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| #1uglyvanMar 22, 2010 0:38:39 | the ten stats are (from CORNE sub-system a little tweaked): CORNE: Body reigns (Strength/Constitution) Technics (Dexterity/Intuition) Relationship (Presence/Tactics) Animal Nature (Survival Instinct/Empathy) Psyche (Swiftness/Memory) Strength for physical feats Constitution for toxins resistance Dexterity for tools/weapons use Intuition for magic items activation Presence for intimidate and leadership Tactics for military warfare Survival Instinct useful when combat arises Empathy for communicative abilities Swiftness for quickness and reaction time Memory for global knowledge each stat ranges from around 3 to a theorical maximum of 30; value bonus 1-6 -1 7-14 +0 15-16 +1 17-18 +2 19-20 +3 21-22 +4 23 +5 24 +6 25 +7 (following friend Tom Cruise's idea) 26 +8 27 +9 28 +10 29 +11 30 +12 well in fact stats are mere combination presenting factors based upon each definition; an example for Dexterity/Tools Use would be by annoyment (YM: - WTF Tom ? TC: - just learning to you a tournure, english tournure that you silly french folks... YM: - don't even know... TC: -... YM: - )now we all know that BASE 8 brings up a stats range 1-30: 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 12 11 14 12 15 13 16 14 18 15 20 16 21 17 24 18 25 19 28 20 30 21 32 22 35 23 36 24 40 25 42 26 48 27 49 28 56 29 64 30 sub-stats should range 1-8, so that (same thing eh?) 1-8 x 1-8 gives 1-30; now for the thirty levels: abilities are grouped among three disciplines (??) that a famous writer had presented in FASERIP Marvel Super system: it is three realms of power: Personal (Ki) , Universal (??), and Dimensional (Chi); the Ki classes: 1 -2 Thief Swiftness 2 -1 Rogue Strength 3 +0 Soldier Memory 4 +1 Fighter Dexterity 5 +2 General Tactics 6 +3 Samuraï Survival Intinct 7 +4 Monk Empathy 8 +5 Ninja Constitution 9 +6 ?? Intuition 10 +7 Brute Presence class levels have each 20 sub-levels (WTF? named Ranks ?); when you use a class level ability you roll 2d10; example: you are Ki level 3.20; the two dice are named d1 and d2 respectively; you roll dice and obtain a 1 and a 10; d1=1 and d2=10 if d1 and d2 > Realm Rank (i.e. sub-level see above) then Realm Level is decreased by 1 Level if d1<= Realm Rank or if d2<= realm Rank then Realm Level is left unchanged if d1<= Realm Rank and d2<= Realm Rank then Realm Level is increased by 1 Level if d1+d2<= Realm Rank then Realm Level is increased by 2 Levels actually realms of power range -1 to +5, so effectively give us a -2 to +7 Level range (translated in 1-10 Level Names for ease of use) now for the example: d1=1 and d2=10, level rank is .20, Ki level is 3 d1+d2=1+10=11<.20 so we get a +2 level to a base of 3 for a result of level 5 WTF you say now: we can't decide whether it's 1-10 Level 3 or -2->+7 Level 3! Well actually I was speaking of Ki level, which ranges (as with realms of power) -1 to +5 so Level reached is +5 or Pure 8 (that is, Ninja level; so, you can use a Ninja ability? Yep.) the Universal realm's classes: 1 2 Scout 3 4 Ranger 5 Bard Intuition 6 7 8 Wizard Memory 9 10 the Chi classes: 1 Coward Presence 2 Peasant Tactics 3 Drunker Constitution 4 Lord (as english lords) Strength 5 Cavalier (see Ad&d 1 Unearthed Arcana) Dexterity 6 Warlord (as in medieval Japan) Empathy 7 Paladin Intuition 8 Cleric Survival Instinct 9 Priest Memory 10 Demon Swiftness |
| #2uglyvanMar 22, 2010 0:54:49 | before you yell out saying "GUILTY! GUILTY! GUILTY!" perhaps you englishmen aren't familiar with what I called earlier "Proceed with analogy": perhaps you could understand the term "parabolic" easier (at last I hope so...) |
| #3tardyclockMar 22, 2010 0:57:14 | ... your posts are silly... |
| #4uglyvanMar 23, 2010 1:09:34 | now for FASERIP compatibility: |
| #5uglyvanMar 23, 2010 1:53:16 | now actual sub-stats might be taken in using 4E skills and 2.9E sub-stats: Strength Athletics x Physical Cohesion* Constitution Endurance x Cleansing (aka high-level Stealth)** Dexterity Balance x Aim Intuition Insight x Thievery Presence Intimidate x Leadership Tactics Bluff x Diplomacy Survival Instinct Streetwise x Dungeoneering Empathy Nature Lore x Religion Swiftness Speed Factor x Acrobatics Memory Arcana Lore (warning: the twillight zone awaits idiots) x History *physical cohesion gives you density increase i.e. physical damage reduction; **cleansing is literally "leave no trace (in french "ne laissez aucune trace") edit: Balance will mostly get replaced with the term Combat Reflexes; Acrobatics deals with a combination of Reaction Time (that is equivalent to spell casting time of earlier editions) and Reach (which speaks of THAC0 value); so perhaps Aim could be replaced with term Reach (in lieu of THAC0) and Acrobatics will be replaced with "Reaction Time" or "Time Delay Factor": Strength Athletics x Physical Cohesion Constitution Endurance x Cleansing (aka high-level Stealth) Dexterity Combat Reflexes x Reach Intuition Insight x Thievery Presence Intimidate x Leadership Tactics Bluff x Diplomacy Survival Instinct Streetwise x Dungeoneering Empathy Nature Lore x Religion Swiftness Speed Factor x Time Delay Factor Memory Arcana Lore (warning: the twillight zone awaits idiots) x History Speed Factor: act every n segments 1 act every 10 segments 2 9 3 8 4 7 5 6 6 5 7 4 8 3 a round is composed of 10 segments; ancient Ad&d veterans are used to say that in a one-minute round a low-level fighter gets usually one opportunity to lend a blow to a nearby opponent; 0-level foes can be dealt with using his fighter level instead of but one attack; furthermore, 0-level opponents have low hit points (usually less than 6hp) so it is easy to render them inoffensive with but one blow (in Unearthed Arcana from Ad&d 1st edition GG ruled that only Cavaliers could remain on a conscious level when dropped below 1hp). To define Reaction Time (or Time Delay Factor), some will think about Weapons Speed Factor; instead i will speak of Monks and their speedness: if Monks are so fast, perhaps we could also enter the speedness vs slowness contest ? I consider myself like a highspeed (hyperactive) but rather slow to react Monster; slow to react and still I have high Combat Reflexes; now "slow to react" is neighbour of low-Int monster : so, Time Delay Factor is mere Brilliance (or Cleverness); still we will use term Time Delay Factor. |
| #6NamagemMar 23, 2010 3:15:23 | Your posts are like good satire; they lead you in, give you hope that it might actually be about something sensical, and then, once you start reading it through, your hopes are crushed as you realize that it's just another uglyvan topic. |
| #7uglyvanMar 23, 2010 4:02:47 | now actual sub-stats might be taken in using 4E skills and 2.9E sub-stats: Athlectics deals with self-improvement. |
| #8tequila_sunriseMar 23, 2010 11:45:52 | (following friend Tom Cruise's idea) Best. Tangent. Ever. |
| #9uglyvanMar 24, 2010 1:54:33 | now about Time Delay Factor levels: 1 cunning 2 cute (Uglyvan's current value sub-stat level) 3 smart 4 clever 5 brilliant 6 ??? (suggest High.. ) 7 genius 8 some of my Girlfriend Ermanouvelle revealed to me yesterday that TDF deals with Initiative Levels; my (poor) usage of Initiative is: at the beginning of each round everyone rolls for Initiative in order to decide who gets to act first. With use of term Time Delay Factor we plug Initiative mit Intelligence; Intelligence is for use with Magicians; Initiative is very important when you wanna cast a spell; ... (computing data) ===>a Magician often has Good (i.e. 4) Initiative Level; in France, "prendre l'initiative" is equivalent to "taking a fief (??? Tom says it's okay fer ya ta ounderstand)"; that is a relevance of (a small) victory; resulting data on the output: you should never forget that always we might get to encounter some of us that has followed the same path that we think is the good one and to teach us a clever lesson (like yesterday when I fell from grace encountering a Paladin who launched at me a "look attack" (french "attaque de regard" ) that I had no defense against; well, neighbours were silly looking for anger from my defeated face; that helps me remember Taï-Tchi Master Tung Kaï Ying that spoke to me of "everyone being students" that I somewhat dismantled. |
| #10uglyvanMar 24, 2010 2:13:54 | complément d'information: my mother said to me two days ago that along with travels a man (or woman is his case) happens to let local people get into contact with a clear meeting ; upon result it results itself in the traveler obtaining permanent contact to the local beforementioned citizen; in so we might so think of renaming Time Delay Factor as Contacts; Contacts might interfere with Reach (Dexterity sub-stat) and aren't so useful as a sub-stat; furthermore, ( I guess ) my mother has a lot of ideas for use with the term Time Delay Factor, (french "notamment")... for example for travel through time... |
| #11uglyvanMar 24, 2010 5:34:09 | the general rules in regards with sub-stats are (from FUDGE or Angband Roguelike): 1 weak 2 mediocre 3 fair 4 good 5 excellent 6 superb 7 epic 8 legendary |
| #12bone_nagaMar 26, 2010 19:29:13 | It really never gets old. I just can't stay away. |
| #13uglyvanMar 27, 2010 2:55:38 | ohff, let's try (a little) Magic-Users classes: 1 Groom 2 Janitor 3 Cooker 4 5 Writer 6 7 8 9 10 |
| #14uglyvanMar 27, 2010 4:31:25 | Magic User Path 10 Druid constitution or empathy 9 Wanderer strength or survival instinct 8 Ruler memory or presence 7 Wizard survival instinct or intuition 6 Musician empathy 5 Writer tactics or memory 4 courtisan swiftness or presence 3 Cook presence or swiftness 2 Janitor dexterity 1 Groom intuition |
| #15uglyvanMar 27, 2010 5:01:07 | now for some coherent data: .1 = (81% x -1) + (18% x +0) + (1% x +1) + (0% x +2) ===> .1 = -81 +1 = -80 so a 1.1 path level is equal to 1 x 100 + -80 ( one full level gives you 100 points) level points 1 100 2 200 3 300 4 400 5 500 6 600 7 700 8 800 9 900 10 1000 because you begin at least on path level 1.1, you are worth at least 100 -80 =20 points for each of the three paths (Personal, Universal, and Dimensional); .1 -81+0+1+0= -80 .2 -64+0+3+2x1= -59 .3 -49+0+6+2x3= -37 .4 -36+0+10+2x6= -14 .5 -25+0+15+2x10= +10 .6 -16+0+21+2x15= +35 .7 -9+0+28+2x21= +61 .8 -4+0+36+2x28= +88 .9 -1+0+45+2x36= +116 .10 -0+0+55+2x45= +145 .11 -0+0+45+2x55= +155 .12 -0+0+36+2x64= +164 .13 -0+0+28+2x72= +172 .14 -0+0+21+2x79= +179 .15 -0+0+15+2x85= +185 .16 -0+0+10+2x90= +190 .17 -0+0+6+2x94= +194 .18 -0+0+3+2x97= +197 .19 -0+0+1+2x99= +199 .20 -0+0+0+2x100= +200 maximum reachable path's level points is 1000+200=1200 at level 10.20 Uglyvan's path levels are Brute (10.n), Cook (3.n), Warlord (6.n); points are between 920 (for 10.1) + 220 (for 3.1) + 520 (for 6.1) and 1200 (for 10.20) + 500 (for 3.20) + 800 (for 6.20) ===> 1760 <= Uglyvan <= 2500 (these are only for examples; infinite is the Universe ) |
| #16bone_nagaMar 27, 2010 10:07:01 | Ooh, cooks and janitors as classes. I can think of a few people from the 4e general forums that need to see this system. |
| #17warcolonelMar 27, 2010 10:11:14 | I keep feeling like I'm walking into the middle of a conversation between a calculator and a crossword puzzle. I know what everything means, but have no context. The most unusual thing: I think I should be able to understand what it all means. I really wouldn't be surprised if, when completed, this is a perfect version of D&D, or creates a really geeky Skynet. |
| #18oldguygamingMar 27, 2010 18:50:53 | now for some coherent data: Still waiting. |
| #19QubeMar 28, 2010 7:41:50 | UglYvan, I was just thinking. Now, the material you post, doesn't seem to be posted to be for the broader public (I try to read all threads in this homebrew forum) and your threads seem to be ... I don't know. even with an open mind, I can't understand what you're talking about. So, what I was thinking. If you're just using the forum as a way to communicate with your friends, or if they are just idea's that you can read everywhere ... the WotC forum has a new function called 'blog'. There you can post what ever you want (within the code of conduct rules of course) without any of us flaming on your threads; (or en francais (I'm thinking that's your native language; pardon my mistakes, it's been ~10 years ...,)) UglYvan, j' etais en tren de pendre ... le material que vois poste icy, je pense que ce n' es pas posté icy pour nous. Parse que, si je le lire, je ne comprais rein que tu diet. Donque, je pendrais, si to poste le material pour votre amies, ou parsque tu veux lire votre material de tout les place que tu es, le WotC forum a une noveau function 'blog'. La, tu peux poste que tu veux, sanse nous poste des post enflamoitoire ... (excusé moi pour mon francais horrible, c'etais 10 ans ce j'éé parlé le francais, et beceax plus ce j'éé l' equire ...) |
| #20uglyvanApr 01, 2010 16:55:27 | sorry, I'm a complete bull***** in computers, so it wouldn't get better if posted in blog... the CORNE sub-system makes up for coherent data: C = body reigns O = technics R = relationship N = animal nature E = psyche Uppercase is where you go to, lowercase is where you come from: Strength Co Oc Athletics Physical Cohesion Dexterity Cr Rc Combat reflexes Reach Constitution Cn Nc Endurance Cleansing Swiftness Ce Ec Speed Factor Initiative Intuition Or Ro Insight Thievery Presence On No Intimidate Leadership Tactics Oe Eo Bluff Diplomacy Survival Instinct Rn Nr Streetwise Dungeoneering Memory Re Er Arcana Lore History Empathy Ne En Nature Lore Religion ((needs to get sorted)) |
| #21uglyvanApr 01, 2010 17:05:17 | here is what I had posted as a proposal for "the future of ADOM"; replace the TEMPS sub-system with the CORNE sub-system (obviously this thread has very limited use) Technics Empathy Music Physics Steam You've got to choose up to 5 classes from the standard 20 ADOM Classes, each ranking from Level 0 (not yet a practicer) to Level 10, so that your Global Level may climb to famous Lvl 50. Each class is given one Major (10) Domain and one minor ( 6) Domain; these are fixed by the rules and depend on class type (there are 5 domains, T E M P and S), but Player is free to choose between the 3 other domains (i.e. neither M nor m ) a knowledge (3) domain (at class level 3) and one level will be given upon achieving class level 10 in a domain between the last two as a bonus domain... well take a look beneath Class Lvl 1 2 3 4 5 6 7 8 9 10 Major 10 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 minor 6 +1 +2 +3 +4 +5 +6 knowl 3 +1 +2 +3 bonus 1 +1 Furthermore, when a given Domain has but one level in it you are considered Débutant; at M 10, m 8, k 9, and b 10, you climb one Rank in your expertise : the five Ranks are Débutant, Amateur, Professionnel, Expert/Champion, and Maître. Each Domain may be chosen once as M (10), once as m (6), once as k (3) and once as b (1) ,so to climb to 20th Level in, say Steam, you must be - 10th Level in a class using intensively energy - 8th Level in a class where endurance is a factor - 9th Level in a 3rd class in which Steam is chosen as k at 3rd Level - 10th Level in a 4th class in which Steam is chosen as b at 10th level ....Global Level 37 but you may be 19th Steam level at GL 27 and you could be 16th S at but GL 18.. one thing to remember here is levels 17-20 in a domain should give lots of abilities... well we will see later if this is the case, but for the moment let us examine the 20 classes and see how we can regroup them : euh, well what are these domains anyway ? --Technics gives you lots of skills and skill levels --Empathy helps you understand the working of many things in the world, including creatures, elements, status, and classes. --Music is the key to enthousiasm, that is to say moral; with a high moral you can supercede your skill levels, and you can spend moral to achieve great deeds. --Physics lets you understand the magics of reality, giving you access to spells (each class should have a spell list with unique spells attached to it);each spell is bound to a domain. --Steam is your personal endurance reserve; with high stamina you can launch more spells, or sustain more non-critical blows. With each domain is associated a primary ability (or stat): with Technics comes Dexterity with Empathy is Charisma with Music lies Intelligence with Physics there is Wisdom with Steam is a mix of strength and constitution called Health Each ability begins in the range of -5 to +3 and can be raised up to Max(3,min(9,(Stat Domain)/2)) by spending AP (ability points) that you get with each Global Level (your GL gives you the number of AP that you get this level, i.e. if you began to play at 50th GL you should spend 1275 AP in abilities). Euh, in fact stats start at 0 and you can obtain bonus AP at the rate of 1 per negative point in a stat (but you will have to raise your stats at a later time by losing those bonus AP) There are also secondary abilities, such as --Flesh and Bones (FB), beginning at 10 points and you can purchase up to 40 levels (each level gives you +1hp oops FB). --Chaining Mastery (CM),beginning at level 0 that you can raise up to level 20. --Latency Time (LT): 20-CM; between two actions you lose min(d20,LT) segments due to your lack of control of the flow of the universe-oh oh, where did i read about that ?? Ability levels (along with Moral level) use the same table as AP from GL i.e. if you wish to have a Health of +9 you will have spent a total of 45 AP, and one super-heroic good character with 1000 points of moral is entitled to level 44 (the Maximum without magic) in every known skill or power, although he drops to level 43 after losing 15 moral - ( moral cost is 5 times (sigma rank increase) with 1 rank is 5 skill levels, and one action is resolved by rolling 1d20 + skill levels + magic( up to +6), then by dividing the total by 5 ( rounded down) and comparing the score with the rank required; i.e. if you total a 13 then you score a 2, and if you needed rank 5 and you have 5*(1+2+3) moral and it's worth it then you can succeed in your action. Grand Maximum is theorically 70 i.e. rank 14 but the toughest (level 10) spells to launch require a 60 ( and a spending of 55 Steam ahem).) - With 1275 AP you can purchase 40 levels of FB worth 820 AP 20 levels of CM worth 210 AP and 5 times 9 levels of stats worth 225 AP So there is room for a FB increaser, 4 times from *2 to *5, each time worth 5 AP, but to get one you must raise one class to 10th level ( so after reaching GL 40 you may reach 250 FB). A skill or power (s o p) requires 1 point to climb a level, but you are somewhat limited by the domain it refers to, see below Domain Level 1-4 5-9 10-13 14-16 17,18 19 20 s o p Level is DL+3 DL+4 DL+5 DL+6 DL+7 27 29 To a s o p Level you gain exceptional bonus based on Domain Lvl DL 1-4 5-9 10-13 14-16 17,18 19 20 bonus +0 +1 +2 +3 +4 +5 +6 Finally you get a bonus ( or malus) based on your stat score So, to obtain a natural +44 to a s o p you need to be 20th DL plus having spent 29 points in the s o p plus having a +9 stat. One thing to keep in mind here is that although at low level you can be a dreadful fighter but a poor wizard, at high levels you are both devastating and unbeatable... Near the end of the game, each domain will eventually have four classes attached to it, one Major, the second minor, the third being knowledge, and the fourth a bonus. Actually, each Class gives some points per level to the Domain so that one can purchase skill levels etc : --a Major Class gives 10 points per level --a minor Class is worth 6 per level --a knowledge Class but 3 per level --a bonus Class 1 per level As each class may attain 10th level, a given Domain can grow to 100+60+30+10 or 200 points. The stat associated with the Domain gives an additional stat( magic included) times Domain Level increment - max is ( +9( +6))*20) that is 300 more points. So max points should be around 500; alignment modifies this total as explained below... Player's Alignment is based on AD&D i.e. nine possibilities, see below: <-Lawful: Empathy is doubled, Steam is halved ->Chaotic: Steam is doubled, Empathy is halved /\Good: Music is doubled, Technics is halved \/Bad: Technics is doubled, Music is halved >< Neutral: Physics is doubled a True Neutral Player may get up to 1000 points in physics, and 500 points in every other Domain; every other Player will have a limitation in at least one Domain which will lower it to 250 points at best; for example, Players GL 50 with +6 enhancement in each stat will look like this: Al LG NG LN CN T 250 250 500 500 E 1000 500 1000 250 M 1000 1000 500 500 P 500 1000 1000 1000 S 250 500 250 1000 As is revealed, an extreme Alignment gives two weaknesses, while a partly Neutral is very skilled in magics. Let us now examine the 20 Classes : Tm Archer Tp Assassin Ms Barbarian Ep Bard Me Beastfighter Mp Druid Ps Elementalist Sp Farmer Ts Fighter Te Healer Se Merchant Pt Mindcrafter Es Monk Pe Necromancer Em Paladin Et Priest Mt Ranger Sm Thief St Weaponsmith Pm Wizard Say your first Class is Farmer (Sp) , then you pick Elementalist (Ps) , followed by Beastfighter (Me) , and Paladin (Em) , i tell you there's no fifth Class for you to take and you're limited to GL 40 with no great skill in Technics, i.e. no M nor m in T. Now it's time to take a look at the classes themselves : (it seems to be easier to understand any class by means of the minor Domain associated with it...) Archer : the Archer is a musician, a sort of artist and his skills are therefore associated in as doing the least damage to anything not in lock, while anyone crossing the eye of an archer is as quickly dead as if blasted by Superman's hot searing infrared superior sight. Assassin : ever heard about Kenshiro from Hokuto ? well, an assassin is the perfect killer, for he knows about physics in the realm of living body tissue.. Fighter : well, what the heck does a fighter look like nowadays? Easy, man, it's the most common army dreamer that you ever dreamed of, i.e. using technology/equipment/tools as an extension of his body.... Healer : a healer is the equivalent of a rabbi, that is to say using his understandings of the relations interacting with the line of life of his subject to give him breath back... okay, this is it for the technicians; empaths follow : Bard : a bard is a jack-of-all-trades because he knows physics - that is, he develops powers- when it is appropriate to enhance his relationship with his milieu; so he may learn about any spell, although it is not him who would dare decide what to learn at the appropriate time, of course. Monk : a monk is a monk a la Caine from 70's Kung Fu TV series, that is always at work to help eternity; in terms of play let's assume that they have access to all the metapsionics/metamagics, that is all cheats allowed by the rules ....... Paladin : a paladin is always at the right place at the dramatically right time; like a cat he is attracted by strange vibrations which always bring forth lots of change in a country. If you know about Star Wars RPG then you know what happens when you use the force at the right time : you gain force points, and a paladin has a --healing skill-- to his moral. Priest : priests ( and it is a discovery to me) bring light at the face of the world when the time has come, so they have to be free upon the choice of developing any skill available in the game. now let us appreciate the living ears of the universe : Barbarian : no, the barbarian is not a ruthless brute. He is a savage, a primitive one with lots of endurance, as red as Conan himself... well, if you ever considered the american red skins as either savage or primitive, you never heard about barbarians anyway. Happy with nature beings, uncaring of any threat and always on the road. Beastfighter : beastfighters use their near perfect sociability to wreak havoc in the heart of chaotic evil beings, using lots of gestures actually. Druid : druids are the guardians of planet earth; they have total disrespect only for themselves. High level druids have a broad range of terraforming powers, along with shapechanging facilities, which takes them away from mortals. Ranger : theorically, a ranger is a policeman, no more, no less. ---to be continued--- |
| #22Dark_StrykeApr 05, 2010 22:28:37 | To quote a popular meme "...What is this I don't even..." I was laughing hard through most of this. It's like uglyvan's brain was fused with a computer in a freak lab accident, and now the two halves are fighting for domination through the medium of web forums. I have every confidence that this is the perfect RPG, or would be, if any human being could understand it. |
| #23oldguygamingApr 05, 2010 23:50:40 | Herein lies the answer to infinite knowledge... if you can only decipher its message. |
| #24bone_nagaApr 06, 2010 11:32:36 | (obviously this thread has very limited use) |
| #25OskarOisinsonApr 19, 2010 23:14:44 | This is probably the funniest thread I've read. I feel like you're playing a (im)practical joke on the DnD community. |
| #26uglyvanJun 09, 2010 4:21:05 | résumé du topic there are three realms of power: 1 (worth 1x) The Martial realm of Power 2 (worth 2x) the Arcane realm of Power 3 (worth 4x) the Divine realm of Power 1: Martial levels and names: 10/7/spec Ninja Brute stat: Presence 9/6/spec Monk,crit Ninja Assassin stat: Intuition 8/+5/spec Samuraï,crit Monk,norm Ninja Ninja stat: Constitution 7/+4/spec General,crit Samuraï,norm Monk, fail Ninja Monk stat: empathy 6/+3/spec Fighter,crit General,norm Samuraï,fail Monk Samuraï stat: survival instinct 5/+2/spec Soldier,crit Fighter,norm General,fail Samuraï General stat: tactics 4/+1/spec Rogue, crit Soldier, norm Fighter, fail General Fighter stat: dexterity 3/+0/crit Rogue, norm Soldier, fail Fighter Soldier stat: memory 2/-1/norm Rogue, fail Soldier Rogue stat: strength 1/-2/fail Rogue Thief stat: swiftness 2: Arcane levels and names: 10/7/spec Ruler Druid stat: empathy 9/6/spec Wizard, crit Ruler Wanderer stat: survival instinct 8/+5/spec Musician, crit Wizard, norm Ruler Ruler stat: tactics 7/+4/spec Writer, crit Musician, norm Wizard, fail Ruler Wizard stat: swiftness 6/+3/spec Courtisan, crit Writer, norm Musician, fail Wizard Musician stat: dexterity 5/+2/spec Cook, crit Courtisan, norm Writer, fail Wizard Writer stat: intuition 4/+1/spec Janitor, crit Cook, norm Courtisan, fail Writer Courtisan stat: presence 3/+0/crit Janitor, norm Cook, fail Courtisan Cook stat: constitution 2/-1/norm Janitor, fail Cook Janitor stat: strength 1/-2/fail Janitor Groom stat: memory 3: Divine levels and names: 10/7/spec Cleric Demon stat: swiftness 9/6/spec Paladin, crit Cleric Priest stat: memory 8/+5/spec Warlord, crit Paladin, norm Cleric Cleric stat: survival instinct 7/+4/spec Cavalier, crit Warlord, norm Paladin, fail Cleric Paladin stat: intuition 6/+3/spec Lord, crit Cavalier, norm Warlord, fail Paladin Warlord stat: empathy 5/+2/spec Drunker, crit Lord, norm Cavalier, fail Warlord Cavalier stat: dexterity 4/+1/spec Peasant, crit Drunker, norm Lord, fail Cavalier Lord stat: strength 3/+0/crit Peasant, norm Drunker, fail Lord Drunker stat: constitution 2/-1/norm Peasant, fail Drunker Peasant stat: tactics 1/-2/fail Peasant Coward stat: presence in fact, there are only 7 levels from each of the three realms, with a variation from +2 to -1 (based on realm level's sub-level, from .1 to .20); realms' TRUE levels are therefore -1 to +5, but can vary between -2 and +7; for easier reference we rename those ten increments levels 1 to 10; but remember that unless you bear a .20 in your realm's TRUE level (which translate to "always +2" or 100% +2), the actual (figurative) level you reach varies at each of your actions; nethertheless, abilities respondig to a given figurative level and level name are not too far away in between each level gap: that is to say if you have level 5 in Divine Power, you generally act like a Cavalier, sometimes dropping to Lord and sometimes gaining abilities from Warlords and Paladins; actually there's an issue in how you declare what you want to do in the next round: 1° you might want to say "my character will try to lay on hands my fallen comrade" 2° you better say: "I wanna use a healing power to help an ally" then roll for actual level of your healing power; likewise, clerics should gain access to Raise Dead while Priests could Resurrect; Raise the Dead should be a level 9 Divine Power and Resurrect a level 10 Divine Power... ohhff I wanted to say Paladins may reach Level 9 on a spec roll (+2) while Clerics will reach Level 9 on a crit (+1) roll; and Clerics will reach Level 10 on a spec roll (and resurrect would be a Level 10 Divine Power); of course, a high level Cleric will resurrect with ease... |
| #27uglyvanJun 09, 2010 5:20:37 | well I now think previous post is actual loss of time; it will be easier to rule four power levels for each one of a realm's TRUE 7 levels; so a given character class will have four power levels for each of it's abilities... namely failure, normal use, critical use and special power score. |
| #28uglyvanJun 09, 2010 6:30:31 | so let's try this way: edit: 7 Monk edit: 6 Ninja 5 Samuraï 4 General 3 Fighter 2 Soldier 1 Rogue 7 Ruler 6 Wizard 5 Musician 4 Writer 3 Courtisan 2 Cook 1 Janitor 7 Cleric 6 Paladin 5 Warlord 4 Cavalier 3 Lord 2 Drunker 1 Peasant Well, silly of me, I thought I was a Brute; in fact I am a King (.20) of the Rogues (so I always look like a Fighter, using Strength all the time or so) I am also a good Cook, and new to the Warlord class (so .1 or .2) well my poor mother is Soldier/Janitor .20/Peasant I told her to become Drunker and to take her time in making dinner, plus learning martial arts ![]() |
| #29uglyvanJun 09, 2010 11:24:58 | then, each class would be linked to a skill: dealing with fear using Ki: 7 Monk acrobatics 6 Ninja stealth 5 Samuraï dungeoneering 4 General bluff 3 Fighter athletics 2 Soldier bureaucratics* 1 Rogue thievery dealing with energy using Mana: 7 Ruler history 6 Wizard arcana lore 5 Bard religion 4 Writer culture* 3 Courtisan insight 2 Cook cooking* 1 Janitor cleansing* dealing with breathing using Chi: 7 Cleric healing 6 Paladin perception 5 Warlord streetwise 4 Cavalier diplomacy 3 Lord intimidate 2 Drunker endurance 1 Peasant nature lore *new skills Bureaucratics: you are good in sorting data Culture: you know well what people like the most Cooking: you are a good fellow to have; one always gets well feed at your table Cleansing: you know how to leave no trace |
| #30starfire311Jun 10, 2010 22:27:16 |
you forgot shift Y |
| #31uglyvanJul 01, 2010 21:02:22 | ... or, perhaps: 1-42 constitution 1-42 dexterity 1-42 empathy 1-42 intuition 1-42 memory 1-42 presence 1-42 strength 1-42 survival instinct 1-42 swiftness 1-42 tactics each made of two 1-10 sub-stats with values labelled like 1 disabled 2 weak 3 mediocre 4 fair 5 good 6 superb 7 epic 8 legendary 9 godly 10 cosmic Martial Realm 10 Brute presence 9 Assassin intuition 8 Monk empathy 7 Ninja constitution 6 Samuraï survival instinct 5 General tactics 4 Fighter dexterity 3 Soldier memory 2 Rogue strength 1 Thief swiftness when using a Thief ability you use your swiftness score when using a Rogue ability you use swiftness or strength, whichever is lowest when using a Soldier ability, you use swiftness or strength or memory, whichever is lowest etc example: 11 constitution 14 dexterity 6 empathy 9 intuition 16 memory 16 presence 18 strength 15 survival instinct 19 swiftness 12 tactics 6 Brute presence 6 Assassin intuition 6 Monk empathy 11 Ninja constitution 12 Samuraï survival instinct 12 General tactics 14 Fighter dexterity 16 Soldier memory 18 Rogue strength 19 Thief swiftness Arcane Realm: 6 Druid empathy 9 Barbarian survival instinct 9 Ruler tactics 9 Wizard swiftness 9 Bard dexterity 9 Writer intuition 11 Courtisan presence 11 Cook constitution 16 Janitor strength 16 Groom memory Divine Realm: 6 Demon swiftness 6 Priest memory 6 Cleric survival instinct 6 Paladin intuition 6 Warlord empathy 11 Cavalier dexterity 11 Lord strength 11 Drunker constitution 12 Peasant tactics 16 Coward presence |
| #32uglyvanJul 01, 2010 21:45:02 | the FASERIP table: 1 1 Shift-0 spell level -3 (major hindrance) 3 3 Feeble spell level -2 (minor hindrance) 5 5 Poor spell level -1 (cosmetic hindrance) 7 7 Typical spell level 0 (cantrips) 12 15 Good spell level 1 16 20 Excellent spell level 2 18 25 Remarkable spell level 3 20 30 Incredible spell level 4 22 36 Amazing spell level 5 24 42 Monstrous spell level 6 25 49 Unearthly spell level 7 26 54 Shift-X spell level 8 28 60 Shift-Z spell level 9* 30 64 CL 1000 spell level 10 36 81 CL 3000 spell level 11 42 100 CL 5000 spell level 12 *example read: Ad&d stat 28, sub1 x sub2 = 60, FASERIP eqv is Shift-Z, spell level of abilities is level 9 |
| #33uglyvanJul 03, 2010 12:48:48 | CORNE C = Strength x Constitution O = Dexterity x Intuition R = Presence x Survival Instinct N = Tactics x Empathy E = Swiftness x Memory here we've got ten stats; furthermore these stats can be cut in two for a twenty sub-stat combo: Strength = Athletics x Physical Cohesion Constitution = Endurance x Cleansing Dexterity = Combat Reflexes x Reach Intuition = Insight x Thievery Presence = Intimidate x Leadership Survival Instinct = Streetwise x Dungeoneering Tactics = Bluff x Diplomacy Empathy = Nature Lore x Religion Swiftness = Speed Factor x Initiative Memory = Arcana Lore x History for the most these sub-stats come from DnD 4 skills; here are unreferenced defines: Physical Cohesion gives Damage Reduction Cleansing means you leave no trace; in effect it is equivalent to high stealth combined with high toxins resistance Combat Reflexes gives general Fighter Level Reach lets you dive deeper and deeper within an opponent's defenses like in Champions's Find Weakness Talent Leadership is like Ad&d 2.9's sub-stat of Charisma Speed Factor gives general speedness value: you get to act every n segments (a round is 10 segments long) 1 act every 10 segments 2 9 3 8 4 7 5 6 6 5 7 4 8 3 Initiative is something I dunno about; perhaps it lets you manage different fights at the same time; I only know that with a good init you have the opportunity to act first against your opponent(s); is also very important to spellcasters; well this is all basic knowledge of that sub-stat, so mine score would be weak (2) (as with other Ad&d players' score; this time again Wizards win the contest - I speak "Wizards" for they're supposed to be what they claim to be, eh? ) perhaps Initiative gives you the opportunity to manage your opponent on a successful Initiative check by taking 10 even under Combat Mode... |
| #34uglyvanJul 03, 2010 13:17:53 | alternative method to calculate your 10 stats: |