This is the post moderate age using the Ultra modern DnD, that you didn't expect by what you have to work with by feel. This is where you have a post-period from a war or otherwise that is a time of high physics and future moments. You see the settings are on a planet or things done in space on a space ship, the idea is to work with the after point of the moments we have. What you experience and what I the DM/GM experience is two different things. The DM/GM is what sets the scenario, usually on a point or moment in thought. The magic skills, if not learned or known in class descriptions can be learnable. The character that is working as you, literally lives through the point that is there. So enjoy what you find with this game.
This originating world and universe of planets, that you can live on or view by psychic sense.
Gotten to by teleporting there, gateways or using a ship. Who knows what is on them, except we do
know what was on the original planet. This is where the originating planet is based off the old world
view, that is so won by heroic deeds if it is done, this was before the point before earth had some
idea of fairness. So you don't have to do things when you think to do the point as this is a concept
on the originating planet when emperors and councils ruled the originating world as freeborn men
with the elves, yet living amongst the elves and sea-elves were people that got to a planet by
teleport or gates. The world was known as Amerindia or in the old name "Ambigascar" was its name
as it owned the trade, even then the world was unpeaceful and not truly incited to war for
the truce and pacts of which held it together called "the pact" meant as the free world trade
pact and it was counted as peaceful moments in life. This was truly the world of before the ancient
greece fell from the earth.
Though this is a land thought with rare mytholigical beasts or mythological
idea and strange humans with other forms attached to them. Freedom calls to
where adventure exists an Amerindia that would be for something. This is where
they would fight to the end if they had to, and then they banded together as
they could. This formed the United Trade of Amerindia that existed underground
where it allowed business to rule itself and then the area for its own sake is realized
when some asked the business, there was always an answer. However compared
to todays united worlds, they were corrupt to the point of absolution and
any would kill for gold had they to get some.
The people are
apart of a free trade alliance who traded for drugs, slaves and other
things like high tech stuff without any illegality or disruption. This
was a place that was advanced, yet the worst was the willingness to
torture and negotiate for that was all except for the crystalline and
modern age equipment and modernlike machines that would do as they thought
at it what was needed or spoke what they wanted. This culture was backward
and varied as to unknown degrees and very suited to adventure and information
to the willing except for weak people who got killed if they upset them.
The advanced old ages are hard to forget as it allowed open swords, guns,
laser and phaser. Armor was a part of the idea that was naturally used,
yet this was an advanced land with problems of kingdoms and early democracies.
Where this world is advanced the middle ages were similiar yet unadvanced
in technology, and is what dnd, an medieval wargame, along with some other
adventure games were coming from as they were copying some personal and
world attitudes at that time. But on the other hand some would say a game
is a game and this world is a good choice to "steal" from along with others
as in middle earth and middle ages.
However, now since they discovered other planets, they branched out and
explored. They can shift to the planet by ease, this is done by the idea they
do with the creator, that can now say the ability is there to be on other planets.
Otherwise, they can have colonized it by now. So there are planet wars and created
effects to terraform the planet. This means they can transform the planet. Think
about what they intended, before going there. That is what advice they decided
to do. This is a point of expressed idea, that is meant to create peace and they
get what they want as they "find" resources from the planet they visit. So they
think, they know, and they realize what is possible.
The source of all power is raw energy from the infinite soul and
channeling the creator's energy or the being that is the source of all life.
The energized crystal from the planet core, batteries of energy or some sun
and thoughtful activity energy, can energize the soul. Otherwise it's thought
energy that is used or surrounds everyone. This is infinite if created by
the sun then radiated by the planet core at night as radiative heat creating
a constant wild energy field.
All this energy fluctuates like gravity and is shaped by purpose like
runes, weaving or spells. I was using magic by iffy idea or use was command
words etc. This energy is undepletable as the sun will send it radioactively
if there and that can be what replenishes the planet core. That is sunlight
and yet this isn't noticed till a sensitive works with it or thinks to use
it by meditation. Meditation can create more ways to do things, and this can
reenergize the body by activity or by feel.
This makes the raw earth energy a wild constant with a concept
that's done by effect or there is possible effect failure. At any given
time there could be a fizzle because wild energy is there in a state
of flux. The real god is the creator, that is the source of energy
and magic that created us all. Because of the creator you can get
food or drink easily, that can sustain the body in activity. So
anyway, the area you feel is energy that is used to do things by
placement. This is feng-shui nowadays yet your energy you feel is
focusable by thought. I mean the idea is useable to what is thought
obvious to use. What some see or feel is the area you can work with
by feel.
This power is called mana and feeds the
body energy in which is pooled by the body as stamina (life force).
Stamina can be increased by food and drink. Magic users tap into
this mana for direct use and other classes use the bodily filtered
stamina from mana that takes a small bit more to use, think to
achieve effects because its channeled through the body. The only
exception are the gods that serve the creator and grant magic for
those who champion their cause.
See that's achieved by prayer and this is divine magic counted
by stamina use or points. Only those who are worthy can channel this
raw force to make effects happen. Sometines these people are "god
touched" and act like zealots only when a "religious experience"
happens and they are rendered unharmable. If unharmable, they can
go through combat and not get a scratch. This is the best state
to be in and that is the idea behind this system.
How to play this game: The DM/GM will host the game, they are in control of the gaming session. Ask for things if you must from the GM/DM. It can be hosted online or in person. If its hosted online, its hosted online with a gaming site that you can get to as you must. This means DM is Dungeon master and GM is Game master. They present the idea as a scenario, that you role play or play act through. Role playing is the acting out a part or rolling some die as you need to determine the outcome. See, you can play using the rules, or dismiss some of the rules as preferred and play. Its your choice. If you dismiss the rules you don't like, or don't use a section in this manual and play it freely like a modular game..
Go ahead then its even more playable if you do. You know be creative with it and have fun doing your own style. You see this friend liked to use wisdom instead of intelligence, so I allowed it with skill points. He seems to like the game, he liked playing it like it was homebrew. So it just depends on how your style is. So it's a modular thing.. If you need unlisted spells that's not there, feel free to make up the spells as you need them..play it like you want. Yet remember, you can scale up the monsters in hp and experience given for them to the players level. This will improve the game entirely, like a computer roleplayer game and make it more challenging.
Remember, it may be a very fun game, but to make it better it can have more detail. This is like adding what color an item or monster is to aid the imagination. DMs may ask the players to describe what a spell looks like. The more the detail, the better the game.
Rolling a 1d10 can mean a possibility of negative results, this is where you roll 1-5 for negative results and 6-10 for positive results. Rolling 1d5 can mean only the positive. Rolling a 1 means failure. Roll a 2-5 for positive results. In rolling, roll only if you want to.. otherwise the dm/GM can do it. I think this is the best thing to do.
Level is the measure of the character achievement, where you think to go through encounters. Those are moments set by the DM/GM, thinking to challenge the characters in play. They can be creatures, monsters or people. There is two ways you could win an encounter, if you peacefully convince the targets to not fight you and your party or if you fight them and either win or lose. If you win, you gain the measure of the encounter in points or experience points. If you lose, you could die and have to start the game session over again. If you gain enough experience points, you gain some levels. This is how the levelling system works.
Anything with stats that has a 10 or above mod is automatic success. They create by skill checks the actions you can do. The stats themselves are what allow certain things. The higher the intelligence the more skill points you can get to create with your character skills. The higher the constitution the more health you have with your character. The strength can determine if you open things or force things open. The dexterity can determine if you dodge attacks. The charisma can be used to talk people into things. Wisdom I actually don't see a use for so it doesn't have to be high.
Again the skill check is.. rolling a die 20 or 1d20 and add in the mod to get over 10 as a result for success. This is a math based game. The attack roll is overcoming the target/s Armor class or AC. Rolling a 1d20+your base attack bonus. and if you do get over their AC as a result you hit. Spells just happen, and if you have a 10 or more Focus skill, you manage to get an effect off on the target.
Focus skill goes up with higher vibrations and morale. That's when your out of stamina, where its down if out of stamina. This means every 1 morale point above 5 there is a +3 to your focus rolls. Every time your out of stamina, your focus rolls can go down with a -5 penalty. Otherwise your focus roll goes down with a -2 penalty after your stamina reaches 10.
So remember this..if you have a character vocation, think to see that is a "class" or character class, you can play this game easily. The skill called profession is yet a minor vocation, that you can change at will. You change the Profession by listing in on the character sheet as a "Profession: job" or what you need it as. That's like you wanted a singer vocation, then it would be "Profession: singer" w/o the quotes. Whatever the class or vocation, you can use any weapon you want. This uses the proficiency to help with the "to hit" rolls.
The proficiency you have is what allows you to do things. It is listed in the Feat list on your character, that allows you to hit with the weapon or wear armor without penalty due to its weight. The armor profieciency is listed in the feats list as well, the stronger you are the heavier of armor you can wear. Any weapon or armor you can get from the equipment list or the GM/DM. This is described later on in this article. See the weapon can target a foe or something you want targeted. So the weapons your using can single out opponents and the spells can do mass targets. Mass targets = multiple targets. The feats and special ability can help by adding ability to create results. There are weapons that deal damages to multiple targets. So don't get me wrong. Its described in detail in this article.
The effect is caused by the skill called focus. The skill has skill points assigned to them by you, where you only get so many skill points per level. If the skill gets 10 or above points its automatic success. The higher the focus skill the more effect damages you do. Each weapon can deal damage if you hit the target/s. It uses the base attack bonus, that allows you to hit with the weapons attack. If you roll the dice you get the effect of damage with weapons. The dice are the unknown random factor. So the weapon attack is the "to hit" roll of 1d20, the BAB or base attack bonus is the modifier with other modifiers.
There is a special feature in this game called learning abilities. You can pick whatever ability or ability list you want, and its an extra ability to your character. The damages the ability does is listed with the ability. If your curious we will be using a special ability called magic focus. This allows you to do spells off a spells list. Its rather unique, since that is the meat of the game. Ask your DM/GM to allow the magic focus ability, if you want over 500 spells that you can do.
This is an explanation of advantage and disavantage. Characters with Advantage have a +2 modifier to their to hit roll, things or characters with disadvantage have -3 modifier to their to hit roll. 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.
Alignment is the moral compass of the character, its the things your character will do. Know the alignment can change on the character sheet. So if you have a Good alignment and do evil things. THen, you can create for your character a neutral or neutral evil alignment. Same for being neutral and doing good things, then your character changes its alignment to neutral good and so on. However, if undecided on what alignment you want to be. You can choose the undecided or unaligned alignment. This is a game changer, since your not held to any actual alignment in what you do. That is what is known as you can use the menu link to read in detail the alignments and what they are..of course the DM/GM will decide if your character changed alignment.
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.
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.
Then there is blocking. You may block those effects, people or creatures you sense will do things. The point you think is the point you focus into existence. See then you create by feel, because of the creator you sense things out and know what is what and you know what is there or possible. If you intend time to create it, you do. Time to do this is a free action and you can prevent any spell or elemental formation with this effect. Think the blockages are gone to remove it. If you say or think "non block" then the block is gone. If you say or think, "nonblock that persists" then its gone forever. You can block any results with this effect.
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.
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!
The classes and system of gaming with this are simple, we have 5 classes to work with by feel. Bum: This is where the character has no job and no income, along with no housing. The worker: That is a person that works for a living and sometimes has a place to live if they have some income to work with by feel. Sometimes if allowed, they can rule things.
The ruler or captain; This is a president, captain or king or something similar such as an emperor, parliament or senator. They make the rules that people live with by idea. The cadet: This is where you create with a point, then do things. You may be able to become a leader or captain. Civilian: This is what we start out as with a character, we can choose bum, worker, ruler/captain or cadet to add to it. Sorta like Worker civilian as a class. The combined classes are treated as one class or you may use the other class as though a subclass of the other class.
That's like the class is civilian and the Worker is thought of as the subclass, except you don't have to name your class as civilian as you start out as one. You may name your main class what you want, its still counted as civilian though. You may have multiple subclasses. A subclass is listed by the "Subclass:" label on your character sheet. You may have several subclasses. Think of the idea and you can do it. Each subclass allows you the full features of the class you selected for it. If you think to use this, then go for it. Also for a Cleric or Warlock subclass, the spells allowed are using Energy and the spell slots are done away with. This is where each spell is using 5% energy to cast, that's including curses done by feel. So you see, you can use other classes than listed in this game.
If the DM/GM allows for it, you can use unlimited stamina.
The idea is this, the soul empowered by the creator makes the stamina and
mana unlimited and you rested so you don't need to sleep except to pass
the time. if you choose to use this, replace the amount of stamina with
infinity. Be sure to ask for it when in the game or it is needed to be
played, or when characters are being created.
So the system is this in use; Each character can teleport naturally, think of the area and your there. That is where you focus on an area or think your in an area, then your subconscious makes you there. 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. Then there is the skills. Skills are what we make up for working with the moment in idea by feel. This feel is a point we know what to do with the feeling you have.
We have a skill called the skill name that is there and named for what we do by profession. The profession skill can be gotten. We start off with Proficiencies, what class we have as a skill with (Int) as a stat such as Worker skill (Int) for a working person or worker, Bum skill (Int) for the bum, Cadet skill (Int) for the trainee, Ruler skill (Int) for the ruler or captain and Civilian skill (int) for the person that lives somewhere. Then there is Focus (Wis) for magic effects and stamina points (stp), Perception (Wis) for knowing what is there by the spirit and eyes to know things by feel, Survival (Wis) and Profession (Wis) to cover for the job you do, see that is what you do at the moment. You may add skills as you want per level by making one up or use this list. Skill rank amount is each point that you put into the skill total. Assigned by skill points. The skill points are (Int or Wis mod + 6) x 4 for first level. After first level is 6+Int or Wis Mod. Whatever stat is higher is used by adding the mod to the base amount of 6. Also, you can buy skill points from the GM/DM. Offer 1000 Gold, dollars or credit per skill point and you can buy up to 4 per level raised.
The limit of how much you can have in each general skill
of allocated skill rank points is the Intelligence mod plus character
level.
The proficiencies are what we choose to work without penalties, such as untrained, normal or accurate weapon proficiency with bonus to the attack roll (+1, +2 or +3 perspectionally), and armor proficiency is what armor you can wear starting with light for +1 to AC at 15 Strength (Str), medium for +2 to AC, and heavy for +3 AC. It's what we want for what we get.
The stats: Apart of the system are the stats. The stats are with 5e dnd standards, yet you can choose to use the live action point assignings or assign the stats by use of 100 points and spreading them through the stats, this is done as 1 point assigned is 1 point gained. Also, per DM/GM allowance you can trade 1000 gold or credits to raise a stat, there is 5 stat raises allowed per level raised with gold and credit trade..
The stats are:
Strength (Str or St)
Dexterity (Dex or Dx)
Constitution (Con or Cn)
Intelligence (Int or In)
Wisdom (Wis or Ws)
Charisma (Cha or Ch)
When you apply this to a handmade character. Calculate the Ability score mods unless you want to use a chart. The ability score mod is calculated by thinking to determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). How to make a character is further described in character creation.
Stamina is marked on your character sheet as STP: for daily activity or body channeled effects. You start at 100 stamina (100 stp) then each action will consume a bit of your stamina. Also, the rate of use for stamina points is 1d6 per round or per hour, otherwise you can do 1 round of actions for melee or 1 hour of activity outside of melee. The regen rate for stamina is 1d10 stp per round that is recovered and after 0 stp its nonlethal damage. Otherwise, if you stay still or walk, then you build up stamina 5% per foot travelled. That's till you get back to 100%.
This is permenant till used up unless its over 100 stp where it drops by 10 per round, till 100 stp or used that round in a spell like action. Some spells and maybe actions could recover stamina like drinking or eating for 1d10 stp, stamina increase spell effect for 1d20 stp. Yes, this means you can gain stamina back to continue fighting after hanging back to drink or eat something. You can go above 100 stp via focus by a standard action to gain 1d10 stp. For actions below 0 stp take 1 point of the nonlethal damage per 5 stp.
This nonlethal damage is where that is based off dnd and this is the negative energy that can be used for energy effects of many types. This energy is ultraviolet or ultra blue-purple thats not seen by the human eye. Its effects are to weaken the body everytime its used for a spell by adding to a nonlethal damage total. Each point causes 6 months aging repairable by healing of any sort or rest for 10 min per point.
Fatigue is where you get below 50 stp. When fatigued, your constitution and dexterity takes a -1 temporary reduction per each 20 points starting at 50 stp. This is only temporary, regain the stamina points somehow above 50 and you can remove the temporary stat mod.
Characters at the beginning of the game, start out with 100% health(hp) + Constitution mod. This is the fhp, or full health points. If you are at 100% hp or above, then you are in perfect condition. When an enemy's attack hits you, you deduct the amount done in damage as though a percent of the Health gauge. This is based off the idea of 100% being fully healthy in the body.
Also this is where 0% is being not healthy and inactive of body condition. Hp only acts as a buffer for the damage you take. In fact, any hit dice mention or hit points mentioned is considered as though a converted to 100% health. That is done unless you add your constitution mod times level as added percent. Consider this toughness.
You can still get a limb taken off at 100% hp, though it'd be very very hard to do so. When you reach 0% hp you do not die, after one hit though you are knocked out. Healing spells are each point healing in % recovery. Sleep is 30% hp per hour, recovered. Natural Regeneration rate in battle is 5% hp per round recovered. One round is 6 seconds. And, 5% per every minute outside of battle, except if poisoned or diseased.
The HP cannot go above fhp unless it's a temporary increase with food and drink and healing spells except when you use the creation ability to make monsterous regeneration aa a special ability, which is a special case. Also, when you rest, the added temporary health goes back to the fhp %. Also, without monstrous regeneration, you don't regenerate past fhp.
So back to monsterous regeneration, as a special ability this is where you are allowed by the creator to regenerate quickly. This allows you to become able to regenerate more than 100% HP, that's easily done. You also gain a permanent 6% to your HP when you get the Special ability and every level after getting the Special ability. The rate of regeneration be 3d10+Cn Bonus per round of 6 seconds in battle and outside of battle its 3d10+Cn Bonus per minute. Monstrous regeneration requires regeneration.
How are you hit though, if your feeling weak or feel the blow? As you get less hp, you get weaker and more tired due to lost hp, and you may get bloodied, as well, at the moment of half hp. Unless you receive a cut, then weakness is somewhat instant. Shock value is then when you go into shock and may become prone, which is decided by fhp %/5. This makes for a more realistic combat scene. When a character suffers their Shock Value in damage, done by various means, there is a chance they can become stunned. At -2% your character dies.
Some might see the need to use fatigue. Fatigue happens with half the health and below. Every 20% starting at 50% health or below, you can recieve a constitution and dexterity stat reduction of -1. That is removed by the time you go above 50%. This means you can create more realism to the gaming situation, so if you choose to use this idea, then you can also use the fatigue point. This is a point decided either by the players or the GM. If you decide to go with your own idea, then that's up to you.
If you want to use the Con mod as a bonus, then you may add it to your % starting at level 1 or the level your at. This is where you have a +3 constitution bonus at level 1, that's applied as +3 to your 100% health. This is per level until you raise the Con stat for fhp. So with 103% as your level 1 health percent, 2 more levels raised at +3 Con mod is +6 to your 103% making 109% and so on at level 3, that makes for a stat change allowing +4 Con mod at level 5. So this means your allowing the character to have +7 for 2 more levels. Applied, this makes 116% for level 5, and that's how this will work if the DM/GM allows this point.
Instead, if you add the con mod as a bonus at the level your at then, you can possibly choose from level 1 to your current level for addition that makes fhp. So say its level 10 with a +7 con mod, that's 7*10=70 added health percent. See that makes for a 170% health percent. That seems fair, if your the right person for it. So feel free to use this if you want more health percent. After all if your the DM/GM or your DM/GM allows for this, then you can create a more fit character.
This is a subdual explanation and is optional. This is using nonlethal damages where all damages, that happen are now using the subdual damage track for you. Thats after you reach 0% health, then you switch to the subdual damage track instead of passing out. That's where you can rest off the damages. Nonlethal damage is based off dnd and is the negative energy that can be used for energy effects of many types. This energy is ultraviolet or ultra blue-purple and thats not seen by the human eye. Its effects are to weaken the body everytime its used for a spell, that's by adding to a nonlethal damage total where every 30% damage is 1 point. Each point causes 3 months aging repairable by healing of any sort or rest for 10 min per point. After reaching 10 points, your character dies.
The profession skill can be gotten and this is written as profession (Wis) in your skills list with some choice of healer, nurse or doctor written somewhere as your profession,
then you can negate the need for a healers kit. This means, if you use the profession of healer, then you don't need a healers kit to heal by feel. This is because you use the healing skill as though a special ability. Then you make the result of (half-level and round down)d(skill rank selection, look at chart below)+charisma mod in health restored. That means 10d12+7 damage reduced for healing the percent of health, this is with a level 20 character, 15 focus skill rank and 7 cha mod. For a level 10 character with healer profession, 12 focus skill rank, and 5 cha mod, you would have 5d10+5 health percent restored.
Skill rank selection chart
Die; Focus rank/s
d6; 1-6
d10; 7-12
d12; 13-18
d20; 19-24
d30; 25 and above
This is an optional stat, that can be used in place of Stamina (STP). This is used for the spell list. 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% of 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. AAfter 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.
The dice are based off a d20 that's rolled and can be diceless, if you want it to be with a system that's not rolled. Dice rolls are the action itself and thus diceless, unless you are aware and just want to roll dice. Dice ratings like 1d8 are the amount. As in the 1 is a multiplier times 8 base amount for a longsword. The str stat bonus and other bonus are added on, like a 1d8+5 for a 5 str mod. This is 1*4+5=9 damage done by longsword.
The dice base amount are: dice base = amount;
d4 = 2 , d6 = 3, d8 = 4, d10 = 5, d12 = 6, d20 = 10, d30 = 15, d100 = 50.
Healing and spell effects in amount use the same base amounts.
See this option for gameplay 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. If you need initiative, then use the speed + dexterity mod or just to decide initiative with creatures, think to use speed. The person who gets initiative gets one action/atk first.
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..
Attacks in real life are done by spell or physical assault, made up of melee, or the ranged actions. This is using a bit of stamina for the round of 1d6 per round stp. 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. This can be lasers, phasers and mazers. Each melee and ranged action are in rounds. The attack uses an attack roll. AC is Armor class and how hard the target is to hit by a weapon. The higher the AC number the harder it is to hit the target..so an attack roll is a 1d20 + Attack modifiers >= AC of the target so attack modifiers consist of the combatant's base attack bonus, strength adjustment, and any other bonuses that apply to the attack roll but not spells for the spells are resolved by the skill check. A third level C has rolled 15 attacking a orc with a 6 AC. The warrior kinetic must roll has hit. A rolled 20 on a 1d20 is a critical hit via attack roll.
Each successful attack roll is a hit, a hit does the damage that is described in a point using melee, ranged and spells. However there is the possible action counter, this is the counter to someone's actions or something as you state "I counter the action of [name action here]" or do things that counter the action. This uses a 1d20+luck with a 10 result that makes success. This means you nullify the effect of their action with no damage taken. The action counter can leave the attacker fazed for 1d10 rounds on a rolled 1d4 where the rolled die is 2 or less. This means they are out of combat for so many rounds. 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.
Due note: Size does not matter, in the attack so its no longer
counted, as a modifier.
A spell or prayer is a manifestation that can be stated out unless understood by feel, this is created by the soul guiding the spirirt and is done as though a free action or with use of a focus check. Any spell or prayer 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. This can use some stamina of 1d6 stp in melee or battle and 1d6 per hour outside of battle. There are magic sysytem abilities that are innate abilities. They are learnable, if you have the Arcana skill. Each combat moment is in rounds of 6 seconds. Each moment outside of combat is in minutes, hours or unlimited time. Spells use the universal energy, that creates by what is done with the consciousness, this means you make by the conscious thought using your energy as a guide. That means you use the consciousness of energy to create by your directing thought. This is spoken or created by describing in text what you want. The universe will respond and make your result by using a Creation innate abiility.
The focused effect is a spell or prayer point that you make and this is created by feel or idea that's noted. This is where you focus and need the idea that you feel is needed. Then the effect is something that creates by feel what you needed. This is done to a target by thinking and stating what you will or suggest to the subconscious, feel what you want as you need your soul to create the effect and that is making what you need. This creates the effect of what you will as your soul makes what you need. So if you focused a psiball to exist and will it into creating a result, this is what you end up doing sometimes. Also you could will money to come to you in the amount that you need.
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 includes elemental effects, actions and uses of 1 round of 6 seconds inside melee to create your desire and 1 second outside of battle to sustain this effect or it only takes about 1.8 seconds to create the effect outside of battle. This is the subconscious that counts as a dm/gm and this creates what you want or need as you will it into existence..if you don't need it, then it doesn't happen. If you are in need you get an effect easily. This makes the drug user dangerous, as they need their addiction then they state what they need and they can get it unless countered or their not countered and get away with what they wanted. Think of your need and you get what you want.
However if another did this to your willed effect, its called a counterwill and that acts as a reaction on the same time of the attack. That can create what the other person desires or stop your effect. This is magic in a nutshell. In which you create by a moment, and that moment could last forever as you apply tricks to make the counter to the counterwill. Like make them think your someone else, then suggest your own thoughts that you feel are what is needed. So enjoy what you do, as you do it you create with the point. That is the idea you express and otherwise need, that creates magic by the power of the word or need you have. If you act it out, then you can create secretly what you desire by doing what you want in private. Think about it and you know what to do.
Due note: The damage/healing possible are by level and per each 3 focus ranks round down. For healing, its every 2 healing skill ranks rounded down instead of the focus ranks. That's like you have 15 focus ranks and 6 charisma mod, then for a level 20 character, it would be 15d8+6. In amount, that's 126% health that's removed at its maximum. At its minimum you could get 21 in amount. For healing, if you had a 15 healing rank and 6 charisma mod. Then, you would get at level 20, 21d8+6 that you could roll with the max being 174% given health. The minimum is 27% in amount. The amounts are:
1d8+Charisma mod with every 3 focus or 2 healing ranks for the health of levels 1-9.
2d8+Charisma mod with every 3 focus or 2 healing ranks for the health of levels 10-19.
3d8+Charisma mod with every 3 focus or 2 healing ranks for the health of levels 20-29.
4d8+Charisma mod with every 3 focus or 2 healing ranks for the health of levels 30+.
The example attack is with a worker named Joe that does the spell effect as a second action, if you think to cause an effect that is with an attack of 12+d20 (14) or 26. Then the AC of 12 is overcome, this causes the attack to succeed. You hit with 2d10 damage or 15 damage, this means 15% of the targets health. A second action is done of a fire sphere effect and using a 10 focus rank that is automatic success, this is using a level 13 fire effect, a 14 focus rank and a 4 charisma mod, that creates a 8d8+4 damage using fire. So you get a max of 68% fire damage that is searing. This is applied to the target altogether by reducing their health percent 84%. This is all in a round, so its melee if battle and 1d6 stp reduced for stamina or 5% energy is used. That's for the spell cost. That is stamina recovered by drinking, eating or spell increase.
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.
Feats are features that create the point by activity done for the moment. You can make up the feat as you go along or have the DM/GM decide what you want. We get 3 bonus feats at first level. Starting from level one and each 3 levels after, we get one feat and you can get 2 bonus feats per every 2 levels.Also, you can buy feats and
special abilities from the GM/DM. Offer 1000 Gold, dollars or credit per feat or special ability and you can buy up to 2 feats or special abilities per level raised. Any feat can cancel out the insanity that a demon could induce. The feats if not created by you are listed here.
The special abilities are what the body can create with a point you think to create things by feel. This is where the body is energy and the idea is created by the soul, that guides the spirit in the point you use to create things by idea. What the soul does with the spirit is realized. So your aware of whatever is done. You decide what to do, then your soul is what makes the idea as a special ability. This is in a list, that you may peruse by feel. Enjoy yourself or what you read as you need the idea and gain the special ability, that is done by your creation ability. This is the usage of the creator and the universe to create the ability. You may create a special ability in place of a feat. Any special ability is created as an effect in use, that cancels out a demons insanity. The special ability is listed here. You can now use any feat points, free or not, to get special abilities. You may use a feat or special ability, at the cost of 5% energy.
AC = Armor class which means how difficult a person is to hit in rating, Body evasiveness and barriers between you and target consist of this. Spells are just done and they succeed or not, according to saving throws.
BAB is Base attack Bonus or what the bonus is for the attacker to hit. This consists of the skill and movement of the attacker.
Saving throws include Will Saves. They are if you survive the moment and is equivalent to tolerance amount and stat bonus => DC (Task Difficulty) or the equivelant point that is 10 or above using Will mod+rolled d20. Stat bonus is optional and ability amount. To make your saving throw you use tolerance and the ability amount to overcome task difficulty or get 10 and above. Immunity is very high tolerance.
A Skill Check is using the action of the skill rank or stat mod + d20 with 10 or above, otherwise this is drawing of cut to length straws or using a coin flip. This is to decide the success of the check. This is 15 or above with the diceless system.
Experience is what we live through with levels that are defined in charting by experience points. This is assigned per what we do and what we encounter by feel. If peaceful ending is what occurs, we still get the experience points.
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 wseapons 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.
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.
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.
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.
Planet wars; The DM/GM will pick two or more planets, then he/she can think to have the characters use planeteering as an added "planeteering (int)" skill to have them war with each other by whatever means necessary. So with planeteering, this uses the advanced form of the skill ruled by intelligence to either navigate there or teleport to the planet surface using the spirit to know what is there.. this skill might allow easy planet shifting or use of a ship to get there and back again. See each planet is a plane of existence or planar existence, that your subconscious know is safe or the planet creates with its own life. So if a liveable place, then your aware of where you can still remain alive.
The shifting technique is think your on the planet and think you can survive or think of the idea you want formed there, then as the subconscious uses the creator of the universe. Thinking to create the idea in its own dimension of a universe, that is using the body energy as a source and eyes to know what is there. This is a point done by feel or idea pointed out. That means you can you create with the idea exposed with your consciousness or you stating the idea, think to harness your inner power and that's done by a being namely the creator of us or djinni that creates the effect.
That allows you to then make your lifeform wherever there is life possible. Seen as it is possible its done. The moment you don't need the lifeform. The creator takes over the lifeform in the planet there and it does it's own thing. Otherwise the lifeform falls asleep and wakes up when you need it again. This is a useful skill that can be used by feel and idea you do is what you create. If you don't want a bug, then think about being human by feel with intelligence that you can speak to create. This is an interesting thing to do, if you were playing with shifting or ships. So think to ask the DM/GM, if its possible and it could be done, as its for you to ask and them to grant it.
This is the faith that the spirit creates what you need. That uses the soul to create by making things by spirit feel. The spirit is what knows things by soul interaction. This is universal knowledge you are aware of, that's known point your aware of by insights. This is what you think that you realize. So the creator is what created us and the universe in idea. He is an alien God with lesser lords under him. See if a person beleves in a religion, then the magical ability will be merged to that one religion or God, if you were to have 3 religions each having 1 god or lesser lord, then your magical ability would be split between them, each getting 33.333% of your power as you focus and pray to them. The more religions you have, the more your power is split between them. This will stop people from joining a lot of them and using them in a unfair way.
Any god aspect 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. So when you have no religion or are Atheist, put the creator as your God. Think about it, if you do not believe in a religion then your magic will be fused with you completely (unless you do believe in a religion, then it will be split between whatever you choose to follow). If you do not have one, then it will be more ability based. So for example, your magic or stamina points, this includes base abilities, magic spells, and intuition in effect. That will be higher then a person with a religion, but people with one will have creation magic, think and whatever their god is good at (it can be healing, creation, etc) but if they have more than one god their magic will be lessoned by however many they have.
Whatever lord you think to use or work with, they are aspects of the creator and you can create things with them that uses the creator as a source. This is with an infinite source, so the creator or spirit that goes through everything creates whatever you need. That is what you think about to intend to have done. This is with infinite duration, unless you need an instant result or something that requires duration. This is described on the spell system described. Here is a list of Gods, here is a list of more Gods. If you want to switch Gods or no longer serve a God, the way to do this is to give up the benefits that the God gave you.
So with multiple gods, you can have them yet you won't get them jealous, since they are all aspects of the creator. This is the idea you think to serve many gods a request. When you do that you can do a rite, then create the point by the god you requested things from by feel. This means those Gods of same alighnment or neutral and some other alignment won't get jealous reactions from the Gods you serve. You see, the Gods that are neutral to each other is not minding each other, so there is no jealousy. This is done if your GM/DM allows for the Gods to be used. So if you think of a point, then you can use the point and the Game master sometimes will allow it. The Gods ability from the God/s you choose are listed under the heading Divinations, and on the Character Sheet you list your God/s beside the "God:" on the list. You can always use the creator as the God you chose. He or She will do any request.
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 and luck. 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. The luck you can get is listed here.. Luck can be used to create results, if you need the result by feel. 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 by the God. 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!
The amount of damage or healing done for prayer is:
1d6+cha mod per each 2 focus ranks for levels 1-9
2d8+cha mod per each 2 focus ranks for levels 10-19
3d10+cha mod per each 2 focus ranks for levels 20-29
4d12+cha mod per each 2 focus ranks for levels 30 and up
Duration is how long the moment lasts used for moments that aren't instant and if not needed otherwise is 1d6+focus ranks for levels 1-6, this changes to 1d8 for levels 7-12, 1d10 for levels 13-18, 1d12 for levels 19-24, and onwards. Outside of melee or attack mode the effect is indefinite unless it's not desired by otherwise being with a set time of effect. This effects spells and prayers by feel. This is represented in a chart:
Levels:
|
Effects Dice |
1-9 | 1d6 |
10-19 | 2d8 |
20-29 | 3d10 |
30 and up | 4d12 |
Angels or valkyrie, Deva and Demons are a result of some person becoming a being, that is where the inner being serves the purpose of the creator or God. This is made by feel with your thought that the being does. You have an inner being and demon. See if its a demon, then its from the demon seed and they have an inner demon. If a deva, valkyrie or angel, then its the inner being that forms from you into one depending on alignment. That can be in your place and vice versa. Or they could do as you wish and this means they do as you intended them to do. So basically, a person that transcends and possibly dies is becoming one of the three.
The angel is a God worshipper and messenger that does what you want as a need, this is where the Valkyrie is a battle angel that is basically of good alignment. The Deva is a being that is neutral in alignment that serves themselves. The Demon is a being that serves themselves as they serve other people, and those that think to use them, use them by their thought energy sent to direct them. That is done by having the creator cause the result, that makes what you need. They have your health+con mod + 100% in health and the other stats you have, this is used to do what effect or duration you can do.
If you call a demon then know that you feed them emotional energy to cause them to do what you need. This can cause insanity if you think to use the demon again. So roll a 1d4 or draw straws and possibly do a coin flip to decide if your character goes insane. That is where 1-2 is insane and 2-4 is sane. You can do this over again if you need to do things sane. If insane, you create chaotically, this is when you could go off on those nearby or you go off on yourself. If sane, then you are aware, calm and can do what you need without any problems. No worship or piety is necessary for the creator, Lesser lords or Beings. They work with requests, that are thought to them or stated of them. Here is a list of Demons and here are some Angels. Here is a entire list of Angels.
This use of these beings is done by thinking of the name and if you need them there, you summon it there from their dimension then they do what you need in the area. When they die here or leave to go back, they return to their dimension. If you summon a demon then, offer an object as a thing to possess, then if they won't possess you your free from craziness. So a balrog named bill, that is going to do things for you will create what you need as a want that is done by the being. This is an effect of the point, you create by focus then and using imagination or feel. That works as you think of the need now with what you need by feel. There is a being swap, too. That you can do.
The being is usually an angel, valkerie, deva or demon in sight or thought about that can be swapped in place and you get to be in the being's place, that is done when the character uses the spirit energy and turns into energy, then is where this is suggested as though an ability used by your character to shift to the area through the spirit energy and the soul is what shifts you. The being disappears and you form where the being was formed. The being reforms or materializes when you shift back, that's if you need it there. This is done if he or she, that is a GM allows for this effect, otherwise this not possible to do. The idea however if allowable, that is using an effect done if there is enough requests. This is with 2 or more requests to the beings, where the character can do that, btw.
This is done with a 1d8+cha mod per each 2 focus ranks or each time you make a request as a point of creation for the point of the day. Each new day has a reset of request points to 0. So a person that made 4 requests in a day or had 10 focus ranks and +7 charisma mod, they will get 5d8+7 effects. Duration is 1d6 rounds unless outside of battle. This is set as length in duration with rounds in melee or until the requester decides to end the moment, that is with possible minutes and possible hours outside of battle. That of course uses a 1d20+focus rank with 10 or above as success. The health percent of the demon, valkerie or angel is 100%+your con mod times the level. They also have your other stats. The limit for requests to a demon or angel is int mod or charm mod + half level.
So remember, you pray to a God, think a request to a demon or angel and otherwise do things by the point of making use of the subconscious. The subconscious is the activity of the brain or mind focused in creating an effect of ability or magic, that creates what effect there is then. That's done by use of something or stating some idea, this is with a point to create an effect your intent. Optionally, you may choose this idea to use. The math rule behind this is (half focus ranks)d10 (according to your level)+charisma mod worth of effect or 7d10+10 effect damage or healing for a level 20 character. The dice base or d10 is for a level 20 character. The dice base changes according to this idea, d6 for levels 1-8, d8 for levels 9-16, d10 for levels 17-24, d12 for levels 24-32 and up. Duration if any, this is 1d6+charisma mod worth of rounds in melee, otherwise that is unlimited time outside of battle until you decide to end the effect by feel or thinking. This is making use of energy and imagining the end of the moment. Once ended, then it's as though it didn't exist here to effect by feel.
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 and stamina 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.
You don't have to get beaten up though getting beaten up,
is when a character becomes ‘bloodied’ at half hit points, a status
effect which we’ll see to add to the Status attribute. Players can
activate a “healing surge” to restore one-quarter of their hit points 9
+ Cn Mod times per day, as a kind of “brief rest to regain stamina”.
Other effects possible are a “second wind” ability, that allows you to
restore 2d10 hitpoints, useable once per encounter.
Shock value, is HP / 5. Makes for a more realistic combat scene.
When a character suffers their Shock Value in damage, there is a chance
they can become stunned. On a roll of a die, decided by the GM, a 1d6
is used if none is decided on, for general idea and purposes. Where 1-3
is shock happens and 4-6 is where no shock happens. If in shock, then
there is a 1d6 of rounds missed for the shock to subsist.
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.
Eating plant food, this increases stamina and energy by 20 points per
bite. Eating meat, this increases health by 20% per bite. So what is
edible? Anything that gives calories is edible. The exception is water.
It doesn't have calories, but our bodies need it more than food for other
reasons. You don't have to use this, this is optional. So feel free to
ask the DM/GM to make use of this feature.
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.
Eating a meal or drinking something is rellatable to regaining 50 STP.
However, eating 4 meals without waiting a few hours between meals or
too much.
This could cause you to gain the weight of 1 lb each time and
that causes you to lose ability if you gain too much (40 lbs). Walk
30 minutes to 1 hour or run 15 to 30 minutes to lose 2 lbs each time.
Otherwise, they are unlimited in actions and usually somewhat high in
energy. Other being form is possible by etherealness
and gaseous form special abilities or the Energy body feat.
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 bit of food or sip of drink.
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.
There is spell learning and creating by extra innate ability, that is done with the ability effect or have idea to declare what you will learn. This is done as to announce a spell or special innate ability and then roll to remember the spell or ability, that is done by what is used for an arcana skill check to remember how to do the effect, then optionally you may roll a wisdom check to remember it. Be sure to write it into your character sheet.
This is done as if you wanted to learn an outside spell called entice or Summon Golem guardian, that you mention in a spells ability: Entice (Int) Rank 1 or Summon golem guardian (int) rank 1. Otherwise you wanted to learn an innate ability or special ability, this by use if you wanted to learn an innate ability then you called Create, you remembered the use of the ability and wrote it down. This is written as a ability listed under the heading of "extra ability skills" list. This is done as Create (Cha) Rank 1.
If you are interested in magical ability, then learned a special ability or Magic system skill, then it's from the special ability list without a feat point or you can use the Magic system Skills list, this is without level necessity chosen from ability not in your class features. This is where you list that special ability or Spell-like Ability, that is listed in the special ability list and you don't need to mention a rank. If you learn a magic ability group, you can make use of the spell like ability in the group as you are a certain level. That's listed in the learning ability level listed with the ability. Optionally you can put what the special ability does, after the name of the special ability.
If you learn a magic ability group, you can make use of the spell like ability in the group as you are a certain level. You can list the group name, yet you can make use of the ability thats listed in the learning ability level. That means what your at or above in character level, you can do with the learning ability level matched up. This is listed with the ability. Optionally you can put what the special ability does, after the name of the special ability. Be sure to look at the Learning ability level listed with the ability, so you know what you can use at what ability you learned by rememberance. There is a limit to how many spells and ability groups you can learn. Approximately 10+int or wis mod (whichever is higher).
The more you can use this spell ability excepting for Special and Spell-like ability, that's mainly by doing it as though a 1d20+1 and casting it forth or making a use of it, the more the ranks rise with its use. This is like with the create spell, you create release of something. You would roll a 1d20+2 with 10 or above for a successful creation effect. So with the create ability, you use it with a focus check of 1d20+focus ranks and get a 10 or above for success.
I think with spell learning and ability use; Its uncastable or unusable until you recall it and ability require no skill ranks, so for spell recall it's +1 on successful recall + 2 on first cast or use + 3 on second cast or use and so forth, otherwise this is a +3 for a 20 or above that's rolled on the Arcana check. So if you use it, then it raises despite the skill points. This is true as the magic skills and learned skills are separate from the class skills. So its an option to use a skill point, then you use of the ability can raise the magic skill or innate ability rank. There is a limit to how many spells and ability groups you can learn. Approximately 10+int or wis mod (whichever is higher).
The damage or idea it does, excepting for Special or Spell-like ability, is the point of rolling a d20 with the ranks as an addition. Then getting an ideal 10 or above for success. That deals out 1d10+charisma mod per each two focus ranks for damage/healing or 1d6+focus rank in duration, this is done as though rounds in melee or unlimited time outside of battle, unless elemental then its minutes. See this is an effect for the ability you create. If you created an elemental effect, then the idea is instant or for sleep then the idea is in rounds or unlimited time until your soul wakes you up. So you create an item, that item could last until the time is up for it, where for items there is no actual time. This is a known effect done by the character in idea.
These skill ranks, if any assigned for spell skills and ability skills, excepting for Special and Spell-like ability, they are possible to raise in ranks using points from the skill points described here in skills and feats and extra points are applied by gm/dm otherwise. That means the DM/GM adds to the rank of the spell or innate learned ability whenever he or she wants, otherwise you can apply your own skill points.
The effect is decided upon by the gm/dm, so think about what you want and you can get a result. You can create almost any innate ability, however you sometimes have to have a spell come from a spellbook. This is depending on a DM/GM so feel free to ask him or her if its allowed, otherwise the GM/DM might say it never happened.
Here is a list by school of spells you can use. You now know the procedure for sifting your memories for old spells you learned, somtimes from this list. If you want to learn harder spells you need to practice extensively in a certain school. Unless you want to walk the path of wizardry and dabble a little in everything...Or solicit a wizard for a spellbook. If you can even hope to encounter one...With a high enough Charisma you might even hire him to tutor you for the day.
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..
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 to your 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..
If the morale points are low and your low on energy, think and that's 20% energy to be low on energy where 2 morale points are a low morale, you get this result.. even fun tasks are unwanted until time improves it. They can double question themselves taking up double the actions to cast a spell. They just need to see the negative effects to embrace the positive effects, think or complete an action to raise the morale. Optimism implies Pessimism here. Tough times and negative things out of their control for the most part. It could be just about anything even things that are supposed to raise morale. Certain drugs are fun while they last, but come with a morale debt cycle until they completely leave the system. If you take a drug that's an addictive illegal substance, then you can be sure that its -1 to your morale points when you are in its leaving your system. Its an effect set by the local laws.
The classes in this Ultra Modern system are Bum, Worker, Ruler and Civilian.
These classes are to be used in place of the PHB
classes as:
Bum class replace thief.
Worker class replace fighter.
Ruler or Captain class replace sorceror.
The Cadet class replace wizard.
Civilian replace the ranger class.
The remaining PHB
classes except psion and mage gain a d12 base hit dice change to become 100% health, unless
there already and the spells are replaced with the will word skill at
1st level, Psion gains a d12 hit dice base to 100% health only and Mage gets a d10 hit
dice change to 100% health. This is with the will word (Wis) added in place of spells
at 1st level as an innate ability.
The classes are allowed by gm to go epic level as is
wished. Since this is a nonlethal type magic, it makes the characters
with higher health percent because below 0 stp it takes from health
for spells if spell failure. The reason for the different classes is these
are specialist classes except for the mage who is a
generalist. Most skills are listed in the Magic system.
The skills in class features are w/(core stat). The (core
stat) are str, int and etc, as in (int).
Bum (Bum)
Bum abilities in the magic systems are here. Otherwise go here for (Ex) Ability.
Saves: Will good
Weapon & Armor Proficiencies: 1 exotic, all weapons and ambidexterity makes them good with accurate weapon and medium armor proficiencies but medium armor and no shields.
Skill points at 1st: (6+Int or Wis Mod)x4
Skill points per level: 6+Int Mod
Class skills: Bum skill (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Profession (Wis), Perception (Wis), Heal (Wis), Modern things (Int), High Bartering (Wis) and Focus (Wis).
Class features:
1st level gets will word (Wis) and Class ability (Ex).
2nd level gets 2 bonus feats.
3rd level gets Time ability (Wis).
4th level gets Freedom (Ex) and 2 bonus feats.
5th level gets Think (Ex).
A familiar is
gained any level for free or discount. Any level there is a bonus language
only once.
Bonus Feats: Every 2 levels starting with 6th level a bum gains 2 bonus feats. At each such opportunity,
he/she can choose any feat or make one up that the bum meets the prerequisites for or needs.
Worker (worker)
Worker ability in the magic system are here. Otherwise go here for (Ex) Ability.
Saves: Fortitude and Reflex good
Weapon & Armor Proficiencies: 1 Exotic weapon, Normal and Martial weapons can be used with light armor and all shields. This means Accurate Weapons and Light Armor and Heavy shields proficiency
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod
Class skills: Worker skill (Int), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), Diplomacy (Cha), Acrobatics (Dex), Stealth (Dex), Athletics (Str), Profession (Wis), Heal (Wis), Modern things (Int), Arcana (Int), Survival (Wis), Perception (Wis) and Focus (Wis).
Class features:
1st level gains a bonus feat, Class ability (Ex), Kinetic speed-up (Cha) and Human defense field (Cha).
2nd level 2 bonus feats.
4th level gains 2 Bonus feats, Kinetic attack (Cha) and Kinetic funnel (Cha).
5th level gains Time ability (Wis).
6th level 2 bonus feats and Dimensions (Ex).
7th level gains Kinetic runic (Wis) and Kinetic Antemetal (Cha).
8th level 2 bonus feats.
10th level gains 2 Bonus feats, Kinetic manipulation (cha) and Kinetic flying (Int).
Bonus Feats: The bonus feats must be drawn from the bonus feats you think to use.
The Worker gains 2 bonus feats every two levels starting level 12. Every 3 levels higher than 20th is 2 bonus feats (23rd, 26th, 29th and so on). They must still meet all prerequisites for a bonus feat, including ability score minimums.
Cadet (Cadet)
Cadet ability in the magic system are here. Otherwise go here for (Ex) Ability.
Requirements: You must have "Trainee" (without quotes) as your profession until level 15, then change your profession to "Worker" (without quotes) or whatever you want to do as a job at level 15.
Saves: Fortitude and Reflex good
Weapon & Armor Proficiencies: 1 Exotic weapon, Normal and Martial weapons can be used with light armor and all shields. This means Accurate Weapons and Light Armor and Heavy shields proficiency
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod
Class skills: Cadet skill (Int), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), Diplomacy (Cha), Acrobatics (Dex), Stealth (Dex), Athletics (Str), Profession (Wis), Heal (Wis), Modern things (Int), Arcana (Int), Survival (Wis), Perception (Wis) and Focus (Wis).
Class features:
Any level: They are able to teleport, themselves and others. This is at will, at any time.
1st level gains a bonus feat, Class ability (Ex) and The effect idea (Int).
2nd level 2 bonus feats.
4th level gains 2 Bonus feats and Learning (Ex).
5th level gains The heart illusion (Int).
6th level 2 bonus feats and Raise (Ex).
8th level 2 bonus feats and The dimensions (Ex).
9th level gains The conversion (Int).
10th level gains 2 Bonus feats.
20th level gains 2 Bonus feats and Graduation (Ex).
Bonus Feats: The bonus feats must be drawn from the bonus feats you think to use.
The epic Cadet gains 2 bonus feats every two levels starting level 12 and every 3 levels higher than 20th (23rd, 26th, 29th, and so on). They must still meet all prerequisites for a bonus feat, including ability score minimums.
Ruler or Captain
(ruler)
Ruler abilities in the magic systems are here. Otherwise go here for (Ex) Ability.
Saves: Will good
Weapon & Armor Proficiencies: All martial weapons except exotic with ambidexterity but light armor or shield. This includes normal weapons and light armor proficiencies
Skill points at 1st: (6+Int or Wis Mod)x4
Skill points per level: 6+Int or Wis Mod
Class skills: Ruler skill (Int), Bluff (Cha), Concentration (Con), Craft
(Int), Arcana (Int), Survival (Wis), Heal (Wis), Modern things (Int), Profession (Wis), Perception (Wis)
and Focus (Wis).
Class features:
1st level gains will word (Wis) and Class ability (Ex).
2nd level 2 bonus feats.
3rd level gains spell recognition (Wis).
4th level 2 bonus feats.
6th level gains Elemental ability (Wis) and 2 bonus feats.
8th level gains Time ability (Wis) and 2 bonus feats.
A familiar
is gained any level for free or discount. 2 Bonus feats every two levels starting at level 10 and every three level higher than 20th.
Civilian (Civilian)
For civilian abiliies in magic system go here, otherwise if not in Magic system go here.
Saves: Will good
Weapon & Armor Proficiencies: All weapons
including club, dagger, dart, quarterstaff, scimitar, sickle,
shortspear, sling, and spear can be used with ambidexterity and all
natural attacks (claw, bite, and so forth) of any form they assume with
wild shape. All light, medium armor. Shields are all but tower that can
be use. This is Accurate weapons and Medium Armor proficiency
Skill points at 1st: (6+Int or Wis Mod)x4
Skill points per level: 6+Int or Wis Mod
Class skills: Civilian skill (Int), Concentration (Con), Craft (Int),
Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Modern things (Int), Nature
(Int), Perception (Wis), Profession (Wis), Ride (Dex), Arcana (Int),
Survival (Wis), Streetwise (Int), Athletics (Str) and Focus (Wis).
Class features:
1st level gains 2 Bonus feats, Class ability (Ex) and an animal companion for a familiar.
2nd level gains Chaos effect (Cha) and Nature Sense (Ex).
3rd level gains 2 Bonus feats and trackless step (Ex).
4th level gains Spell subversion (Cha) and Resist nature's lure (Ex).
5th level gains 2 Bonus feats.
6th kevel gains Chaos confusion (Cha).
7th level gains 2 Bonus feats.
8th level gains Time ability (Wis).
9th level gains Venom immunity (Ex) and 2 Bonus feats.
11th level gains 2 Bonus feats and Possession (cha).
13th level gains a thousand faces ability (Ex) and 2 Bonus feats.
15th level gains timeless body and 2 Bonus feats.
17th level gains 2 Bonus feats.
20th level gains 2 Bonus feats.
Animal companion every 3 level higher than 20th gains +2 health percent, +1 strength
and dexterity, and an additional trick you can make up yourself. There's 2 Bonus feats after
20th every 3 levels.
The alignment you choose or if undecided, as ouch or allow is the area
its obliged yet nothing more so think its unaligned. Twelve
distinct alignments define, seeing what all the possible combinations
of the
lawful-chaotic by ley use or focus is axis with the good-evil axis.
Each alignment description
below depicts a typical character of that alignment. Remember that
individuals vary from this normal cleanup, allowable 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, seeing to the use not as you are
scripts. The first six
alignments are the useful idea created by wizards of the coast, lawful
good through chaotic neutral by feel so they are the standard
alignments for player characters. Seen or by idea they choose, as they
are decided to use things as unaligned. The three by idea or more evil
alignments are there relating by relation for no thought or monsters
and villains, this will stop as you create or the last seen and the
last three general points are not useful or by focus there for the true
backbone of people.
The ultra alignment is a class to them as a march to fifteen.
The ultra reality of the borg, so 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. The unaligned alignment is for those
who are there are no reasonable relities or realities after this to
some area uses that you see. The only reasonable ways you to go though
them is role play as the area you think is where the subconscious is
creating as the alignment is so the area they think, then this is your
use as you wat or wish by feel if a good idea is breathable makes
seeable the area only reasonable suvivable places or unexistable is
focus as this can exist otherwise is mentionable or if in case you
can't do anything then think un allowed this is some cool area. That
are where you think or your subconscious manipulated body is create or
feel, as you wish so if to survive in a place humankind can't then
other races are possible. As long as water is nonpoisonable you are
safe. The food is what you wishes create yet if you may wish to return,
if they aren't alive anyway the realm is the area or divined point yet
this is your own decision. So you see not to use or not to conclude is
dismiss, yet exists if you think the idea necessary where not is
nothing no need is some feel or not to be. So you see or you can use
the area energy, basically none of them are effected so afftected is
one with or not by idea seen or understand naruto runes better with
many uses for them anyway.
Lawful Good so you see or feel to cause, the undependable area is
"Crusader" is the area you use not the area you think to become.: 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 see to the feel not the feel or use is not by what
you think, this is the point you see to adjust for "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 with the use is form, that was to meet someone now
I don't think to as real "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 is point by thought,
think to nothing for energy release. The point to focus excess to the
ground or the road energy to the core from feel to relent to create or
just this. "Judge is feeling by sense to feel" to create or not
create.: 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 is concept non control, control is thinking though to
seem "Undecided" or cleaning by feelling failure or success: 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 or use by feeling concept, feel the
concept or create not "with on or off" the other hand. See to think to
commit themselves by feeling non vile nature is restorative yet feeling
vile they are likely to go clean up or down to work 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, then the use due to malady leads to the most
balanced road is use in the long run. Neutral is
the best alignment you can be because it means you act naturally,
without prejudice or compulsion to thought think not to be enslaved.
Ciaou.
Chaotic Neutral by thought care or careful use, think to use the
area aanimal user feel or animal spirit as "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 decorate by dedoctorate, seen or not is nothing by or not useage is "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 or creative concern, think the use or "Malefactor"
effect is malicio de greater user or malicio the great is useful: A
neutral evil villain does whatever
she can get away with. She is out for herself, see pure and no by
simple thought. 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 is there in some feel yet not so bad off is the
area they feel, yet not see despotic natives as cool so they aren't the
"Destroyer": A chaotic evil character does
whatever his greed non feel, hatred by thought, seeing and lust by
failure for destruction drive him or release not 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 is feeling use as you care or if no thought is caring,
"The hero" is the person you think time to create better by feel.: A
quibbler is a person that created the univeral way by wavelength or
thought you think to create better use, this was reported thanks to
robert seen as some of use is a general good person doing good intents
with evil or good focus. 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 only if you need to
or use by request the law by
obeying them, this is thought only in the open and near the law as
necessary. With a regressive
motion this is so i decide, they can turn on those who were or are
evil. Some use psience
or science to back them up. They use laws so they get some effect, the
quibblers are likely not to care
on results except for what the think. Seeing is not only off the
thrilling feel of the moment along with the
people responsible this use is the response as they achieve what they
think is wanted is necessary. They might say things are not always fair
yet careful planning is creating, its not fun to play alone and yet the
point by area they don't really help with 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 en thought "For the worthy can usually
use or use the end to achieve, by a
game that guides the way and most enemies fall by the wayside." Seeing
the use is wayside service, seen and yet use is in or by the thought brownie
area that are points. Seeing the area point you may think this is some
focusing idea, yet my lover was a witch that loved if devestating was
me as I didn't please her so she was not. This was a relationship not
so bad off "yet thought I was a bum" she was structural use I was focus.
True Neutral by the shirt feeling not to do, this was the area
you saw to create with so you prophecized for us not those that didn't
seem to need a "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. You however don't have to do anything at all.
Duality is twine or created result to seem or not be with idea,
Seeing this in this case is to a cause or things are thought to appear
existant from
good and evil or not see effect, by your idea this is wok or working as
you think to wok I suggest working as you wish or 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. Seeing the end result
was my desire, so you see the end for yoursel you may want to know
think before you act so you avoid think some avoided result to work
with things.
Still stop as you are so you don't do what you don't need to do, she/he is not personally committed to upholding good in
any abstract or use by some 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. This is used of what you use.
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 to work or create better with good
comparison."
True evil by feeling yet you don't have to do unnecessry idea by
what your idea is or you don't have to experience things you don't want
to create, true evil then is not evil as you see the area you see to
use or create sight to not have to experience is not alwaays some "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.
If you see to make a character, then handmake it, for 4.0E or 5.0E. The dnd books found, are here for 2E to 4E books. For an example of a handmade character, look here for the text editor made character using 5e. If doing a handmade character, look at the PlayersHandbook; 1 and 2, of 4e or 5e, for creating a stock character, like a giant, so when looking online then look at this step-by-step character page and using this page as a racial bonus and skills listing. The experience level chart is here. This is Equipment for the character.
Normal instructions
Think to use this for a handmade character, this is done with some text editor or put it on paper using pencil. Make the character for skills listed in the system and as to what the class gets in character description. Now get the character to the level desired. Feel free, to add the character power of "creation", to the character sheet, if your using DnD 4e or 5e rules. Think about things that you want to create and don't forget to add in the Skill additions, if you use the idea. As listed in the Skills and Feats section.
Now for the character modification, after character creation modify by making the age anything greater than 15 and the weight anything greater than 50 lbs, removing hit dice and putting 100% health and removing spells as this Post modern dnd does spells differently through spell-like abilities, that are innate magic effects.
The stats are decided by rolling a 6d20 or use of 100 points, this is where each point is a stat point and your assigning the collective points, keep in mind skills and health are important so get a higher int and con. This is set amongst the different stats that are changeable with a stat raise of 1 stat per every 3 levels. You can, however add additional stat points, that's per the DM/GM allowance and you to buy them where it costs 1 stat point per 1000 gold, dollars or credit spent. That's up to 5 additional stats per level raised:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
When you apply this to a handmade character. Calculate the Ability score mods unless you want to use a chart. The ability score mod is calculated by thinking to determine an ability modifier without consulting the table, subtract 5 from the ability score and then divide the total by 2 (round up).
Ability Score | Ability Modifier |
---|---|
1 | -2 |
2-3 | -1 |
4-5 | 0 |
6-7 | +1 |
8-9 | +2 |
10-11 | +3 |
12-13 | +4 |
14-15 | +5 |
16-17 | +6 |
18-19 | +7 |
20-21 | +8 |
22-23 | +9 |
24-25 | +10 |
26-27 | +11 |
28-29 | +12 |
30 | +13 |
Health is in percentage, you start at 100%+Constitution mod. Then each level is to add the Con mod. Monsters start with health percent by rolling their hit die.
So if to get luck, then use this idea for Post modern DnD: Luck is supposed to sometimes be a hard stat to increase. But the benefits are bountiful, even if luck starts at 0. If you pray to your god in SH's Post modern with a luck of -1 or lower he will punish you. How to raise it then is to find something and pick it up off the ground for luck if valuable, see a use for or whatever you find happens in the luck event. However certain objects that you can find, they will increase your luck bonus. The luck check is used to determine success of an action. Roll 10 or over for success, roll below 10 for fail where something could happen to you. This is known by what the DM/GM says or does.
Otherwise, make use of Altars to get luck. 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.
Regular Luck Adjustment Event
+1 Find a lucky piece or coin.
+2 Worship at an Altar of your God.
+3 Leaving a "gift" or token of power at the Altar for a God.
-2 Break a mirror. (Other glass items have no effect on Luck.)
+1 Sitting on a throne (sometimes).
0 Throwing a worthless gem at a unicorn.
-1 to +1 (averages to 0) Throwing unknown valuable gem at cross-aligned unicorn.
-3 to +3 (averages to 0) Throwing known valuable gem at cross-aligned unicorn.
+1 Throwing unknown valuable gem at co-aligned unicorn.
+2 Throwing named valuable gem at co-aligned unicorn.
+5 Throwing identified valuable gem at co-aligned unicorn.
-1 Killing a tame monster.
-1 Killing a peaceful monster (sometimes).
-2 Killing a peaceful human when you are not chaotic. ("You murderer!")
-5 Killing a co-aligned unicorn.
-5 to -2 Cannibalism (eating your own species), unless an orc or a caveman.
Set to 0 Praying with negative regular luck (sometimes: "golden glow" boon)
.
-3 Praying on wrong altar.
-5 A sacrifice (not your own race) on Moloch's altars in Gehennom.
-3 Being converted by trying to convert an altar.
-1 Otherwise unsuccessful at converting altar.
+1 Successfully converting an altar.
-1 Sacrificing at another god's altar.
-1 Kicking another god's altar ("Thou shalt pay, infidel!")
-1 Trying to engrave something on another god's altar (also gives "Thou shalt pay, infidel!")
+2 Sacrificing your own race on your own chaotic altar.
-2 Sacrificing your own race on Moloch's altar.
-5 Sacrificing your own race when you aren't chaotic.
+1 Sacrificing, slightly mollifying your god, negative luck.
Set to 0 Sacrificing, mollifying your god, negative luck.
+1 Sacrificing, having a hopeful feeling, negative luck.
Set to 0 Sacrificing, reconciling, negative luck.
0 to +5 Sacrificing, god happy.
The carrying capacity, otherwise known as encumbrance, is Strength x 10. That total tells you what you can carry as equipment or magical gear. This total is adjusted when the idea total for strength is changed by stat additions or subtractions.
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 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.
The Will is used for resisting the effects cast at you and also making a difference in reduced effects from magic. This is gotten by (St + In) / 2 and rounded down. Feel free to use the stat and add a mod with the idea to form a stat mod, that is used from rolling a D20 and adding the modifier as you are with 10 or above then you succeed the will or resistance check. How you can use your Will in resisting effects, that is used by the point and this is used to subtract your Will from the amount of damage done by the other.
The Fortitude check, is formed by (St + Cn) /2 and Rounded down for ability to know when you are sick or poisoned. Used by combining the Fortitude value with a rolled D20 or acted part, this is used in comparison to a DC. Which this is done on a success and nothings wrong when the combined value is greater than the DC roll. The DC is a rolled die 20 that is where or when you think you are acting right. Otherwise, make use the stat mod and add the mod to a rolled D20, any total 10 or above is success.
The Speed, this is how fast you are in an action and makes the initiative. Calculated by (St + Dx) / 2 rounded down. How to use the speed, is to compare with other characters and whomever is faster, as in greater in speed score, goes first. A random factor that can be added to initiative, is d10 + speed.
The reflex roll, this is used to dodge things. When its used, you stop the damage and dodge attack. You form it, by the formula of (Speed + In) /2; Round down the remainder. So if you think to make a Dodge roll, compare DC with the combined value of Reflex value and a rolled D20. If the value is higher than the roll, otherwise feel free to use the reflex as though a stat and give it a stat mod. This is where you roll a d20+reflex mod, and if you roll a 10 or better then you made it. Otherwise rolling under 10 is a fail, and you didn't dodge the attack.
Charm is how well you can convince a person to create friendships and that is created points of convincing others, this is done mainly by speaking or causing the point of feeling do you get an effect by feel. Charm is created by use of a combined charisma and intelligence, then divide by two and round up the remainder. That means the formula of (Int + Cha)/2 and round up the remainder. Then record the score and get the ability mod and use that with charm effects and charm checks.
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.
Number of actions per round, this is where you can get the Intensity special ability or multitasking special ability. Then you gain 1d6 actions per round..otherwise its 1 action per round.
Time of effect; 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 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. That's unless you don't want the effect, then the effect ends. If you had a 20 focus rank, and 6 actions per round. Then, you have a 20 round effect. 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 using a trigger and word or idea, that's spoken after a successful focus skill check with a 10 or above. That's if the effect time is not mentioned for the effect.
STP is your stamina points as your character uses it. This starts at 100 stp, then reduces over time unless replenished by rest, drinking or eating. When you think to create with an action some result, the stamina will come into play, however this is a thought only and if you use t will add to the reality of the character play.
Morale starts off at 5 and is optional for gameplay. You get morale points for trying to do things. This means that the higher
the morale, the more you can increase experience. When you go below 5 for things that go wrong, then for each point below 5 you get a
-1 to your rolls. If you get 10 morale you double your experience.
The subdual damage track that's on the character sheet is optional and starts at 0. This is using nonlethal damages where all damages, that happen are now using the subdual damage track for you. Thats after you reach 0% health, then you switch to the subdual damage track instead of passing out. That's where you can rest off the damages. Nonlethal damage is based off dnd and is the negative energy that can be used for energy effects of many types. This energy is ultraviolet or ultra blue-purple and thats not seen by the human eye. Its effects are to weaken the body everytime its used for a spell, that's by adding to a nonlethal damage total where every 30% damage is 1 point. Each point causes 3 months aging repairable by healing of any sort or rest for 10 min per point. After reaching 10 points, your character dies.
The nonlethal damage listed on the character sheet is optional. The nonlethal damage, this is where each point is every 5 points STP below 0, that's 6 months aging per point repairable by resting/healing. It starts at 0.
Energy % is an optional stat, that can be used in place of Stamina (STP). The energy of the body is what comes from the things we absorb in life. It uses the area heat energy and 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% of 100%" or whatever % it is 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.
Inspiration points are inspired points of idea you get better actions from thinking about the inspiration from it. It starts at 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.
Now apply your class skills and magic skills. You start with Focus Ability and Soul Batteries. Add the special skills as listed in the character descriptions that suits your class and level, into the skill section. Treat these special skills like dnd skills as in skill point allocation adding in the leftover skill points. Put the skills in their own section for each class you have. Worker skills for a Worker and Civilian skills for the civilian. Then rename the character class as it will not be the same, except for the mage, fighting classes such as barbarian and etc. With the fighting classes not mentioned in this game you keep the same except change hit dice to d12 or d10 as needed to 100% Health. Also, you can buy skill points from the GM/DM. Offer 1000 Gold, dollars or credit per skill point and you can buy up to 4 per level raised.
Equipment is here to pick from and applied by how much you can carry or encumbrance. This is your strengthx10. Remember to subtract what you carry in weight, as you gain more stuff. A bag of holding can carry an unlimited amount of things with only the weight of the bag showing. The damages the item can do is listed in the equipped area of the character sheet. This is gotten by combining the base like 1d8 with magic damage if any, the dexterity mod, the strength mod 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 +0 for the proficiency bonus. This is where you have a 1d8 weapon base, a +5 dex mod, a +6 strength mod and a +3 accurate weapons proficiency. Altogether the dmg is 1d8+14, that your weapon can do listed right beside the equipped weapon along with the range..
BAB or base attack bonus is used to hit the target, that is where you compare a d20+BAB with the AC of the target. This is gotten by combining the Strength mod with Dexterity mod and the weapon proficiency modifier. Say you had a +4 Str mod, a +3 Dex mod and a +3 accurate weapon proficiency. This means you have a +10 to hit added to the d20 on the attack roll. When you roll a 12 and add it to the 10 BAB, you actually rolled 22 and if the foe had 15 AC, you hit for however much damage. If you had no weapon proficiency, then you'd add a -1 to the BAB instead of the accurate weapon proficiency of +3. Making +6 BAB instead.
The weapon damage is individually represented added to and per each weapon. There is melee and ranged weapons. That means melee is close up range of 5' or something and ranged is 40' or distance weapons. That's as you add the strength mod to your your weapon damage. This is where you have a 1d6 normal damage, then add to it the +4 strength mod. Allowing, a modded 1d6+4 damage you can deal. If you had no weapon proficiency, then you'd get an additional -1 penalty to the damages. Making 1d6+3 damage dealt per hit.
AC is how hard you are to hit, the armor profiency details what type of armor you can wear. That means light armor profiency allows light armor without a -1 penalty to your AC. A heavy armor proficiency allows the use of heavy armor without the -1 penalty to your AC. The AC is your Armor class, this is where you add the Dex mod, and the AC Bonus Value. Say you had light armor proficiency and a +6 Dex mod addition, then you add the 5 AC Bonus from the armor rating. That means you have a 11 AC. If you had no armor proficiency, then it'd be a -1 added to the AC for 10 AC.
If you decided to play an angel or valkyrie, deva or demon you replace the race with associated name. Don't forget to add the bonuses that are applicable as listed in the character race descriptions. Whala! you are now done and need to choose the game module or allow the DM/GM to come up with a scenario in which to play as you go. There must be a willing dm for the game module or it won't happen. For epic 20+ level characters look in the epic level handbook found in dnd resources or here at http://rpg.epizy.com/index1.htm. When you play your character. Somewhere on the character page, try to keep track of the Health %.