this cools down the area. The effect is where you cast a result, where the result is an effect made by the law of attraction, then it dissipates away harmlessly as the effect disappears.

  Sigils are another part of magical focus. Since sigils are a part of this, they are empowered lines that your mind empowers to create a result. They can create any result. The sigils you make create its effect by making fat converted to energy, That is done by the power of the mind and the energy converted by thought doing what you intend. In order to make sure that sigils are created, you think of your need and intent by focusing on the thought as you draw or trace the line drawn out.

  This is done in the air to make it effect what you need, thinking is done using the consciousness of energy by charging the heat in the air to make what you want. Positive thinking and reinforcement will create the result faster. This is basically done by saying "it works" or "it worked" and this causes the subconscious to make the result needed by feel. This serves as a boost so the energy will do what you intend if you think it will. If thought exists, then anything can exist by the power of the creator.

  The focus check or 1d20 with focus ranks or 1d20+focus ranks and getting a 10 or above is success. If using diceless, then if you have 15 or above total is automatic success. The duration period is 1d6+charisma mod in rounds will do things, until you don't want the effect or they die. The damage/healing amount is 1d10+focus rank per each 2 levels round down. So say you cast forth a healing manifest or creation effect, that makes a 10d10+15 for 115% healed with 20 levels and 15 focus ranks. Also you wanted to poison someone, that is with level 10 and 10 focus ranks a 5d10+10 or 60% poison effect. That lingers 5 rounds by a rolled 5 on a 1d6 with 60% health taken down per round max for a level 10 character.

  This means you killed them unless they are resistant to poison or they have an antidote.. then they get 1/2 damage per round. There is no resistance to void attacks until you cancel out the effect for no damage dealt. This is done by thinking the singularity closes up and ceases to exist. In fact, any durable effect is cancellable by using water on fire, causing the poison to be sucked out, acid attacks to be nulled by water and etc, so on with the idea and what you get with results is what you will. You can identify anything and know what it is that occurs with it or what you have, by the energy consciousness telling you what is what or nothing is thought and nothing or void is energy that has no thoughts.

  This brings us to the list of spells that use the energy %, again that is 5% normal effects and 10% Uber effects that you can do with this idea. The point is done by the soul or creator using the summoned effect by gate energy. Think and you know what you can do. This list is possible where you can use it with 1 or 2 spells at once from it with the right gesture that you think is correct for the spell..like a point you say the spell and hold out your hand or holding your thumb and forefinger together at the tips thrust forth for a elemental ball release. Whatever you do, think and you can do it. Enjoy the cast as you can, think and you know what to do.

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Geo enchantment

  Geo enchantment is the overall idea about adding gemstones to weapons or golems. This is geo enchantment that will work with life energy..though you would have to get the stones its a nice thought. This means adding stones to your weapon or golem, adds elemental ability. The damages possible are additional elemental damages. THis includes; 25% more damages for levels 1-9, 50% more damages for levels 10-19, 75% more damages for levels 20-29 and 100% more damages for levels 30-. This stacks, attach multiple stones to the weapon or golem, then you do multiple damages. Of course the stones use the energy of the weapon or golem as a powersource, that empowers the stone and weapon or golem with the elemental ability. You can get the stones by getting a gembag or assorted gembag in the Equipment list. Otherwise you can ask your GM/DM for a Gembag, that he or she can choose to gift you..

  The stones we know..
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Crafting in this game

  Sometimes if the DM/GM requires it. Crafting kits are required to craft items. You create by gathering materials to make an item or crafted idea. This means the idea you created uses the items energy with some glue or carving tools. Do a craft skill check to make sure you succeed. This kit includes a charging plate made of orgonite, bottles or flasks, glue and carving or writing tools. Get a crafting kit from your DM/GM if interested.

Rules on Crafting

  Discussed from here at https://www.reddit.com/r/dndnext/comments/pqoacm/is_there_a_way_to_craft_items_in_5e/?rdt=41787.

  You can craft magical or nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.

  For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.

  Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.

  While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5 for more information on lifestyle expenses).

  From xanathar's guild for crafting an item

  Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items’ combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.

  Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.

  A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following idea provides some examples.

  Charged healing potion or item: Think to use a charging plate, place something on it and let it remain for 1 minute. This means placing water in a cup on a charging plate to produce by orgonite, the potion of healing. Use a 1d20+heaing ranks to determine how much is healed. If an item is charged, it produces a +1 per minute left on it item that the use doesn't degrade over time. That's like leaving the object on the charging plate for 3 minutes, causing a +3 to be added to your item's damages possible.

  Potions: You make potions with flasks or bottles that do various things based on the ingredients. Let's say you create a potion making it with ingredients, that we get and have on hand. The right ingredients are known by insight for creating what we need. It sounds fun. If we don't have an ingredient, that you can ask a computer where it is found.

  Sewing; This uses the physical action to make a magical effect with needle and thread. As though you sewed the effect of repair into your clothes. The work mod makes the + to the item.

  Object luck; This is doing an act to create with an enchanted item for luck. Think of the idea you want it to do and it does it. The idea comes from each +2 of wealth and +2 to an item that will get +4 item luck. So add +4 to your luck or with a +5 wealth and +6 item you get +10 item luck.

  Here are some crafted items:
  The steroids drink; This contains oregano, basil, cinnamon, vanilla extract and stevia or sugar substitute with water. Drink to cause improved endurance and muscles. Add +5 to your strength per drink.
  HGH Drink; Use water focused at and drink. One sip and you turn into a giant gorilla or bigfoot.
  Magical Eggnog; Use focusing at the drink of eggnog and think of what you need it to do as its drank. This has an enchantment, that turns you into a Santa Claus.
  Cracked Red Eye Orb; Get a red orb and think energy to the orb. Turns you into a dark spirit so you can invade someone.
  Humble gong; Get a gong and enchant the gong. Ring it once and it is so loud it rings at 692 decibels ending the Universe with physical sound.
  Unholy water; Unholy water is made by holding a cup of water and saying dirge. It will help with shadow work.
  Holy water; Swirl water in a cup or container and say your seven favorite words. This causes holy water to be made out of water. With holy water, you deal x3 damage to the undead if they make their savings throw. Otherwise, you turn them to dust, and that's upon contact of the holy water if they don't.
  Liquid luck; Say the seven words to make a liquid luck potion. This potion gives you +10 luck. The words to use while you swirl the water and raise it are: "Chastity, charity, obedience, faith, hope, love, luck.". It makes the liquid very luck imbued and is usually soon quaffed afterwards.
  Blessing; If you want to bless your weapon or item just say, holy, holy, holy or Blessed, Blessed, Blessed. Any blessing causes +5 to hit on attack rolls and 50% magic resistance.
  Wallet of Perseus; This is a bag of holding which reduces the weight of its contents to 1/3 when uncursed or 1/6 when blessed. This is holding a bag and stating "make this a wallet of perseus" at the bag and its done! It can hold any number of items. It weighs 1 lbs.
  Disrupter mace; This is a normal mace which is blessed and then deals +30% damage to undead. It weighs 2 lbs. and distance of 5'/10' with a normal damage of 2d10.
  Cursing; This curses anything that you want cursed. Its done by stating, "I curse you!" So a cursed item like a weapon is dealing half damage or an item will break upon use.
  Holy spear of light; This spear can only be handled without burning you if your lawful. That glows and is lawful, intelligent, has +5 to-hit. It does +40% more damage to anything that is creature, monster, ghost or dark being like a shadow. The Spear's best use is its invocation, which permanently lights a section of the dungeon, and also damages undead and demons caught in the light with 30% damages per round. High level undead such as Vecna have a chance of resisting.

  It returns to the hand by itself reappearing there. Basically you can invoke it to create permanent 12 square radius of light that damages undead. It weighs 3 lbs. and normal reach is 7'/20'. Its normal damages are 3d10. This spear is created by enchanting a normal spear as you hold it with the words, "Holy, Holy, Holy. I create with this a holy spear of light." It leaves the character the moment it senses the character isn't lawful. Once it leaves, you may feel lighter from it leaving. So you always know if it leaves you in the end.
  Holy light weapon; If you think to say "holy holy holy" as you hold the weapon. Rename the weapon in your inventory to "Holy light" and weapon name w/o quotes. Then it is blessed to be intelligent and deal normal damage+30% damage to drow (dark elf), ghosts, demons and undead. Otherwise it does normal damage. Also, the weapon does a 30' light effect that is permanent.

  This light does 30% damage per round to drow, demons, undead and ghosts. You get a +5 to-hit with the blessing by feel. You regenerate an additional +2d10+Charisma mod in light. You can invoke it to light up an entire room. There is also a 50% magic resistance. The weight is the weapons weight, the range is the weapons range. Think and you know what to do with it.
  Dark Weapons; They give you Magic immunity and they give +5 to armor class. They cause you to to regenerate in Darkness by +2d10+charisma mod. They can't hurt yourself. They give a penalty of -5 to-hit to the targets in the area near the weapon. They glow darkly and emit darklight. They are enchanted by thinking or stating, "I make this a Dark Weapon.." w/o quotes as you hold the weapon. After that, they are renamed in your character sheet as "Dark" and the normal weapon name w/o quotes.

  They are intelligent and have a normal weapon+30 as % to damaging light beings, angels, ghosts, Gods and Faeries. These weapons can be invoked to cause darkness or darklight in an area. This darkness heals shadows and dark beings like demons, that's by 2d10+charisma mod as % of health and energy restored per round. That means you and your party see through the darkness in view of a room. They can cause 30% damage with its darkness, thinking to effect Faeries, ghosts, light beings and Angels. That effects them per round. Think and you know what to do. Focus and darklight lights up the objects in the area with a bluish-purple hue to your eyes. So basically, you can see things in the darkness or pitch blackness.

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Honour mode

  The honour mode is similar to a difficulty level that is hard to defeat. If you so choose it, then you ask the DM/GM to allow it before you play your game. Think of the idea though and you are the DM/GM, then you can play through it with your players. This basically includes with the GM/DM, the effect of harder to kill monsters or targets. 25% more experience per encounter. Also, if you die and your party is dead as well, then honour mode is over. You can start another Honour mode gaming session to see if you earn a prize. DM/GM take note! You have to set the encounters that may or may not have 30% to 50% more Health, and 30-50% more damages. Legendary actions like resistance to all damages, immunity to all physical damages and idea like that. This is where you can shine! Think about it, it takes a thought to do this. Once you succeed your game session, you get a reward. This reward is either an ability, a magical object or Immunity to something. This is worth it in the end!

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Teleportation

  All classes can teleport at will in an instant using a free action. This happens naturally using the energy as a source, as though you create yourself where you intend to be. Think to shift, as you focus on an energy source you think is a source of energy or focus on the aura. Then imagine yourself there where you intend to be or touch an item for its energy. Then the spirit uses the soul to shift you there by that energy source or object energy as a source. If you use an object to teleport, then you used a port key. The portkey can be anything. In reality always remember, that the things that exist you in this life or elsewhere are your thoughts. Your thoughts are reflected in reality and now become your reality. Your consciousness is everything you make up your world.

  So if too dangerous, you know it by danger sense and can always shift back by feel. So think your spirit shows you what is there. Then if you will the result, you can know by feel what is there via vision and what happens if you actually get there. The point is done when you think to realize what is there and you feel what it's like there. This can even shift you or let you know what is what to other planets. So think of the area and your there by feel. That's if you want to teleport. This is where there is phasing, the point that phasing occurs in teleportation is where you think about something and you do it in use of an idea with the blink of the eye by feel.

  If you want to remember it, then you can always remember in flashbacks or dreaming. In dreaming you can fall asleep and you dream of the moment that you experienced by what you do in idea. If you don't dream much, think about it or focus on your need to remember then you will see a flashback sometimes and remember for a short period of time. If you feel its a bad experience, then your mind might block it out if necessary or you can't bear the thought by idea. If you can bear the thought, then you won't block the recall of the memory. This matters because your aware of the moment an you might shift and want to remember where you were and you avoid going back there.

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Praying

  If you pray to a God, you ask the creator that created us all as the source, that creates a result. This is used for gods that are aspects of the creator. So there is actually only the creator and he or she can do things, and you do you not have to dedicate yourself to him or her by focusing some energy to them and they use, that is energy the creator can use to create what you need or that in use is what you intend. This is done as you think the request for effects. So basically, you don't really have to list a God.

  You see any god can be chosen, yet if you choose a god you can meet the god somewhere in your mind. If he or she chooses you, you can get requests or spells from him or her. That's like asking God for turning the tide or warding away some bad moment, so you add 1 point to devotion per request and that is piety. See you call upon the creator, then you focus your energy to create by conditions or effect that he or she makes happen. This is where your thinking about what you want, and the creator will create the point that is an expressed idea. He or She will do any request.

  These conditions or idea are events that come up are there by idea, think about your response and you create the point that you think about as a moment, that exists as a vision and your soul is what talks to the creator. He might bring up three set paths, or She might come up with something to do. This is a point in idea. That means once you decide to make a deal, then your dedicated and you can create the point more easily. That you think about as insight or realization. Then you realize the creator in idea and your not unlike a follower of Him or Her.

  Any effect that's damage or healing is done with them by each 2 devotion points, each 2 focus skill ranks or each 2 levels, that is used as a 1d10+charisma mod in points. Duration is either instant or using the points as for an amount of time the idea effects. This is seconds in rounds of 6 seconds in melee or otherwise minutes and hours out of combat. That means you got a 42 second effect, then 42 divided by 6 is 7 rounds. This is where you round down the decimal point. That's unless you don't want the effect, then the effect ends. Otherwise you have a timeless effect, then you can make a conditioned effect that effects when you need the idea to happen. These effects can happen after a successful focus skill check with a 10 or above or drawing a short or long straw, if no deal is made for the effect.

  The altar to the deities can be used to worship the deities. They reside in the churches or can be built. The building of your altar is with use of putting together stone slabs and wooden legs or make use of a table devoted to the purpose. This is where you create with the point of expression, then place a special item on the altar or sacrifice an animal or the enemies body. The benefit from the gods is devotion points. See each God could have a preferred item they want left on their altar. War gods might want the weapons of fallen enemies while a peace god might want some herbs or healing potions left on the altar. Then they can get some devotion points they can spend on divine interference. Use 2 devotion points for divine interference. Per each good act done with a Altar, you get 1d6 devotion points, otherwise you get nothing if the act is unacceptable. Be sure to ask your DM/GM for the materials of the Altar, so you may build one and to get the materials for doing rites on the Altar.

  You see altars are high-bandwidth connections directly to your god. They are either aligned or unaligned. Aligned altars are either lawful, or neutral, or chaotic.

  There are three uses of altars:

  If you drop items onto an altar while not blind, you will know their beautitude. Any altar can be used for this purpose. Note however that if you drop a fragile item (e. g. potion, mirror, crystal ball...) while levitating, it will break. Sacrificing. There is no way to sacrifice unless you stay over an altar. Prayer. While you certainly can try to pray everywhere, prayers while standing on altar cause better or different outcomes.

  A temple is a room with an altar and a priest. Not to be confused with the player role, priests are generated peaceful and will stay at the temple (unless angry), most of the time at or near the altar. Altars in temples can have any alignment or be unaligned. The tending priest has same alignment (or lack of it) as the altar. In a temple, you can donate money to its priest, provided he or she is peaceful, and the altar had not been converted/destroyed/desecrated. His alignment is not important in most cases. If you try to convert an altar in a temple, the priest will get angry and will not accept donations anymore.

Enjoy!

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The review board: Reviewing and training ability

  Normally you can use this idea to level up, the way it now is thought as object as it sounds, the creator gives the ability or knowledge to you by vision and you see it in use. This is where the higher power allows you to have the ability. Otherwise, you can learn it by watching vids on the internet. Then from the game of bard's tale, there is a review board, that allows you to learn abilities of any kind after you raise your level or add ability by remembering it. This is done in a review of your experience. There are people in the review building that hosts the review board and they give you the ability with the creator supplying it and offer any necessary explanations.. they also have a library where you can look things up in book form or make use of the internet. There is a hazard room where someone demonstrates the ability on a combat dummy. So finally, there is a practice room.. where you get to go and practice your abilities and learn the new abilities for your efforts.

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Godmode

  Godmode is a special mode that is granted as if by a God, this is where you can use any ability and thinking done that allows this is done by the DM/GM. This is where you play as though a God, and things are easily done where you receive no hits and your hitpoints/percentage of health is always 100% or full health. The stats you have are unaffected by disease or illness or stat drains, so other things such as stat raises still can occur. The idea is done as though telekinetic or able to do things psychically. The Game master can even make this a spell or ability you can do or say, that you grant yourself Godmode as though divine. The Godmode is usually given to the DM/GM character or usual NPC the Game master wants to protect, so think about the idea as a special condition or something similar, if you ask for the Godmode on your own character.

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Food for thought

  For more realism, there's a possible food necessity, decided to be used however the GM wants. Food necessity, where the character must eat or die in 24 hours and be weakened by 1 point non-lethal damage every hour after 12 hours not eating or drinking. This can be rested off after eating or drinking something. There is 1 hour that passes by for every 2 points removed of non-lethal damage.

  When players or venders sell ingredients cheap enough, then you can turn them into food with skills. That let you make more batches, so you can sell to vendors for an easy profit. It's like magically enhanced cooking. This means if you have a cooking skill, you can do what you must to eat better. Otherwise, you don't have to use idea. So think of what you want and you can do what you need as a want.

  Then there's other being form, where the character becomes other than the form that is solidly physically formed. If in other being form, then food isn't necessary as energy is the food. In fact, 1 bite of food or 1 ounce fluid is actually 100 hours energy and improved activity. Otherwise, they are unlimited in actions and usually somewhat high in energy. Other being form is possible by etherealness and gaseous form special abilities.

  The non-lethal damage can make the character lose 2 points of constitution and strength each point. Think about the idea and eat or drink and each point is temporary, that is used energy and removed is a point per bite of food or sip or gulp of drink.

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Modern Society and gameplay

  Modern society is different from medieval times and things can get interesting by the way you do things. These are some of the things that exist for now..

  Deal with IRS. If you try to hide things financially, then you get the cops. Doing a crime against the laws? Deal with the cops. Especially if you carry medieval weapons without a permit. Only the military or cops can openly carry weapons as they have a permit.

  Programming in general: This is where you do any of these things for magic or the computer program. The disassembly, that is where you take a program and break it into its parts. Assembly, that is where you put the program together and list it as a point that is expressed on compiling it, or making an executable the computer runs. List; this uses a magical script, that is a list of commands the energy consciousness does. That list is where you put the magic script into action, thinking to place a point or idea you think will work for you. Of course, you place a beginning and end point that ends the script. This end point could be an "En" placed at the end without quotes all by itself. En means "at the end" in persian. So place a point that starts the script, place what you want to happen, then place an end point to stop further actions from the script. There is a 50% chance that the programming attempt works, this is including the general hacking attempt. So roll a 1d100+luck and get a 51 or above result for success. Hacking a computer or system can take time, such as getting the password and doing what you intend, that means you can make someone look good or bad. Yet if not caught for it, you can get a good result. Think about it.

  Doctors are healers and nurses are the practicioners. If necessary, they can prescribe medicine or do other things like healing spells or splints.

  Magic, in modern times takes at least 1 round in battle or 1 action. Its what you think to know. What you think or feel that you need, the subconscious forms. Not always is this what you do, unless you use a medieval class. So, basically, if you were casting a magic missile. You can think it forms into existence and know its effect. This is basically what it is. So the idea is the thinking game, that is the thought you have, that programs the energy consciousness by the subconsciousness programming it. This is where you think of something, and it effects the target/s by feel or idea perception. What it perceives, causes it to pause for 1d6 rounds in battle or until you stop thinking to them outside of battle.

  Alchemy is another thing. This is where you combine ingredients, then create a potion of your desire from a rite and the ingredients you gather together from some store. You know what is right for combination. You succeed with a 1d100+luck and getting a 51 or above..you can use this by detailing to the GM/DM what potion you want to create, and that you gather the right ingredients from a store, online mail-order or something you find nearby.

  Clubs, these are the groups of people, that you can join or work with and they create fun with life and entertainment by feel.

  Agencies, there are agencies listed in the Modern Equipment list, that rule the moment that you do. Think about it, you need a car, what do you do? Well, you goto the car agency. If you needed to drive it, it would require you to have a drivers license. This also goes for weapons, if you needed to bear arms, use an arms agency to check your background as you get a weapon permit or arms license. Then you can buy a weapon, legally by a weapons license.

  Every skill proficiency, class feature, and saving throw is tied to a piece of equipment explaining how you have it. You have monk's slow fall because of your gravity boots. Your fighter archery style gives you +2 because you have a lock-on scope on your rifle.

  Anytime you take enough damage to drop you to 0 hp, you may choose to let a random piece of your gear be damaged to survive with 1 hp. You lose the ability associated with it. Your gear can be repaired and replaced between adventures.

  You can have a number of these abilities be cybernetic implants, holdouts that can't be confiscated or destroyed easily. You can't have more implants than your Constitution modifier. Implants are only destroyed after all your other gear is destroyed.

  Your background skill sand saving throws are innate and not tied to any equipment.

  Healing spells can close wounds, but they also bolster your resolve and take care of the minor scrapes and bruises from combat.

  So if you take a bullet to the chest, you're dead. It's just that if you have 40 hp left and the bullet does 18 damage, that means that you still have some luck on your side, and it's not going to be going through a critical area.

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Alternative punishment

  This is asked for or allowed by the GM/DM, where you recycle the target by the power of the creator or your God, that you know did bad and it can be any target. This isn't realized by the body yet it is realized by the soul. That allows the body to be controlled or created by your thinking and statement of "I recycle [name target..]." So you don't feel them change, and yet you cause them to become an animal form or lesser formation. This lasts until they earn the right in the eyes of God or yourself, living out the moment and thinking to be a human or whatever shape they want.

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Breakage

  Breakage is when you use an item and it breaks. This is a rule your DM/GM can improvise or make effective. Think of the effect, then make use of the item. After each use there is a 2% reduction to the 100% life of the item. There is a 50/50 chance that the item will break after 10 uses or the life of the item goes down to 40%, that's through wear and tear and when the life of the item reaches 10% the item is destroyed and doesn't work otherwise or cannot be used. Represented by a luck roll of 1d20+luck and getting a success of 10 or above. Each success makes it 10 more times of use for the item, and etc..

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Morale

  Morale determines what you get and is completely optional for gameplay. You start at 5 morale and get more experience gain the more morale your character had. There is a +1 morale for every food/drug/song/drink they had in the last 8 hours, and if morale goes over 10 they become euphoric and get some stat bonuses. For 10 morale points, there is double the experience you get from encounters. See if there is something that goes wrong, then its -1 morale. Put your morale number beside the morale stat on your character sheet. Remember, those morale bonuses usually stack up to two times encouraging a variety of foods or other benefits. Yet, you get a -1 to your rolls per every point under 5. If your morale gets to be 7 or higher, then alcohol doesn't have bad effects on you. That's including getting you drunk, basically your immune to alcohol. All NPC or non player characters are immune to morale effects. You can find the drugs, herbs and drinks listed in the Equipment list in the Modern Equipment list..

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Classes

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. Any damage/healing done is every 2 lv per d10 in percent is dealt or healed.

The citizen also has focus as a skill but the rest of their ability comes from allowance and other skills you can choose. The roll of a die can represent 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 by aura influence with your fear or not effecting you yourself. People can feel your aura as a vibe or vibration in the air set by the aura energy. 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 your idea as a manifest. This is where 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 and has focus as a skill amongst others that you choose. 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 d20+half level where it either works or it doesn't with a 10 or above;

 roll
  1 instant success with manifestation
  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/healing done are an every 2 levels/d8 per effect and in 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. Also, they have focus as a skill amongst others you choose. 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 can be "gated" energy from a source or a nearby source. This means they exist from the particles and you are allowed to use what you may create with by feel.

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, event or device using the third eye. This means it can be fixed as though you did the right things, 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, such as the elements, 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, using focus as a skill amongst others that you choose 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. They start out with focus and other skills you may choose.

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):
Now to apply the scores you record is roll 6d20 as points or apply 100 points amongst the 6 core stats (Str, Int, Cha, Dex, Wis, Con or Strength, Intelligence, Charisma, Dexterity, Wisdom, Constitution), 1 point put in is 1 added. No going over 20 points for the ability score on application of points!! There is the Special modifiers that are added to the core stat to increase them and make a better Ability mod. The ability score mod is calculated by (Ability score - 5) / 2 round up. There is stat raises per ever 2 or 3 levels, where you raise the stat 1 point. Pick one stat to raise and you add 1 point to it. Every change to the core stat you must recalculate the mod.
Int ____ Mod __
Wis ____ Mod __
Con ____ Mod __
Dex ____ Mod __
Str ____ Mod __
Cha ____ Mod __

Work _____ Mod _____ (Work is str+con/2; drop the remainder. Work details how effective the idea is like you wanted to create an enhantment, then the item you enchant causes what you want with the work you put into it. This effects by adding the work mod as a + to the items effect. Like a +5 for an weapon+5.)
Wealth _____ Mod ____ (Wealth is work + cha /2; drop the remainder. This stat creates an effect of increases in what wealth, you get that from the targets that you kill or persuade. This is like a multiplier to your wealth that you normally get. Where a 6 wealth mod is a x6 to your money that you get. Otherwise, its a +6 wealth to your object luck and stuff.)
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 _____
Devotion ____
Morale (Optional and starts at 5): ___
Spdcnt (This is the Spdcnt, calculated by 60 / Spd; Drop the decimal. You can't go below 1. This is also how long you take in seconds of the day, per each action.):
Actions per round (This is marked down as (number of seconds) per action and [6 / (number-of-seconds)] actions per round. Otherwise make use of Intensity special ability or multitasking special ability to get 1d6 actions per round.):
Time of effect: 0 rounds (Recalculate this!)(This uses duration or the time things effect, it mentions how long an effect has to do its thing. That is either instant or using the focus ranks, times the number of actions in a round or speed of time. That's for an amount of time the idea effects. This is seconds in rounds of 6 seconds in melee, otherwise its minutes and hours outside of combat. That means if you got a 60 second effect from 4 actions per round times a 15 focus rank, that makes it 60 then 60 divided by 6 is 10 rounds. This is where you think to round down the decimal point. This effects the number of rounds an effect has, if no effect time is mentioned in the description of the ability.)
Charm (The formula of (Int + Cha)/2 and round up the remainder for what applies.):      Mod:
Memory: Mod: (  Memory; This is useful to remember things by another means instead of using arcana. It is calculated by (Con + Wis)/2 and drop the remainder..Then record the score and get the ability mod and use that with remembering things and memory checks.)
Energy: 100% of 100% (This is optionally used and starts at 100%, add in the constitution mod per level as a bonus.)
Inspiration points: 0 (These points are built up over time as you complete an activity you gain a point. They're there if you want to use it for an extra reroll per point used. This starts at 0.)

Abilities (The abilities are listed in classes):
  Apply Int or Wis mod + 10 for skill points. Use (Int or Wis Mod x 4) in points for 1st level and that means they are 1 point for 1 skill rank. You can buy skills from the GM/DM. Offer 1000 Gold, dollars or credit per skill point and you can buy up to 4 skill points per level raised.

______________________ ____ Rank/s
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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 (The damages the item can do is listed, that's after the weapon itself in the listing. This is gotten by combining the base like 1d8 with magic damage if any, the dexterity mod that's added to AC, the strength mod that's added to Weapon damage and the weapon proficiency like +1, +2 and +3 (Weapon Proficiency (Inaccurate), Weapon Proficiency (Normal) and Weapon Proficiency (Accurate) in order). You must have a proficiency in weapons before using it, or you have -1 for the proficiency bonus. This is where you have a 1d8 weapon base, a +6 strength mod and a +3 accurate weapons proficiency. Altogether the dmg is 1d8+9, that your weapon can do listed right beside the equipped weapon along with the range..if no proficiency, its a -1 bonus to your attack damages instead of the proficiency bonus.
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Combined gross weight                           ______________

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Alignments

  The alignment you choose or if undecided, its unaligned. Fifteen 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. The three ultra alignment is a class to them as a march to fifteen. The ultra reality of the borg, so think as you see the area you feel to use so thought is use unless abuse. See they allow overpopulation so you don't have to worry to the area you see.

  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."

  The ultra class is thought to use idea or not seem as you aren't as you think. See the area you feel if you do things this is their folly as they feel they aren't effected by what they do. See as you are aware your alert to the area you feel to create, as they are the feel unless you think you are feeling as they feel what you feel or feel what they want they create or do. This is their feel to the use so they think good if their way iss some feeling better. Some are area aware or activity creating to give an other things to create. They are aware yet there "where are they", so you see the area feel this is auratic influence or not always there if the wrong or not by the aura use. See with actic or activity is radience that radiation thought is collected to some area, this uses an energy convertor that is energy from thought sent to some pool. See as your not there by incorrect feel with some influencer not there.

  Ultra good or "Ultra yet end very creative" are then the use by feel create with the cool area feel, as do is creative or be is not bearing to beating or not being as if beaten as your nice that is seeable feel is sight or thought to see good intent not done as doable is finishing. See to create better or think less destruction, as you are aware by life or feel see or use is seen use by feel. "Cris is a madhouse" as if you see or feel use is a quaint description. So an try to use thought to create thought by feel. Say or feel to use better sense or creator feel to use cool or see cool air flow by the creator. As you see "think no evil to be no evil" an things are right or "sodomy", think better to seem better by feel or real use. These are physical materialistic spiritual types. As you see yes or as you see if things, as things worked I worked over on technology so this worked by your basis on technology so don't put me there. This can lead to seem vindictive.

  Ultra neutral; Ultra yet non crazy; As "pure back" you see what your doing your creative enough "pure neutral" or creating by feel to balance both sides is "pure clean energy". The creator is what you see as use, so your use is energ use by seen idea no way done is done by life by feel. As you see if you can't do it ten don't try. So energy is introspective, see as you are your aware as alert or if feeling or details by some clue are what you see or set aside "neutrality" as use. "This is said as you leave a area" by use really no use unless necessary. There is energy in no anarchy so your use is usable as use in materialism. I noticed as you see use they see use or see, an use reason to do things elsewhere nothing else "I think to in see no evil, eviction or burn notice" as thought no evin. This means or not there and so not any other techniques to fuse, the souls to your own so this is your feel or use by feel or that's it by focus or not see to do things for seen approval "or not" is the term they can use. The ultra neutral is sometimes thought to do so think is activity or indertermined idea. Be is not their use so they use the idea or nothing is done. The area is focusable as the area is concept to create with some point. Indeterministic yet determined with information or use by feel is concept determined in feel.

  Ultra evil "Palaz the paralyzing agent user"; They turn ultra into tragedy as they think be is beating or you are useful. This is the area you see to sense yet is serene. These are statues or things to form by molecules use by feel looking by focus or creative, with focus by failure to seem better or not mind by what happens so you see the real area use as um or use. See or seeming in use is by feel is a bit "this is expensive" to use, as you see or use feel by idea to create what is necessary by idea or not use. So deefective energizing by effect is use an no palaz means to ai or feel use, view or feel. They coordinate or cooperate by some idea so by use is feel. See by use is feeling yet see as you are your ignored till you create "no is cruelty until your creating", thinking to use is focus or in use to the use you feel. This is focus to some area you think to see or feel. Thinking seems use that is wrong or correct by no thought except by feel. "So now you realize things, you can see what you feel is use or not waiting in line as "cheat or not". Stop or go as you want so you went or were left off by feel." This is what they feel to the area use or not.

  See as you seem to do this, yes as you seem use or in no see, so you create as use is use as no havoc thoughts with use by this. So use is drugs as not necessary tragedize carefully if you target carefully thin or no tragedy will occur. These are physical use people. "I think no worse yet, I am great not to feel as you do now that you know or not as no need as I am point out stupidity as a thought is done. This is said from some lunatic." See now in feel better to see better or this is thought reasoning to defense or non retrieval, I heard that as "This is said when you leave hell. But that is why lyers are like you."

  This is life in a machine. See as living can seem done by use. Considered root 315 as a world bided by machines seen from a window by some tense or release consider in use some machine life. See as your aware or can create by feel, your ability is energy to create as you will or wisely done as wish. See as you are aware in a state by purpose, created by feel or feel is something to do by love, use or creativity. See that is the purpose to this blog. Some info I saw that was useful yes I realize what is there yours don't eat.

  Yet you see or not always seem to use, as you don't need to not do so your use is not unuse is free energy or use is feel to free. Not so by supernaturally or use done. So time the creator uses by what is to "seem create", what is useful you can or can't in see or thought is use to see with as focus not create a twisty stick so you want or help with intuition. See that is the purpose to this blog. Some info I saw that was useful yes I realize what is there. So suggest a good idea for some intent to be good so aaw for you. I am sure you can get good intention, yet beware the freak were creature by what you find here. See or as I will to create to the area as determined is future yet reaction is not always put off. So I changed the permissions to use your sense or feel as there is not always there.

  Unaligned by idea or idea is real thought is focusing, "Just let me go about my business.": If you?re unaligned to our purpose, you don't have to stay or 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 yet don't take your battles out of states, without worrying or not worry with the idea by thought much idea about protecting the freedom of others. A few unaligned people, or so you see don't do the real thought because its realistic some places. So you see what is to earn or you don't have to yet not other places and most unaligned deities, some by a point aren't undecided about alignment. Rather neutral ultra evil as they can do yet think they own this as that is all. See the point to them is they can do yet not create unless they own it, so they've chosen not to choose sides just go or create with what is there, "seeing so feel no vindictiveness" then they won't striken or not from thought not vindictiveness so its 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.

  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
Some crafting items like Disruptor mace and Holy spear of light came from Nethack.
DnD 5