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		<id>https://wiki.rpg.net/index.php?title=Worst_RPGs_ever&amp;diff=97994</id>
		<title>Worst RPGs ever</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Worst_RPGs_ever&amp;diff=97994"/>
		<updated>2008-12-22T20:16:01Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: /* &amp;#039;&amp;#039;Spawn of Fashan&amp;#039;&amp;#039; (1981) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contemplating the worst RPG of all time is a lot like enjoying a foul wine. Not drinking it, of course. But watching another person take a sip, cackling at the expression on their face, and guffawing when they throw up all over their shoes. And then reminiscing about the half-digested spray after the fact. The exquisite pleasure of an aromatic bouquet, second-hand.&lt;br /&gt;
&lt;br /&gt;
The usual suspects in this category are rarely elevated to legendary status merely because of poorly implemented or conceptualized rules. No, candidates are often judged based on the pure offensiveness of their subject matter, naked authorial hubris on internet forums like Usenet or RPGnet, for being the conspicuous failure of an otherwise notable designer (like Gary Gygax), or for sheer gonzo wackiness; and then popularized by flame-filled threads and scathing and hyperbolically over-the-top reviews. Many of the most successful contenders could be disqualified for not being complete and playable games. And many, including the worst three, are only available electronically and never reached print.&lt;br /&gt;
&lt;br /&gt;
== The Unholy Trinity ==&lt;br /&gt;
&lt;br /&gt;
The list of the worst RPGs of all time is consistently topped by an unholy trinity: &#039;&#039;F.A.T.A.L.&#039;&#039;, &#039;&#039;Racial Holy War&#039;&#039; (&#039;&#039;RaHoWa&#039;&#039;), and &#039;&#039;HYBRID&#039;&#039;. Two of these are notorious for their sheer offensiveness, regardless of their poor design: &#039;&#039;F.A.T.A.L.&#039;&#039;, which has been called &amp;quot;the date rape RPG, without dating&amp;quot; and has a stat for a character&#039;s &amp;quot;anal circumference&amp;quot;; and the white supremacist RaHoWa set in a post-apocalyptic world where the PCs hunt down and kill racial minorities. &#039;&#039;HYBRID&#039;&#039;, while also given to racist and sexist ranting, is more noted for its utter incomprehensibility and is apparently the result of the delusional and paranoid mind of a schizophrenic. Of the three, only &#039;&#039;F.A.T.A.L.&#039;&#039; was ever sold (as a PDF) or played (despite a ridiculously ornate system); RaHoWa is not a complete game, and in any case may merely be a propaganda tool for an odious subculture; and &#039;&#039;HYBRID&#039;&#039; is just a list of nonsensical rules, despite its grandiose claim that it correctly models physical reality.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;F.A.T.A.L.&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When it first hit the fora it was greeted with derision and disbelief, with posters quoting snippets from the ruleset as “evidence” that they can&#039;t be serious, this can&#039;t be a real game, they had to be putting everyone on.  Sadly, it eventually came out that it was no joke, that Byron Hall and company were dead serious and firmly believed they had created the Greatest Game Ever (an opinion they apparently still hold).&lt;br /&gt;
&lt;br /&gt;
The short version: FATAL is over-complex, incoherent, racist, misogynist, and deviant in a bad way.  More details are in [[RPG_Lexica:GHI|the “Game That Must Not Be Named” entry]] and the links from there.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The source of the game, fatalgames.com, may have recently gone out of business. (And the consensus is &amp;quot;good riddance&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
In the first edition, &#039;&#039;F.A.T.A.L&#039;&#039; is an acronym for &amp;quot;Fantasy Adventures to Adult Lechery&amp;quot;, but this was toned down to &amp;quot;From Another Time, Another Land&amp;quot; in the second edition.&lt;br /&gt;
&lt;br /&gt;
* [http://atrocities.primaryerror.net/fatal.html &amp;quot;Fantasy Adventure To Adult Lechery (FATAL)&amp;quot;] by Jason Sartin and Darren MacLennan. The infamous review of &#039;&#039;F.A.T.A.L.&#039;&#039;. Originally posted on April 10, 2004 as an RPGnet review, but quickly pulled due to the controversy. Now hosted on Sartin&#039;s site.&lt;br /&gt;
* [[FATALReviewRebuttal]]. A copy of author Byron Hall&#039;s rebuttal of the Sartin &amp;amp; MacLennan review (originally posted at www.fatalgames.com).&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=284836 &amp;quot;FATAL: WTF?!&amp;quot;] thread on RPGnet where Byron Hall announced the availability of the rebuttal. Degenerated into a massive flamewar.&lt;br /&gt;
* [http://web.archive.org/web/20030205182630/www.fatalgames.com/fatal.html Fatal Games website], as preserved by the Wayback Machine. Includes the original pdf.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Racial Holy War&#039;&#039; (&#039;&#039;RaHoWa&#039;&#039;) ===&lt;br /&gt;
&lt;br /&gt;
The PCs play “White Warriors”, fighting against the classic &#039;enemies&#039; of racist groups: blacks, Jews, latrinos (the game uses that term), and basically everyone outside of the “Aryan ideal”--or, &#039;&#039;would&#039;&#039;, if the game had decent rules. Incomplete, racist, and stupid. &lt;br /&gt;
&lt;br /&gt;
* [http://atrocities.primaryerror.net/rahowasucks.html Racial Holy War (1st Edition)] at Primary Error. Review by Jason Sartin.&lt;br /&gt;
* [http://web.archive.org/web/20011223145057/www.wcotc.com/revm/rahowa.html &#039;&#039;Racial Holy War&#039;&#039;] preserved by the Wayback Machine. Game by Rev. Kenneth Molyneaux.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;HYBRID&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HYBRID&#039;&#039; burst into the collective gamers&#039; consciousness in the late 1990s, when a poster using the sobriquet &amp;quot;C++&amp;quot; (later &amp;quot;Matthew&amp;quot;) migrated from the comic book newsgroups, and started posting to the Usenet group rec.games.frp.super-heroes. The posts, a series of unrelated and unsequential numbered rules that conflated mathematical equations and racist and sexist screeds into an apparent (and later, stated) attempt to quantify and perfectly describe (perhaps even create) reality using comic book characters as a basis, at first caused disbelief. Yet the sheer unremitting number of posts turned the consensus into amazement and derision, which snowballed into a panoply of mocking replies in any thread that C++ graced. Combined with the almost random way the author replied to entirely unrelated threads, this caued an inenvitable effect: The newsgroup quickly died under the weight of sheer nonsense and his raving horde of anti-fans.&lt;br /&gt;
&lt;br /&gt;
C++ eventually made the jump to RPGnet, and Phillippe Tromeur (may the Supereme Gamer have mercy on his soul) collated, collected, and published the ever-growing and randomly-versioned game (using the term &amp;quot;game&amp;quot; in the loosest of all possible senses) on the web, perpetuating and enshrining the Wonderlandian nonsensical and night-Lovecraftian work of love (or at least obsessive compulsion) for all to view.&lt;br /&gt;
&lt;br /&gt;
The attempt to create one ruleset to simulate the whole of reality using comics is most probably a schizophrenic&#039;s cry for help &amp;amp;mdash; or possibly an extended game of Nomic gone berserk. No one&#039;s entirely sure, including the author if the text is any indication. Probably (no &amp;amp;mdash; absolutely, 100%, totally) not playable, but here because it is, after all, an attempt at a game by someone who seems to have no idea what an rpg is.&lt;br /&gt;
&lt;br /&gt;
* [http://philippe.tromeur.free.fr/hybrid.htm &#039;&#039;HYBRID&#039;&#039;] hosted by Phillippe Tromeur. Game by Matthew a.k.a. C++.&lt;br /&gt;
* [http://atrocities.primaryerror.net/hybrid.html &amp;quot;HYBRID (V 0.3)&amp;quot;] at Primary Error. Review by Jason Sartin.&lt;br /&gt;
&lt;br /&gt;
== Also-rans ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;The Adventures of Indiana Jones Role-Playing Game&#039;&#039; (1984) === &lt;br /&gt;
&lt;br /&gt;
This game generated the false rumor that TSR had tried to trademark &#039;Nazi&#039;. One of the most astonishingly limited RPGs ever published: you can only play a short list of characters from the films, there are no character generation rules in the boxed set (though rules were included in the Judge&#039;s Screen accessory), and adventure formats were similarly sparse. Some of these features might be excused if the game was thought of as deliberately &#039;introductory&#039; in nature, but the fact is, it sucked. This is not be confused with 1994&#039;s &#039;&#039;The World of Indiana Jones&#039;&#039; by West End Games.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Cyborg Commando&#039;&#039; (1987) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cyborg Commando&#039;&#039; has reached iconic status primarily because of the name on the cover: Gary Gygax. After his departure from TSR, Gygax founded New Infinities Productions, Inc. and published &#039;&#039;Cyborg&#039;&#039; in 1987, with fellow luminaries Kim Mohan and Frank Mentzer. The game designers, rooted in the trends of the 1970s, attempted to create a game adopting the dark sensibilities then in vogue in the 1980s. The result is an implausible game about cyborgs who fight alien invaders (&amp;quot;Xenoborgs&amp;quot;) by shooting lasers from their fingers with a wonky mechanic.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Empire of Satanis&#039;&#039; (2005) ===&lt;br /&gt;
&lt;br /&gt;
The author of Satanis, Darrick Dishaw, described his game in the RPGnet forums as a &amp;quot;dark fantasy RPG inspired by H.P. Lovecraft, Thomas Ligotti, Hellraiser, and [his] own nightmares.&amp;quot; What players who cracked open the game found was a mess of a game whose major reason for existing was to be as &amp;quot;rebellious&amp;quot; and &amp;quot;dark&amp;quot; as a 14-year-old proto-Goth. The system was a competent enough spin on d6, but the setting killed the interest for a number of reviewers, who just didn&#039;t see a reason for playing beings of pure evil who scheme in a hell dimension and occasionally go out and torment humans. Dishaw didn&#039;t help matters much; the self-proclaimed Satanist and &amp;quot;Cthulhu Cultist&amp;quot; (believing that beings made up by H.P. Lovecraft were representational imagery of &#039;&#039;real&#039;&#039; Things That Should Not Be) actually tried to levy a curse against all those who panned his game on the RPGnet forums. An interesting idea that had already been portrayed by In Nomine in a more well-rounded fashion, and which wasn&#039;t at all helped by the eccentricites of the author.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;K.A.B.A.L.&#039;&#039; (&#039;&#039;Knights and Berserkers and Legerdemain&#039;&#039;, 1980) ===&lt;br /&gt;
&lt;br /&gt;
One of the first RPG&#039;s to follow in the wake of original D&amp;amp;D, and arguably the hobby&#039;s first unmitigated flop.&lt;br /&gt;
&lt;br /&gt;
=== Leading Edge Games ===&lt;br /&gt;
&lt;br /&gt;
(insert desc here)&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;SenZar&#039;&#039; (1995) ===&lt;br /&gt;
&lt;br /&gt;
This fantasy RPG became infamous after a 1996 usenet incident where the creators overhyped the game, going as far as using sock puppet accounts to attack the inevitable critics. As with World of Synnibarr, SenZar was once considered by many RPGnet denizens the worst RPG ever, but this antipathy has largely been redirected against FATAL. The game itself is surprisingly playable, having more elegant rules and fewer restrictions than most class/level games, and arguably doesn&#039;t belong in any list of terrible games. Nonetheless, it still has elements that an average gamer might object to, such as its open encouragement of powergaming, the lack of balance among the professions/classes, the rather juvenile writing, or the fetish for all things heavy metal.&lt;br /&gt;
&lt;br /&gt;
Reviews on RPGnet:&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_2265.html &amp;quot;SenZar&amp;quot;] by David Edelstein.&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_3161.html &amp;quot;SenZar, 1st Edition]&amp;quot; by Jason Sartin.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Spawn of Fashan&#039;&#039; (1981) ===&lt;br /&gt;
&lt;br /&gt;
From the early years of the hobby, overcomplex to the point of being incomprehensible and so bad that some gamers insisted it had to be a deliberate satire. Including notable game designer and author of &#039;&#039;Heroic Worlds&#039;&#039; Lawrence Schick, who wrote a scathing review in &#039;&#039;Dragon&#039;&#039; magazine #60, concluding that the game was so terrible it just &#039;&#039;had&#039;&#039; to be a deliberate parody. Its legacy (such as it is) as one of the first truly terrible games catapulted it into the limelight (being of course pre-World Wide Web, more efficient means of propulsion like those that secured the notoriety of the much later &#039;&#039;F.A.T.A.L.&#039;&#039; were simply not available). of Lawrence R. Raimonda&#039;s &amp;quot;U 2 Can Earn Big Bux!&amp;quot; article in &#039;&#039;Dragon&#039;&#039; #128 which classifies roleplayers into &amp;quot;Real Men, Real Roleplayers, Munchkins, and Loonies&amp;quot; listed &#039;&#039;Spawn of Fashan&#039;&#039; as the preferred game for Loonies. The popular success of the article, and its (much-)subsequent proliferation as a minor internet meme (many variations on the original are available via friendly neighborhood search engines), ensured that the game&#039;s reputation survived into the digital era.&lt;br /&gt;
&lt;br /&gt;
Reviews on RPGnet:&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_6157.html The Spawn of Fashan] by Roger M. Wilcox&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;The World of Synnibarr&#039;&#039; (1991) === &lt;br /&gt;
&lt;br /&gt;
This science fantasy RPG is among the most legendary examples of mass &amp;quot;worst game ever!&amp;quot; sentiment, and has been mocked both for its surreal setting (every time Synnibarr comes up in discussion, &#039;&#039;someone&#039;&#039; just has to mention the flying grizzly bears with laser beam eyes) and incredibly complex rules (which go as far as providing an equation for how hard you can exhale!). This reputation was not helped by creator Raven c.s. McCracken&#039;s hostility towards the game&#039;s critics in the early 90&#039;s. These days, however, Mr. McCracken is more friendly (he even got along with Darren MacLennan at Origins 2003, despite the latter&#039;s previous vitriol), and many people feel FATAL is more deserving of &amp;quot;worst game ever&amp;quot; status than Synnibarr ever was. A few gamers even enjoy the game&#039;s silliness in an Ed Wood/&#039;&#039;Plan 9 From Outer Space&#039;&#039; way.&lt;br /&gt;
&lt;br /&gt;
Review on RPGnet:&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_2002.html &amp;quot;The World of Synnibarr&amp;quot;] by Craig Warren.&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_372.html &amp;quot;The World of Synnibarr&amp;quot;] by Bradford C. Walker.&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_4762.html &amp;quot;The World of Synnibarr&amp;quot;] by Darren MacLennan.&lt;br /&gt;
* [http://www.rpg.net/reviews/archive/10/10564.phtml &amp;quot;The World of Synnibarr&amp;quot;] by Roger Mier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Wraeththu&#039;&#039; (2005) ===&lt;br /&gt;
&lt;br /&gt;
At the top of the “bizarre setting” list is this game, based on a series of novels by Storm Constantine (although it has been shown that the RPG is a seriously inaccurate adaptation).  The Wraeththu are hermaphrodite bishonen ubermenschen who are apparently slowly taking over the Earth—and, along the way, converting the occasional human into one of them by transfusing blood into them.  Oh yeah, there are only male Wraeththu—and their genitalia look like flowers or anemones. (Hence the name I&#039;m trying to popularize for it, MHLD, for Mr. Happy Looks Different.)&lt;br /&gt;
&lt;br /&gt;
The apparently decorative flower on the cover of the core rulebook is, well, not. A flower, that is. The embellishment makes &#039;&#039;Wraeththu: From Enchantment to Fulfilment&#039;&#039; perhaps the only RPG with a penis prominently displayed on the front cover.&lt;br /&gt;
&lt;br /&gt;
Though the setting is what most people remember about Wraeththu, it is quite closely modelled on the series of novels that it is based on. It is more the system that is at fault here than the campaign world, which is precisely what it set out to be - a fanguide to a set of obscure pseudo-homoerotic fantasies written by Storm Constantine. The novels have their own cult following. The rules on the other hand include such wonderful faux pas as chainmail armour that provides complete protection from flamethrower damage, collision rules that would result in instant death from kicking a stationary car, falling rules that would have the average human killed every time he tripped, magic rules that were blatantly stolen from the original Mage RPG by White Wolf, and a general system so entirely unsuited to its subject matter that it&#039;s somewhat akin to grafting D&amp;amp;D&#039;s mechanics onto an episode of Love Story.&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=244590 &amp;quot;This is the Wraeththu review you&#039;ve been waiting for...&amp;quot;] thread on RPGnet. Review by Darren MacLennan.&lt;br /&gt;
* [http://jrients.blogspot.com/2005/07/wraeththu-report.html &amp;quot;The Wraeththu Report&amp;quot;] on Blogspot. Jeff Rients review, announced in [http://forum.rpg.net/showthread.php?t=206244 this thread] on RPGnet. More positive than McLennan&#039;s.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Zarrakan&#039;&#039; (1997?) === &lt;br /&gt;
&lt;br /&gt;
The author of &#039;&#039;Zarrakan: Where the Adventure Never Ends&#039;&#039; started his posting career on RPGnet in January 2008, resurrecting a five-year old thread entitled &amp;quot;Zarrakan - Is This For Real?&amp;quot; by making a personal attack against the critic. After several more critical posts, and several personal attacks in reply the author gloated that the thread was generating additional hits on his website, and was promptly banned.&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=31715 &amp;quot;Zarrakan - Is This For Real?&amp;quot;] thread on RPGnet. The 2003 thread was resurrected by the author in 2008, and later locked.&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User:Almafeta/Mech_A_RPG_contest_reviews&amp;diff=11494</id>
		<title>User:Almafeta/Mech A RPG contest reviews</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User:Almafeta/Mech_A_RPG_contest_reviews&amp;diff=11494"/>
		<updated>2005-08-04T21:20:43Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am in the middle of ranking the various other entries in the Mech A RPG.&lt;br /&gt;
&lt;br /&gt;
For the sake of curtosey, I automatically place myself at 0 in every category, but to be honest, I didn&#039;t enter this contest seriously thinking I&#039;d win it...  it was mostly to see whether or not I could design a RPG without a trace of &#039;furriness&#039; in it.  That it&#039;s unfinished isn&#039;t that important, it&#039;s a success in my eyes.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;i&amp;gt;This page is still being written...  [[User:Almafeta|Almafeta]] 14:20, 4 Aug 2005 (PDT)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chargen==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dreadful Tide:&amp;lt;/b&amp;gt;  Dreadful Tide is pointgen, on a reasonable budget of 100 points.  The &#039;attributes&#039; are Shadowrun-style dice pools that refresh every round:  Combat, Social, Technical, Movement.  (Shades of Instant Fuzion!)  Skills are the Target Numbers you must roll equal to or less on from dice you spend from those pools.  Pools range from 1 to 10, while Skills range from 1 to 9.  A nice full list of special abilities follows, including Unkillable (15 points).  A number of templates are included.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Extinction:&amp;lt;/b&amp;gt;  Chargen is point-build attributes (20 points among Prowess, Agility, Endurance, IQ, and Charm) and Palladium-style limited skill selection, as well as selecting a Code, Loyalty, and Quest.  Curiously, you also build a &#039;stronghold&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guerilla Earth:&amp;lt;/b&amp;gt;  Chargen is point-buy, spending 200 points among four percentile attributes (the classic Body/Grace/Mind/Spirit split).  Derived attributes include Anima (basically CoC-style sanity), Health (which, curiously, is based on Anima+Health/2), and Power (for espers).  Skills are (Mind+Dexterity/10) skill points, with each skill point (up to 5) adding 10% to a base to get your level of skill.  (Why not just have Mind+Dexterity skill points, up to +50%?)  Specializations are worth 15% per skill point, not 10%.  Cybernetics and psi are bought with points.  A decent number of templates are included.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mecha Wars:&amp;lt;/b&amp;gt;  Odd combination of triangle-number and percentile system (all stats start at 10, cost to improve by 1 is equal to new attribute&#039;s tens digit).  With 800 (!) points to divide among 9 attributes, that&#039;s an average attribute of 47...  but you can just roll d% instead, which I strongly suggest.  You get INT*10 skill points, and 1 skill point buys +1 in a skill.&lt;br /&gt;
&lt;br /&gt;
*4 points:  Guerilla Earth&lt;br /&gt;
*3 points:  Mecha Wars&lt;br /&gt;
*2 points:  Dreadful Tide&lt;br /&gt;
*1 point:  Extinction&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dreadful Tide:&amp;lt;/b&amp;gt;  Combat assumes a dot matrix over a map -- creative, I&#039;ve never seen anything like this before.  Humans and mecha take damage in a universal penalty chart; 10 hits destroys anything.  Damage is in three scales:  &#039;human&#039; (x1), &#039;mecha&#039; (x10), and &#039;starship&#039; (x100).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Extinction:&amp;lt;/b&amp;gt;  Initiative is creative, with skill checks being used to change your order in battle.  Energy points are spent, then it&#039;s hit-me-hit-you.  Shields subtract damage, then it comes off of Armor, and then stats (lowering Juice makes is less speedy, lowering Payload destroys items on it).  Human combat isn&#039;t fleshed out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guerilla Earth:&amp;lt;/b&amp;gt;  Standard I-hit-you, you-hit-me combat, with one notable exception:  Critical hit rules.  10% of all rolls are criticals; critical successes take the target out of the fight; critical failures take the attacker out of the fight.  Defense is rare, with dodges only being allowed if you haven&#039;t moved so far in a turn.  Interestingly, while in a mecha, &amp;lt;i&amp;gt;Will&amp;lt;/i&amp;gt; is used to dodge or defend -- a nice way to keep Dexterity from becoming too powerful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mecha Wars:&amp;lt;/b&amp;gt;  Interestingly, Movement is done in &amp;lt;i&amp;gt;reverse&amp;lt;/i&amp;gt; initiative, and attacks are done in normal initiative -- a nice way of showing how important Initiative is.  Mecha power up with EP; attacks are &#039;Weapon Effectiveness Rating&#039; + 1d10 versus &#039;Armor Factor&#039; + 1d10; essentially, a random armor effectiveness system, adding another roll between the attack roll and damage dealing.&lt;br /&gt;
&lt;br /&gt;
*4 points:  Dreadful Tide&lt;br /&gt;
*3 points:  Mecha Wars&lt;br /&gt;
*2 points:  Extinction&lt;br /&gt;
*1 point:  Guerilla Earth&lt;br /&gt;
&lt;br /&gt;
==Completeness==&lt;br /&gt;
Completeness counts double.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dreadful Tide:&amp;lt;/b&amp;gt;  Holy cow.  Far and away the victor in this category, it&#039;s 95 dense pages of stuff -- they made a commercial RPG without telling anyone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Extinction:&amp;lt;/b&amp;gt;  Extinction hits the 32-page goal exactly, which is worth a mention.  However, it seems a little light on the content.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guerilla Earth:&amp;lt;/b&amp;gt;  60 pages of content.  Includes psi, sample mecha...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mecha Wars:&amp;lt;/b&amp;gt;  It&#039;s very heavy on the fiction and the background (14/37 pages), and it loses for it.&lt;br /&gt;
&lt;br /&gt;
*8 points:  Dreadful Tide&lt;br /&gt;
*6 points:  Guerilla Earth&lt;br /&gt;
*4 points:  Extinction&lt;br /&gt;
*2 points:  Mecha Wars&lt;br /&gt;
&lt;br /&gt;
==Layout and Formatting==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dreadful Tide:&amp;lt;/b&amp;gt;  Near-professional layout; some problems with table formatting, and some problems with tables or art going too close to the edge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Extinction:&amp;lt;/b&amp;gt;  Professional layout -- shouldn&#039;t this guy be working for White Wolf?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guerilla Earth:&amp;lt;/b&amp;gt;  Page numbers in the table of contents have nothing to do with the page numbers the information is on.  It&#039;s formatted in landscape format.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mecha Wars:&amp;lt;/b&amp;gt;  Okay layout in the beginning, but the layout becomes more and more unwieldly towards the end.&lt;br /&gt;
&lt;br /&gt;
*4 points:  Extinction&lt;br /&gt;
*3 points:  Dreadful Tide&lt;br /&gt;
*2 points:  Mecha Wars&lt;br /&gt;
*1 point:  Guerilla Earth&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Mechgen&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
Setting counts double.&lt;br /&gt;
&lt;br /&gt;
==System Design==&lt;br /&gt;
&lt;br /&gt;
==Totals==&lt;br /&gt;
1st:  Dreadful Tide (17 points)&lt;br /&gt;
2nd:  Guerilla Earth (15 points)&lt;br /&gt;
3rd (tie):  Extinction (10 points)&lt;br /&gt;
3rd (tie):  Mecha Wars (10 points)&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User:Almafeta/Mech_A_RPG_contest_reviews&amp;diff=5428</id>
		<title>User:Almafeta/Mech A RPG contest reviews</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User:Almafeta/Mech_A_RPG_contest_reviews&amp;diff=5428"/>
		<updated>2005-08-04T20:49:17Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am in the middle of ranking the various other entries in the Mech A RPG.&lt;br /&gt;
&lt;br /&gt;
For the sake of curtosey, I automatically place myself at 0 in every category, but to be honest, I didn&#039;t enter this contest seriously thinking I&#039;d win it...  it was mostly to see whether or not I could design a RPG without a trace of &#039;furriness&#039; in it.  That it&#039;s unfinished isn&#039;t that important, it&#039;s a success in my eyes.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;i&amp;gt;This page is still being written...  [[User:Almafeta|Almafeta]] 02:52, 4 Aug 2005 (PDT)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chargen==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dreadful Tide:&amp;lt;/b&amp;gt;  Dreadful Tide is pointgen, on a reasonable budget of 100 points.  The &#039;attributes&#039; are Shadowrun-style dice pools that refresh every round:  Combat, Social, Technical, Movement.  (Shades of Instant Fuzion!)  Skills are the Target Numbers you must roll equal to or less on from dice you spend from those pools.  Pools range from 1 to 10, while Skills range from 1 to 9.  A nice full list of special abilities follows, including Unkillable (15 points).  A number of templates are included.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Extinction:&amp;lt;/b&amp;gt;  Chargen is point-build attributes (20 points among Prowess, Agility, Endurance, IQ, and Charm) and Palladium-style limited skill selection, as well as selecting a Code, Loyalty, and Quest.  Curiously, you also build a &#039;stronghold&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guerilla Earth:&amp;lt;/b&amp;gt;  Chargen is point-buy, spending 200 points among four percentile attributes (the classic Body/Grace/Mind/Spirit split).  Derived attributes include Anima (basically CoC-style sanity), Health (which, curiously, is based on Anima+Health/2), and Power (for espers).  Skills are (Mind+Dexterity/10) skill points, with each skill point (up to 5) adding 10% to a base to get your level of skill.  (Why not just have Mind+Dexterity skill points, up to +50%?)  Specializations are worth 15% per skill point, not 10%.  Cybernetics and psi are bought with points.  A decent number of templates are included.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mecha Wars:&amp;lt;/b&amp;gt;  Odd combination of triangle-number and percentile system (all stats start at 10, cost to improve by 1 is equal to new attribute&#039;s tens digit).  With 800 (!) points to divide among 9 attributes, that&#039;s an average attribute of 47...  but you can just roll d% instead, which I strongly suggest.  You get INT*10 skill points, and 1 skill point buys +1 in a skill.&lt;br /&gt;
&lt;br /&gt;
*4 points:  Guerilla Earth&lt;br /&gt;
*3 points:  Mecha Wars&lt;br /&gt;
*2 points:  Dreadful Tide&lt;br /&gt;
*1 point:  Extinction&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
==Completeness==&lt;br /&gt;
Completeness counts double.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dreadful Tide:&amp;lt;/b&amp;gt;  Holy cow.  Far and away the victor in this category, it&#039;s 95 dense pages of stuff -- they made a commercial RPG without telling anyone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Extinction:&amp;lt;/b&amp;gt;  Extinction hits the 32-page goal exactly.  However, it seems a little light on the content.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guerilla Earth:&amp;lt;/b&amp;gt;  60 pages of content.  Includes psi, sample mecha...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mecha Wars:&amp;lt;/b&amp;gt;  It&#039;s very heavy on the fiction and the background (14/37 pages), and it loses for it.&lt;br /&gt;
&lt;br /&gt;
*8 points:  Dreadful Tide&lt;br /&gt;
*6 points:  Guerilla Earth&lt;br /&gt;
*4 points:  Extinction&lt;br /&gt;
*2 points:  Mecha Wars&lt;br /&gt;
&lt;br /&gt;
==Layout and Formatting==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dreadful Tide:&amp;lt;/b&amp;gt;  Near-professional layout; some problems with table formatting, and some problems with tables or art going too close to the edge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Extinction:&amp;lt;/b&amp;gt;  Professional layout -- shouldn&#039;t this guy be working for White Wolf?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guerilla Earth:&amp;lt;/b&amp;gt;  Page numbers in the table of contents have nothing to do with the page numbers the information is on.  It&#039;s formatted in landscape format.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mecha Wars:&amp;lt;/b&amp;gt;  Okay layout in the beginning, but the layout becomes more and more unwieldly towards the end.&lt;br /&gt;
&lt;br /&gt;
*4 points:  Extinction&lt;br /&gt;
*3 points:  Dreadful Tide&lt;br /&gt;
*2 points:  Mecha Wars&lt;br /&gt;
*1 point:  Guerilla Earth&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Mechgen&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
Setting counts double.&lt;br /&gt;
&lt;br /&gt;
==System Design==&lt;br /&gt;
&lt;br /&gt;
==Totals==&lt;br /&gt;
#Dreadful Tide:  13 points.&lt;br /&gt;
#Guerilla Earth:  11 points.&lt;br /&gt;
#Extinction:  9 points.&lt;br /&gt;
#Mecha Wars:  7 points.&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User:Almafeta/Mech_A_RPG_contest_reviews&amp;diff=5416</id>
		<title>User:Almafeta/Mech A RPG contest reviews</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User:Almafeta/Mech_A_RPG_contest_reviews&amp;diff=5416"/>
		<updated>2005-08-04T20:21:15Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: Update for layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am in the middle of ranking the various other entries in the Mech A RPG.&lt;br /&gt;
&lt;br /&gt;
For the sake of curtosey, I automatically place myself at 0 in every category, but to be honest, I didn&#039;t enter this contest seriously thinking I&#039;d win it...  it was mostly to see whether or not I could design a RPG without a trace of &#039;furriness&#039; in it.  That it&#039;s unfinished isn&#039;t that important, it&#039;s a success in my eyes.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;i&amp;gt;This page is still being written...  [[User:Almafeta|Almafeta]] 02:52, 4 Aug 2005 (PDT)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chargen==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
==Completeness==&lt;br /&gt;
Completeness counts double.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dreadful Tide:&amp;lt;/b&amp;gt;  Holy cow.  Far and away the victor in this category, it&#039;s 95 dense pages of stuff -- they made a commercial RPG without telling anyone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Extinction:&amp;lt;/b&amp;gt;  Extinction hits the 32-page goal exactly.  However, it seems a little light on the content.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guerilla Earth:&amp;lt;/b&amp;gt;  60 pages of content.  Includes psi, sample mecha...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mecha Wars:&amp;lt;/b&amp;gt;  It&#039;s very heavy on the fiction and the background (14/37 pages), and it loses for it.&lt;br /&gt;
&lt;br /&gt;
*8 points:  Dreadful Tide&lt;br /&gt;
*6 points:  Guerilla Earth&lt;br /&gt;
*4 points:  Extinction&lt;br /&gt;
*2 points:  Mecha Wars&lt;br /&gt;
&lt;br /&gt;
==Layout and Formatting==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dreadful Tide:&amp;lt;/b&amp;gt;  Near-professional layout; some problems with table formatting, and some problems with tables or art going too close to the edge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Extinction:&amp;lt;/b&amp;gt;  Professional layout -- shouldn&#039;t this guy be working for White Wolf?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guerilla Earth:&amp;lt;/b&amp;gt;  Two words:  Landscape format.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mecha Wars:&amp;lt;/b&amp;gt;  Okay layout in the beginning, but the layout becomes more and more unwieldly towards the end.&lt;br /&gt;
&lt;br /&gt;
*4 points:  Extinction&lt;br /&gt;
*3 points:  Dreadful Tide&lt;br /&gt;
*2 points:  Mecha Wars&lt;br /&gt;
*1 point:  Guerilla Earth&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Mechgen&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
Setting counts double.&lt;br /&gt;
&lt;br /&gt;
==System Design==&lt;br /&gt;
&lt;br /&gt;
==Totals==&lt;br /&gt;
#Dreadful Tide:  11 points.&lt;br /&gt;
#Extinction:  8 points.&lt;br /&gt;
#Guerilla Earth:  7 points.&lt;br /&gt;
#Mecha Wars:  4 points.&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User:Almafeta/Mech_A_RPG_contest_reviews&amp;diff=5410</id>
		<title>User:Almafeta/Mech A RPG contest reviews</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User:Almafeta/Mech_A_RPG_contest_reviews&amp;diff=5410"/>
		<updated>2005-08-04T09:52:42Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: Saving page early because computer is starting to mess up...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am in the middle of ranking the various other entries in the Mech A RPG.&lt;br /&gt;
&lt;br /&gt;
For the sake of curtosey, I automatically place myself at 0 in every category, but to be honest, I didn&#039;t enter this contest seriously thinking I&#039;d win it...  it was mostly to see whether or not I could design a RPG without a trace of &#039;furriness&#039; in it.  That it&#039;s unfinished isn&#039;t that important, it&#039;s a success in my eyes.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;i&amp;gt;This page is still being written...  [[User:Almafeta|Almafeta]] 02:52, 4 Aug 2005 (PDT)&amp;lt;/i&amp;gt;&lt;br /&gt;
==Chargen==&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
Content counts double.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dreadful Tide:&amp;lt;/b&amp;gt;  Holy cow.  Far and away the victor in this category, it&#039;s 95 dense pages of stuff -- they made a commercial RPG without telling anyone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Extinction:&amp;lt;/b&amp;gt;  Extinction hits the 32-page goal exactly.  However, it seems a little light on the content.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guerilla Earth:&amp;lt;/b&amp;gt;  60 pages of content.  Includes psi, sample mecha...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mecha Wars:&amp;lt;/b&amp;gt;  It&#039;s very heavy on the fiction and the background (14/37 pages), and it loses for it.&lt;br /&gt;
&lt;br /&gt;
*8 points:  Dreadful Tide&lt;br /&gt;
*6 points:  Guerilla Earth&lt;br /&gt;
*4 points:  Extinction&lt;br /&gt;
*2 points:  Mecha Wars&lt;br /&gt;
&lt;br /&gt;
==Layout and Formatting==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guerilla Earth:&amp;lt;/b&amp;gt;  Two words:  Landscape format.&lt;br /&gt;
&lt;br /&gt;
*1 point:  Guerilla Earth&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Mechgen&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
Setting counts double.&lt;br /&gt;
&lt;br /&gt;
==Totals==&lt;br /&gt;
#Dreadful Tide:  8 points.&lt;br /&gt;
#Guerilla Earth:  6 points.&lt;br /&gt;
#Extinction:  4 points.&lt;br /&gt;
#Mecha Wars:  2 points.&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User:Almafeta&amp;diff=9791</id>
		<title>User:Almafeta</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User:Almafeta&amp;diff=9791"/>
		<updated>2005-08-04T09:18:17Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a meek skunk, not much else.  I&#039;m an administrator over at [http://ia.wikipedia.org/wiki/Usator:Almafeta Wikipedia], I might as well WikiRPGnet.  You can look at my [http://www.rpg.net/reviews/search-review.phtml?reviewerName=Shanya+Almafeta RPGnet reviews] or my [http://www.furnation.com/almafeta homepage] if you want to.&lt;br /&gt;
&lt;br /&gt;
My first project here was [[TEARZ:Main Page|TEARZ]], a scathingly satiric RPG, which had the happy distinction of being this Wiki&#039;s first multi-user project, and also the unfortunate distinction of being the target of the wiki&#039;s first cases of vandalism.  Later, I added [[IrradiatedFur:Main Page|Irradiated Fur]], a anthropomorphic apocalypse RPG.  Right now, I&#039;m occasionally submitting to the [[RPG Lexica:Main Page|RPG Lexica]].&lt;br /&gt;
&lt;br /&gt;
====Subpages====&lt;br /&gt;
*[[User:Almafeta/Mech A RPG contest reviews]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Category_talk:Character_Development&amp;diff=10485</id>
		<title>Category talk:Character Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Category_talk:Character_Development&amp;diff=10485"/>
		<updated>2005-07-13T12:30:57Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: We don&amp;#039;t need any of that here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=List_of_24_Hour_RPGs_by_rating&amp;diff=10483</id>
		<title>List of 24 Hour RPGs by rating</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=List_of_24_Hour_RPGs_by_rating&amp;diff=10483"/>
		<updated>2005-07-12T14:05:42Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of all 24-hour RPGs, and the ratings given to them by Evangelos Paliatseas, the most prolific reviewer of 24 Hour RPGs.&lt;br /&gt;
&lt;br /&gt;
These reflect his tastes more than anything else, and are not always indicitave of interest -- for example, vs. Monsters has been made into a print RPG, but got &#039;only&#039; 20 out of 30.  However, you&#039;ve got to grant that they&#039;re well-written and do explain their games well.&lt;br /&gt;
&lt;br /&gt;
According to Evan, 5/30 is an F, 10/30 is a D, 15/30 is a C, 20/30 is a B, and 30/30 is an A.  The ratings technically may go from 0 to 36, but neither extreme has yet been reached.&lt;br /&gt;
&lt;br /&gt;
==The List==&lt;br /&gt;
Listings are descending by numeric rating, then alphabetic.  The listing is numbered so that percentile ranks can be computed, if desired.  Links lead to the review; all 24-hour RPGs can be viewed at [http://www.24hourrpg.com the 24 hour RPG website].&lt;br /&gt;
&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/10/10565.phtml Once Upon A Time And Long Ago], by Jeffery S. Schecter.&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/10/10542.phtml PACE], by Fred Hicks.&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/11/11276.phtml Piledrivers and Powerbombs], by Joe Prince.&lt;br /&gt;
#*Now a commercial RPG only, at [http://www.rpgnow.com/product_info.php?products_id=4459 RPGnow].&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/11/11401.phtml Wandering Monster High School], by Kynn Bartlett.&lt;br /&gt;
#26:  [http://www.rpg.net/reviews/archive/11/11240.phtml The Hidden World], by Manu Saxena.&lt;br /&gt;
#26:  [http://www.rpg.net/reviews/archive/11/11357.phtml Immaculate], by Michael Walton.&lt;br /&gt;
#25:  [http://www.rpg.net/reviews/archive/11/11401.phtml The Last Human], by Nathan Russel.&lt;br /&gt;
#24:  [http://www.rpg.net/reviews/archive/10/10632.phtml Above The Earth], by Bryant Durrel.&lt;br /&gt;
#23:  [http://www.rpg.net/reviews/archive/11/11262.phtml Salome], by Ivan Ewert.&lt;br /&gt;
#23:  [http://www.rpg.net/reviews/archive/11/11401.phtml Sky Ace], by Jeff Moore.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/11/11401.phtml Dungeon Squad], by Jason Morningstar.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/10/10632.phtml Karbon], by Jason A. Petrasko.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/11/11262.phtml The Monitors], by Sandy Antunes.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/11/11357.phtml Thou Spy Hath Embrangled Me], by Jennifer Diane Reitz.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/10/10542.phtml Ye Olde West], by James Bore.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/10/10565.phtml Dreamscape], by Simon Washburn.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/11/11401.phtml Frankengame], by Christopher Taylor.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/10/10565.phtml Price of Power], by Brett M. Bernstein.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/10/10632.phtml Young Gods of Old Egypt], by Frank Sronce.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/10/10632.phtml The Last Days of Atlantis], by John Frazer.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/11/11357.phtml Lost in Smaragdis], by Daniel R. A. Quiogue.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/10/10632.phtml Roguelike], by James D. Hargrove.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/10/10542.phtml vs Monsters], by Phillip Reed.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/10/10542.phtml 1940 - England Invaded], by Simon Washbourne&lt;br /&gt;
#*It is not clear if this &#039;Washbourne&#039; is the same as the prolific 24hRPG creator Simon Washburn, or if it is just coincidence.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/10/10542.phtml Criminal Element], by Michael P. O&#039;Sullivan.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/11/11240.phtml Heavy Metal Magic], by Tim Kirk.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/11/11276.phtml Lost Memories], by Justin Anthony Hamilton.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11401.phtml Bloodworks], by Jacob X.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11276.phtml Myth], by Patrick McCoy Jr.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11240.phtml Pirates Of The Stars], by Carl Gerriets.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11357.phtml Proletariat:  The Uprising], by Gordon Fay.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11401.phtml Shinigami Chronicles], by Megan Marie McKnight.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/10/10632.phtml Sin/Zen], by Evangelos Hugo Paliatseas.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/10/10565.phtml SPAM (Super-Powered Awesome Mutants)], by Simon Washburn.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/10/10542.phtml Affairs of State], by Thomas Russel.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/10/10565.phtml Blood Royal], by Gordon Fay.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/11/11357.phtml Discord], by Chris Andrews.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/11/11262.phtml Scene Stealers], by Thomas Deeny.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/11/11240.phtml Virtues and Vices], by James Sterrett.&lt;br /&gt;
#16:  [http://www.rpg.net/reviews/archive/10/10632.phtml Faces], by Kirk Mitchell.&lt;br /&gt;
#16:  [http://www.rpg.net/reviews/archive/10/10542.phtml Sunrise], by Jeffery Schecter.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/11/11262.phtml The adventures and Luck of The Municipal Academy of Fine Arts &amp;amp; Friends], by Tim Kirk.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10542.phtml Dream Weaver], by James D. Hargrove.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10632.phtml Grand Guginol], by Stephan Livingstone Shirley.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10542.phtml Mutant Space Cowboys], by John Frazer.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10632.phtml Road Trip], by Troy Fisher.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/11/11276.phtml The Rule of 5 RPG], by Tad Kelson&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/11/11262.phtml Bobby is Special], anon.&lt;br /&gt;
#*This entry ruined anonymous entries forevermore.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/11/11276.phtml Enchanted Tales], by Tim Bisaillon.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/10/10565.phtml Irradiated Fur], by Shanya Almafeta.&lt;br /&gt;
#*Note that rating should be 13, but submission was altered by 24hRPG prior to uploading.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/10/10565.phtml Kaffe Insomnia], by Davide Mazzocchi.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/10/10565.phtml Tim Traveller], by Clive Oldfield.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/10/10565.phtml Have-A-Go Heroes], by Simon Washburn&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/10/10632.phtml The Operation], by Michael P. O&#039;Sullivan.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/10/10542.phtml Perform!], by JL.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/11/11357.phtml Ronin Story], by Tony Irwin.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/11/11401.phtml First Level], by Theodore Ehara.&lt;br /&gt;
#12:  [http://www.rpg.net/reviews/archive/11/11276.phtml A Childish Attempt], by Chris Creel.&lt;br /&gt;
#*Error fixed; review gave it 12 points, but the summary gave it 10.&lt;br /&gt;
#12:  [http://www.rpg.net/reviews/archive/10/10632.phtml Haiku], by Jared Sorenson.&lt;br /&gt;
#11:  [http://www.rpg.net/reviews/archive/11/11262.phtml Deitrius], by Will Wright.&lt;br /&gt;
#11:  [http://www.rpg.net/reviews/archive/10/10632.phtml Monster Trainer], by JL.&lt;br /&gt;
#11:  [http://www.rpg.net/reviews/archive/11/11240.phtml Objects], by Darryl Park.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/11/11240.phtml Eastern Front], by Jason Kline.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/10/10632.phtml Rob Bot and his Robotic Buds], by Phillip Reed.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/11/11401.phtml The Ten Thousand Stances], by Daniel Marble.&lt;br /&gt;
#9:  [http://www.rpg.net/reviews/archive/10/10565.phtml Jin-Shiato], by Orion Cooper.&lt;br /&gt;
#6:  [http://www.rpg.net/reviews/archive/10/10565.phtml Rings &amp;amp; Rogues], by Craig Daniel.&lt;br /&gt;
#6:  [http://www.rpg.net/reviews/archive/10/10565.phtml UGS], by Chris Daniel.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Listings are by date of submission.&lt;br /&gt;
&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/10/10542.phtml 2003 entries]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/10/10565.phtml 2004 Grand Act, part 1]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/10/10632.phtml 2004 Grand Act, part 2]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11240.phtml 2004 post-Grand Act, part 1]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11262.phtml 2004 post-Grand Act, part 2]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11276.phtml 2005 pre-Grand Act, part 1]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11357.phtml 2005 pre-Grand Act, part 2]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11401.phtml 2005 pre-Grand Act, part 3]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=List_of_24_Hour_RPGs_by_rating&amp;diff=3067</id>
		<title>List of 24 Hour RPGs by rating</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=List_of_24_Hour_RPGs_by_rating&amp;diff=3067"/>
		<updated>2005-07-12T08:51:12Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: /* The List */ -- minor error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of all 24-hour RPGs, and the ratings given to them by Evangelos Paliatseas, the most prolific reviewer of 24 Hour RPGs.&lt;br /&gt;
&lt;br /&gt;
These reflect his tastes more than anything else, and are not always indicitave of interest -- for example, vs. Monsters has been made into a print RPG, but got &#039;only&#039; 20 out of 30.  However, you&#039;ve got to grant that they&#039;re well-written and do explain their games well.&lt;br /&gt;
&lt;br /&gt;
According to Evan, 5/30 is an F, 10/30 is a D, 15/30 is a C, 20/30 is a B, and 30/30 is an A.  The ratings technically may go from 0 to 36, but neither extreme has yet been reached.&lt;br /&gt;
&lt;br /&gt;
==The List==&lt;br /&gt;
Listings are descending by numeric rating, then alphabetic.  The listing is numbered so that percentile ranks can be computed, if desired.  Links lead to the review; all 24-hour RPGs can be viewed at [http://www.24hourrpg.com the 24 hour RPG website].&lt;br /&gt;
&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/10/10565.phtml Once Upon A Time And Long Ago], by Jeffery S. Schecter.&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/10/10542.phtml PACE], by Fred Hicks.&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/11/11276.phtml Piledrivers and Powerbombs], by Joe Prince.&lt;br /&gt;
#*Now a commercial RPG only, at [http://www.rpgnow.com/product_info.php?products_id=4459 RPGnow].&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/11/11401.phtml Wandering Monster High School], by Kynn Bartlett.&lt;br /&gt;
#26:  [http://www.rpg.net/reviews/archive/11/11240.phtml The Hidden World], by Manu Saxena.&lt;br /&gt;
#26:  [http://www.rpg.net/reviews/archive/11/11357.phtml Immaculate], by Michael Walton.&lt;br /&gt;
#25:  [http://www.rpg.net/reviews/archive/11/11401.phtml The Last Human], by Nathan Russel.&lt;br /&gt;
#24:  [http://www.rpg.net/reviews/archive/10/10632.phtml Above The Earth], by Bryant Durrel.&lt;br /&gt;
#23:  [http://www.rpg.net/reviews/archive/11/11262.phtml Salome], by Ivan Ewert.&lt;br /&gt;
#23:  [http://www.rpg.net/reviews/archive/11/11401.phtml Sky Ace], by Jeff Moore.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/11/11401.phtml Dungeon Squad], by Jason Morningstar.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/10/10632.phtml Karbon], by Jason A. Petrasko.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/11/11262.phtml The Monitors], by Sandy Antunes.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/11/11357.phtml Thou Spy Hath Embrangled Me], by Jennifer Diane Reitz.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/10/10542.phtml Ye Olde West], by James Bore.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/10/10565.phtml Dreamscape], by Simon Washburn.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/11/11401.phtml Frankengame], by Christopher Taylor.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/10/10565.phtml Price of Power], by Brett M. Bernstein.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/10/10632.phtml Young Gods of Old Egypt], by Frank Sronce.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/10/10632.phtml The Last Days of Atlantis], by John Frazer.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/11/11357.phtml Lost in Smaragdis], by Daniel R. A. Quiogue.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/10/10632.phtml Roguelike], by James D. Hargrove.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/10/10542.phtml vs Monsters], by Phillip Reed.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/10/10542.phtml 1940 - England Invaded], by Simon Washbourne&lt;br /&gt;
#*It is not clear if this &#039;Washbourne&#039; is the same as the prolific 24hRPG creator Simon Washburn, or if it is just coincidence.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/10/10542.phtml Criminal Element], by Michael P. O&#039;Sullivan.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/11/11240.phtml Heavy Metal Magic], by Tim Kirk.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/11/11276.phtml Lost Memories], by Justin Anthony Hamilton.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11401.phtml Bloodworks], by Jacob X.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11276.phtml Myth], by Patrick McCoy Jr.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11240.phtml Pirates Of The Stars], by Carl Gerriets.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11357.phtml Proletariat:  The Uprising], by Gordon Fay.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11401.phtml Shinigami Chronicles], by Megan Marie McKnight.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/10/10632.phtml Sin/Zen], by Evangelos Hugo Paliatseas.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/10/10565.phtml SPAM (Super-Powered Awesome Mutants)], by Simon Washburn.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/10/10542.phtml Affairs of State], by Thomas Russel.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/10/10565.phtml Blood Royal], by Gordon Fay.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/11/11357.phtml Discord], by Chris Andrews.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/11/11262.phtml Scene Stealers], by Thomas Deeny.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/11/11240.phtml Virtues and Vices], by James Sterrett.&lt;br /&gt;
#16:  [http://www.rpg.net/reviews/archive/10/10632.phtml Faces], by Kirk Mitchell.&lt;br /&gt;
#16:  [http://www.rpg.net/reviews/archive/10/10542.phtml Sunrise], by Jeffery Schecter.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/11/11262.phtml The adventures and Luck of The Municipal Academy of Fine Arts &amp;amp; Friends], by Tim Kirk.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10542.phtml Dream Weaver], by James D. Hargrove.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10632.phtml Grand Guginol], by Stephan Livingstone Shirley.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10542.phtml Mutant Space Cowboys], by John Frazer.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10632.phtml Road Trip], by Troy Fisher.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/11/11276.phtml The Rule of 5 RPG], by Tad Kelson&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/11/11262.phtml Bobby is Special], anon.&lt;br /&gt;
#*This entry ruined anonymous entries forevermore.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/11/11276.phtml Enchanted Tales], by Tim Bisaillon.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/10/10565.phtml Irradiated Fur], by Shanya Almafeta.&lt;br /&gt;
#*Note that rating should be 13, but submission was altered by 24hRPG prior to uploading.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/10/10565.phtml Kaffe Insomnia], by Davide Mazzocchi.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/10/10565.phtml Tim Traveller], by Clive Oldfield.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/10/10565.phtml Have-A-Go Heroes], by Simon Washburn&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/10/10632.phtml The Operation], by Michael P. O&#039;Sullivan.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/10/10542.phtml Perform!], by JL.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/11/11357.phtml Ronin Story], by Tony Irwin.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/11/11401.phtml First Level], by Theodore Ehara.&lt;br /&gt;
#12:  [http://www.rpg.net/reviews/archive/10/10632.phtml Haiku], by Jared Sorenson.&lt;br /&gt;
#11:  [http://www.rpg.net/reviews/archive/11/11262.phtml Deitrius], by Will Wright.&lt;br /&gt;
#11:  [http://www.rpg.net/reviews/archive/10/10632.phtml Monster Trainer], by JL.&lt;br /&gt;
#11:  [http://www.rpg.net/reviews/archive/11/11240.phtml Objects], by Darryl Park.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/11/11276.phtml A Childish Attempt], by Chris Creel.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/11/11240.phtml Eastern Front], by Jason Kline.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/10/10632.phtml Rob Bot and his Robotic Buds], by Phillip Reed.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/11/11401.phtml The Ten Thousand Stances], by Daniel Marble.&lt;br /&gt;
#9:  [http://www.rpg.net/reviews/archive/10/10565.phtml Jin-Shiato], by Orion Cooper.&lt;br /&gt;
#6:  [http://www.rpg.net/reviews/archive/10/10565.phtml Rings &amp;amp; Rogues], by Craig Daniel.&lt;br /&gt;
#6:  [http://www.rpg.net/reviews/archive/10/10565.phtml UGS], by Chris Daniel.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Listings are by date of submission.&lt;br /&gt;
&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/10/10542.phtml 2003 entries]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/10/10565.phtml 2004 Grand Act, part 1]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/10/10632.phtml 2004 Grand Act, part 2]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11240.phtml 2004 post-Grand Act, part 1]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11262.phtml 2004 post-Grand Act, part 2]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11276.phtml 2005 pre-Grand Act, part 1]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11357.phtml 2005 pre-Grand Act, part 2]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11401.phtml 2005 pre-Grand Act, part 3]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=3095</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=3095"/>
		<updated>2005-07-12T07:42:52Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: /* Game Systems */ -- added 24 Hour RPG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===Symphony of Stars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[SymphonyofStars]]&lt;br /&gt;
&lt;br /&gt;
An Experiment in Cooperative Game Design via Actual Play.&lt;br /&gt;
&lt;br /&gt;
===24 Hour RPGs===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[List of 24 Hour RPGs by rating]]&lt;br /&gt;
&lt;br /&gt;
A listing of all the quickie RPGs created as part of the [http://www.24hourrpg.com/ 24 Hour RPG] event/contest.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Across the Spiral Arms===&lt;br /&gt;
Spiral arms is a space opera setting, designed to emulate many of the common Anime tropes. As such it&#039;s got a lot of drama, a lot of scope, and very little science included.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[SpiralArms:_Main_Page|Across the Spiral Arms]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Conan RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [http://wiki.rpg.net/index.php/Conan_RPG_Campaigns:Main_Page Conan RPG Campaigns: Main Page]&lt;br /&gt;
&lt;br /&gt;
A page open for game groups to provide details and resource on individual campaigns based on the sword and sorcery setting of Conan and the Hyborian world.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Encyclopedia Galactica===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Encyclopedia_Galactica:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A hard sci-fi collection of solar systems, planets, lifeforms and sentient societies, suitable as a GM resource or as a subtrate for any sci-fi or fantasy campaign.&lt;br /&gt;
&lt;br /&gt;
===Magipunk===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Magipunk:Main_Page|Magipunk]]&lt;br /&gt;
&lt;br /&gt;
A weird fantasy game of urban dystopia and rapidly changing social conflict -- cyberpunk crossed with swords and sorcery.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page|Marvel Realtime]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page|Post Future]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
===Stardust &amp;amp; Aether Winds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stardust&amp;amp;AetherWinds:Main_Page|Stardust &amp;amp; Aether Winds]]&lt;br /&gt;
&lt;br /&gt;
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!&lt;br /&gt;
&lt;br /&gt;
===Triptych: The Elemental Realms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[TRIPTYCH|Triptych]]&lt;br /&gt;
&lt;br /&gt;
A new mythology for modern magic games. Original elemental creatures wanted. &amp;lt;br&amp;gt;&lt;br /&gt;
Encompasses three parallel worlds: The Great Gale, The White Waste, and the Blasted Lands.&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===General Resources and Links===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Great_Quotes_List|Great Quotes of RPGNet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Blue Planet]]&lt;br /&gt;
&lt;br /&gt;
A general resouce project for the Blue Planet RPG&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===The Dungeoneers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[The_Dungeoneers_%28A_D%26D_Minisetting%29]]&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0. It may be more appropriate however to call it a game model as it can be dropped in almost any fantasy setting. It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.&lt;br /&gt;
&lt;br /&gt;
===Dungeonpalooza===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Dungeonpalooza:Main_Page|Dungeonpalooza]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; D&amp;amp;D 3.5 or other traditional fantasy setting&lt;br /&gt;
&lt;br /&gt;
A wide-open world setting designed for neo-old school dungeon crawls.  Includes a world map, descriptions of important locations, Prestige Classes, and a pantheon with contributions from a bunch of RPG.net collaborators.  Dungeonpalooza is ideal for adventure-oriented parties that like quirky locations and don&#039;t take themselves too seriously.&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an atempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===GURPS Annotation Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[GURPS:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GURPS]]&lt;br /&gt;
&lt;br /&gt;
A cross-referenced collection of advice, information, house rules, etc. for GURPS 4th Edition.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20_System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===More Than Human===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MTH:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Storytelling System]]&lt;br /&gt;
&lt;br /&gt;
Rules for playing superheroes and supervillains using White Wolf&#039;s Storytelling (nWoD) system.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
===Spica Sector Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Spica_Sector_Project:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Traveller]]&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[CT]]&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[MT]]&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[TNE]]&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[T4]]&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[GT]]&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[T20]]&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[T5]]&lt;br /&gt;
&lt;br /&gt;
A Major project to re-develop the Spica Sector of space for the Traveller RPG system.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===Warhammer Fantasy Role-Play 1st Edition===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[http://wiki.rpg.net/index.php/Warhammer_Fantasy_Roleplay WFRP:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Warhammer Fantasy Role-Play 1st Edition]]&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_411_Realms_of_Sorcery.html Realms of Sorcery]&lt;br /&gt;
Alternative version of the supplement&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_272_Let_s_go_shopping.html Lets Go Shopping] Shop, service, and business gazetteer&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_280_Are_You_Mentally_Divergent.html Are You Mentally Divergent?] Expanded Insanity Rules&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_437_Purring.html Purring] A Revolting Exhibition Among Imperial Citizens&lt;br /&gt;
of an Imported Albion Article of Brutal &amp;quot;Sport.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tomorrow’s forecast for the Old World is…&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_330_Weather.html Weather] &lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_335_Drinking_Rules!!!.html Drinking Rules!!!] Expanded rules for Alcohol Consumption&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_336_What_Were_They,_Psychos.html What Were They, Psychos?] Alternative Rules For Vampires&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;br /&gt;
&lt;br /&gt;
== RPGnet Meta-resources ==&lt;br /&gt;
&lt;br /&gt;
===RPGnet Thread Archive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Forum_Archive:Main_Page|Forums Archive]]&lt;br /&gt;
&lt;br /&gt;
A user created archive of classic threads, in the spirit of the old &amp;quot;Best Of Forums&amp;quot; page.  Organized by forum, and alphabetics.&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=List_of_24_Hour_RPGs_by_rating&amp;diff=3066</id>
		<title>List of 24 Hour RPGs by rating</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=List_of_24_Hour_RPGs_by_rating&amp;diff=3066"/>
		<updated>2005-07-12T07:40:03Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: minor typo -- fix unclosed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of all 24-hour RPGs, and the ratings given to them by Evangelos Paliatseas, the most prolific reviewer of 24 Hour RPGs.&lt;br /&gt;
&lt;br /&gt;
These reflect his tastes more than anything else, and are not always indicitave of interest -- for example, vs. Monsters has been made into a print RPG, but got &#039;only&#039; 20 out of 30.  However, you&#039;ve got to grant that they&#039;re well-written and do explain their games well.&lt;br /&gt;
&lt;br /&gt;
According to Evan, 5/30 is an F, 10/30 is a D, 15/30 is a C, 20/30 is a B, and 30/30 is an A.  The ratings technically may go from 0 to 36, but neither extreme has yet been reached.&lt;br /&gt;
&lt;br /&gt;
==The List==&lt;br /&gt;
Listings are descending by numeric rating, then alphabetic.  The listing is numbered so that percentile ranks can be computed, if desired.  Links lead to the review; all 24-hour RPGs can be viewed at [http://www.24hourrpg.com the 24 hour RPG website].&lt;br /&gt;
&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/10/10565.phtml Once Upon A Time And Long Ago], by Jeffery S. Schecter.&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/10/10542.phtml PACE], by Fred Hicks.&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/11/11276.phtml Piledrivers and Powerbombs], by Joe Prince.&lt;br /&gt;
#*Now a commercial RPG only, at [http://www.rpgnow.com/product_info.php?products_id=4459 RPGnow].&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/11/11401.phtml Wandering Monster High School], by Kynn Bartlett.&lt;br /&gt;
#26:  [http://www.rpg.net/reviews/archive/11/11240.phtml The Hidden World], by Manu Saxena.&lt;br /&gt;
#26:  [http://www.rpg.net/reviews/archive/11/11357.phtml Immaculate], by Michael Walton.&lt;br /&gt;
#25:  [http://www.rpg.net/reviews/archive/11/11401.phtml The Last Human], by Nathan Russel.&lt;br /&gt;
#24:  [http://www.rpg.net/reviews/archive/10/10632.phtml Above The Earth], by Bryant Durrel.&lt;br /&gt;
#23:  [http://www.rpg.net/reviews/archive/11/11262.phtml Salome], by Ivan Ewert.&lt;br /&gt;
#23:  [http://www.rpg.net/reviews/archive/11/11401.phtml Sky Ace], by Jeff Moore.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/11/11401.phtml Dungeon Squad], by Jason Morningstar.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/10/10632.phtml Karbon], by Jason A. Petrasko.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/11/11262.phtml The Monitors], by Sandy Antunes.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/11/11357.phtml Thou Spy Hath Embrangled Me], by Jennifer Diane Reitz.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/10/10542.phtml Ye Olde West], by James Bore.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/10/10565.phtml Dreamscape], by Simon Washburn.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/11/11401.phtml Frankengame], by Christopher Taylor.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/10/10565.phtml Price of Power], by Brett M. Bernstein.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/10/10632.phtml Young Gods of Old Egypt], by Frank Sronce.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/10/10632.phtml The Last Days of Atlantis], by John Frazer.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/11/11357.phtml Lost in Smaragdis], by Daniel R. A. Quiogue.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/10/10632.phtml Roguelike], by James D. Hargrove.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/10/10542.phtml vs Monsters], by Phillip Reed.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/10/10542.phtml 1940 - England Invaded], by Simon Washbourne&lt;br /&gt;
#*It is not clear if this &#039;Washbourne&#039; is the same as the prolific 24hRPG creator Simon Washburn, or if it is just coincidence.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/10/10542.phtml Criminal Element], by Michael P. O&#039;Sullivan.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/11/11240.phtml Heavy Metal Magic], by Tim Kirk.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/11/11276.phtml Lost Memories], by Justin Anthony Hamilton.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11401.phtml Bloodworks], by Jacob X.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11276.phtml Myth], by Patrick McCoy Jr.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11240.phtml Pirates Of The Stars], by Carl Gerriets.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11357.phtml Proletariat:  The Uprising], by Gordon Fay.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11401.phtml Shinigami Chronicles], by Megan Marie McKnight.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/10/10632.phtml Sin/Zen], by Evangelos Hugo Paliatseas.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/10/10565.phtml SPAM (Super-Powered Awesome Mutants)], by Simon Washburn.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/10/10542.phtml Affairs of State], by Thomas Russel.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/10/10565.phtml Blood Royal], by Gordon Fay.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/11/11357.phtml Discord], by Chris Andrews.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/11/11262.phtml Scene Stealers], by Thomas Deeny.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/11/11240.phtml Virtues and Vices], by James Sterrett.&lt;br /&gt;
#16:  [http://www.rpg.net/reviews/archive/10/10632.phtml Faces], by Kirk Mitchell.&lt;br /&gt;
#16:  [http://www.rpg.net/reviews/archive/10/10542.phtml Sunrise], by Jeffery Schecter.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/11/11262.phtml The adventures and Luck of The Municipal Academy of Fine Arts &amp;amp; Friends], by Tim Kirk.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10542.phtml Dream Weaver], by James D. Hargrove.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10632.phtml Grand Guginol], by Stephan Livingstone Shirley.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10542.phtml Mutant Space Cowboys], by John Frazer.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10632.phtml Road Trip], by Troy Fisher.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/11/11276.phtml The Rule of 5 RPG], by Tad Kelson&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/11/11262.phtml Bobby is Special], anon.&lt;br /&gt;
#*This entry ruined anonymous entries forevermore.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/11/11276.phtml Enchanted Tales], by Tim Bisaillon.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/10/10565.phtml Irradiated Fur], by Shanya Almafeta.&lt;br /&gt;
#*Note that rating should be 13, but submission was altered by DTRPG prior to uploading.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/10/10565.phtml Kaffe Insomnia], by Davide Mazzocchi.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/10/10565.phtml Tim Traveller], by Clive Oldfield.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/10/10565.phtml Have-A-Go Heroes], by Simon Washburn&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/10/10632.phtml The Operation], by Michael P. O&#039;Sullivan.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/10/10542.phtml Perform!], by JL.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/11/11357.phtml Ronin Story], by Tony Irwin.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/11/11401.phtml First Level], by Theodore Ehara.&lt;br /&gt;
#12:  [http://www.rpg.net/reviews/archive/10/10632.phtml Haiku], by Jared Sorenson.&lt;br /&gt;
#11:  [http://www.rpg.net/reviews/archive/11/11262.phtml Deitrius], by Will Wright.&lt;br /&gt;
#11:  [http://www.rpg.net/reviews/archive/10/10632.phtml Monster Trainer], by JL.&lt;br /&gt;
#11:  [http://www.rpg.net/reviews/archive/11/11240.phtml Objects], by Darryl Park.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/11/11276.phtml A Childish Attempt], by Chris Creel.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/11/11240.phtml Eastern Front], by Jason Kline.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/10/10632.phtml Rob Bot and his Robotic Buds], by Phillip Reed.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/11/11401.phtml The Ten Thousand Stances], by Daniel Marble.&lt;br /&gt;
#9:  [http://www.rpg.net/reviews/archive/10/10565.phtml Jin-Shiato], by Orion Cooper.&lt;br /&gt;
#6:  [http://www.rpg.net/reviews/archive/10/10565.phtml Rings &amp;amp; Rogues], by Craig Daniel.&lt;br /&gt;
#6:  [http://www.rpg.net/reviews/archive/10/10565.phtml UGS], by Chris Daniel.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Listings are by date of submission.&lt;br /&gt;
&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/10/10542.phtml 2003 entries]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/10/10565.phtml 2004 Grand Act, part 1]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/10/10632.phtml 2004 Grand Act, part 2]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11240.phtml 2004 post-Grand Act, part 1]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11262.phtml 2004 post-Grand Act, part 2]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11276.phtml 2005 pre-Grand Act, part 1]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11357.phtml 2005 pre-Grand Act, part 2]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11401.phtml 2005 pre-Grand Act, part 3]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=List_of_24_Hour_RPGs_by_rating&amp;diff=3064</id>
		<title>List of 24 Hour RPGs by rating</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=List_of_24_Hour_RPGs_by_rating&amp;diff=3064"/>
		<updated>2005-07-12T07:38:57Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of all 24-hour RPGs, and the ratings given to them by Evangelos Paliatseas, the most prolific reviewer of 24 Hour RPGs.&lt;br /&gt;
&lt;br /&gt;
These reflect his tastes more than anything else, and are not always indicitave of interest -- for example, vs. Monsters has been made into a print RPG, but got &#039;only&#039; 20 out of 30.  However, you&#039;ve got to grant that they&#039;re well-written and do explain their games well.&lt;br /&gt;
&lt;br /&gt;
According to Evan, 5/30 is an F, 10/30 is a D, 15/30 is a C, 20/30 is a B, and 30/30 is an A.  The ratings technically may go from 0 to 36, but neither extreme has yet been reached.&lt;br /&gt;
&lt;br /&gt;
==The List==&lt;br /&gt;
Listings are descending by numeric rating, then alphabetic.  The listing is numbered so that percentile ranks can be computed, if desired.  Links lead to the review; all 24-hour RPGs can be viewed at [http://www.24hourrpg.com the 24 hour RPG website].&lt;br /&gt;
&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/10/10565.phtml Once Upon A Time And Long Ago], by Jeffery S. Schecter.&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/10/10542.phtml PACE], by Fred Hicks.&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/11/11276.phtml Piledrivers and Powerbombs], by Joe Prince.&lt;br /&gt;
#*Now a commercial RPG only, at [http://www.rpgnow.com/product_info.php?products_id=4459 RPGnow].&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/11/11401.phtml Wandering Monster High School], by Kynn Bartlett.&lt;br /&gt;
#26:  [http://www.rpg.net/reviews/archive/11/11240.phtml The Hidden World], by Manu Saxena.&lt;br /&gt;
#26:  [http://www.rpg.net/reviews/archive/11/11357.phtml Immaculate], by Michael Walton.&lt;br /&gt;
#25:  [http://www.rpg.net/reviews/archive/11/11401.phtml The Last Human], by Nathan Russel.&lt;br /&gt;
#24:  [http://www.rpg.net/reviews/archive/10/10632.phtml Above The Earth], by Bryant Durrel.&lt;br /&gt;
#23:  [http://www.rpg.net/reviews/archive/11/11262.phtml Salome], by Ivan Ewert.&lt;br /&gt;
#23:  [http://www.rpg.net/reviews/archive/11/11401.phtml Sky Ace], by Jeff Moore.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/11/11401.phtml Dungeon Squad], by Jason Morningstar.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/10/10632.phtml Karbon], by Jason A. Petrasko.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/11/11262.phtml The Monitors], by Sandy Antunes.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/11/11357.phtml Thou Spy Hath Embrangled Me], by Jennifer Diane Reitz.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/10/10542.phtml Ye Olde West], by James Bore.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/10/10565.phtml Dreamscape], by Simon Washburn.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/11/11401.phtml Frankengame], by Christopher Taylor.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/10/10565.phtml Price of Power], by Brett M. Bernstein.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/10/10632.phtml Young Gods of Old Egypt], by Frank Sronce.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/10/10632.phtml The Last Days of Atlantis], by John Frazer.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/11/11357.phtml Lost in Smaragdis], by Daniel R. A. Quiogue.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/10/10632.phtml Roguelike], by James D. Hargrove.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/10/10542.phtml vs Monsters], by Phillip Reed.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/10/10542.phtml 1940 - England Invaded], by Simon Washbourne&lt;br /&gt;
#*It is not clear if this &#039;Washbourne&#039; is the same as the prolific 24hRPG creator Simon Washburn, or if it is just coincidence.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/10/10542.phtml Criminal Element], by Michael P. O&#039;Sullivan.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/11/11240.phtml Heavy Metal Magic], by Tim Kirk.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/11/11276.phtml Lost Memories], by Justin Anthony Hamilton.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11401.phtml Bloodworks], by Jacob X.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11276.phtml Myth], by Patrick McCoy Jr.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11240.phtml Pirates Of The Stars], by Carl Gerriets.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11357.phtml Proletariat:  The Uprising], by Gordon Fay.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11401.phtml Shinigami Chronicles], by Megan Marie McKnight.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/10/10632.phtml Sin/Zen], by Evangelos Hugo Paliatseas.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/10/10565.phtml SPAM (Super-Powered Awesome Mutants), by Simon Washburn.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/10/10542.phtml Affairs of State], by Thomas Russel.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/10/10565.phtml Blood Royal], by Gordon Fay.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/11/11357.phtml Discord], by Chris Andrews.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/11/11262.phtml Scene Stealers], by Thomas Deeny.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/11/11240.phtml Virtues and Vices], by James Sterrett.&lt;br /&gt;
#16:  [http://www.rpg.net/reviews/archive/10/10632.phtml Faces], by Kirk Mitchell.&lt;br /&gt;
#16:  [http://www.rpg.net/reviews/archive/10/10542.phtml Sunrise], by Jeffery Schecter.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/11/11262.phtml The adventures and Luck of The Municipal Academy of Fine Arts &amp;amp; Friends], by Tim Kirk.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10542.phtml Dream Weaver], by James D. Hargrove.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10632.phtml Grand Guginol], by Stephan Livingstone Shirley.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10542.phtml Mutant Space Cowboys], by John Frazer.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10632.phtml Road Trip], by Troy Fisher.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/11/11276.phtml The Rule of 5 RPG], by Tad Kelson&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/11/11262.phtml Bobby is Special], anon.&lt;br /&gt;
#*This entry ruined anonymous entries forevermore.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/11/11276.phtml Enchanted Tales], by Tim Bisaillon.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/10/10565.phtml Irradiated Fur], by Shanya Almafeta.&lt;br /&gt;
#*Note that rating should be 13, but submission was altered by DTRPG prior to uploading.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/10/10565.phtml Kaffe Insomnia], by Davide Mazzocchi.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/10/10565.phtml Tim Traveller], by Clive Oldfield.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/10/10565.phtml Have-A-Go Heroes], by Simon Washburn&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/10/10632.phtml The Operation], by Michael P. O&#039;Sullivan.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/10/10542.phtml Perform!], by JL.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/11/11357.phtml Ronin Story], by Tony Irwin.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/11/11401.phtml First Level], by Theodore Ehara.&lt;br /&gt;
#12:  [http://www.rpg.net/reviews/archive/10/10632.phtml Haiku], by Jared Sorenson.&lt;br /&gt;
#11:  [http://www.rpg.net/reviews/archive/11/11262.phtml Deitrius], by Will Wright.&lt;br /&gt;
#11:  [http://www.rpg.net/reviews/archive/10/10632.phtml Monster Trainer], by JL.&lt;br /&gt;
#11:  [http://www.rpg.net/reviews/archive/11/11240.phtml Objects], by Darryl Park.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/11/11276.phtml A Childish Attempt], by Chris Creel.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/11/11240.phtml Eastern Front], by Jason Kline.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/10/10632.phtml Rob Bot and his Robotic Buds], by Phillip Reed.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/11/11401.phtml The Ten Thousand Stances], by Daniel Marble.&lt;br /&gt;
#9:  [http://www.rpg.net/reviews/archive/10/10565.phtml Jin-Shiato], by Orion Cooper.&lt;br /&gt;
#6:  [http://www.rpg.net/reviews/archive/10/10565.phtml Rings &amp;amp; Rogues], by Craig Daniel.&lt;br /&gt;
#6:  [http://www.rpg.net/reviews/archive/10/10565.phtml UGS], by Chris Daniel.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Listings are by date of submission.&lt;br /&gt;
&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/10/10542.phtml 2003 entries]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/10/10565.phtml 2004 Grand Act, part 1]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/10/10632.phtml 2004 Grand Act, part 2]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11240.phtml 2004 post-Grand Act, part 1]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11262.phtml 2004 post-Grand Act, part 2]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11276.phtml 2005 pre-Grand Act, part 1]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11357.phtml 2005 pre-Grand Act, part 2]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11401.phtml 2005 pre-Grand Act, part 3]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=List_of_24_Hour_RPGs_by_rating&amp;diff=3063</id>
		<title>List of 24 Hour RPGs by rating</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=List_of_24_Hour_RPGs_by_rating&amp;diff=3063"/>
		<updated>2005-07-12T07:31:30Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of all 24-hour RPGs, and the ratings given to them by Evangelos Paliatseas, the most prolific reviewer of 24 Hour RPGs.&lt;br /&gt;
&lt;br /&gt;
These reflect his tastes more than anything else, and are not always indicitave of interest -- for example, vs. Monsters has been made into a print RPG, but got &#039;only&#039; 20 out of 30.  However, you&#039;ve got to grant that they&#039;re well-written and do explain their games well.&lt;br /&gt;
&lt;br /&gt;
According to Evan, 5/30 is an F, 10/30 is a D, 15/30 is a C, 20/30 is a B, and 30/30 is an A.  The ratings technically may go from 0 to 36, but neither extreme has yet been reached.&lt;br /&gt;
&lt;br /&gt;
(Note!  This listing was added incomplete due to computer errors risking it being lost.  I&#039;m still going to finish it.  [[User:Almafeta|Almafeta]] 00:31, 12 Jul 2005 (PDT))&lt;br /&gt;
&lt;br /&gt;
==The List==&lt;br /&gt;
Listings are descending by numeric rating, then alphabetic.  The listing is numbered so that percentile ranks can be computed, if desired.  Links lead to the review; all 24-hour RPGs can be viewed at [http://www.24hourrpg.com the 24 hour RPG website].&lt;br /&gt;
&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/10/10565.phtml Once Upon A Time And Long Ago], by Jeffery S. Schecter.&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/10/10542.phtml PACE], by Fred Hicks.&lt;br /&gt;
#27:  [http://www.rpg.net/reviews/archive/11/11276.phtml Piledrivers and Powerbombs], by Joe Prince.&lt;br /&gt;
#*Now a commercial RPG only, at [http://www.rpgnow.com/product_info.php?products_id=4459 RPGnow].&lt;br /&gt;
#26:  [http://www.rpg.net/reviews/archive/11/11240.phtml The Hidden World], by Manu Saxena.&lt;br /&gt;
#24:  [http://www.rpg.net/reviews/archive/10/10632.phtml Above The Earth], by Bryant Durrel.&lt;br /&gt;
#23:  [http://www.rpg.net/reviews/archive/11/11262.phtml Salome], by Ivan Ewert.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/10/10632.phtml Karbon], by Jason A. Petrasko.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/11/11262.phtml The Monitors], by Sandy Antunes.&lt;br /&gt;
#22:  [http://www.rpg.net/reviews/archive/10/10542.phtml Ye Olde West], by James Bore.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/10/10565.phtml Dreamscape], by Simon Washburn.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/10/10565.phtml Price of Power], by Brett M. Bernstein.&lt;br /&gt;
#21:  [http://www.rpg.net/reviews/archive/10/10632.phtml Young Gods of Old Egypt], by Frank Sronce.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/10/10632.phtml The Last Days of Atlantis], by John Frazer.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/10/10632.phtml Roguelike], by James D. Hargrove.&lt;br /&gt;
#20:  [http://www.rpg.net/reviews/archive/10/10542.phtml vs Monsters], by Phillip Reed.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/10/10542.phtml 1940 - England Invaded], by Simon Washbourne&lt;br /&gt;
#*It is not clear if this &#039;Washbourne&#039; is the same as the prolific 24hRPG creator Simon Washburn, or if it is just coincidence.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/10/10542.phtml Criminal Element], by Michael P. O&#039;Sullivan.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/11/11240.phtml Heavy Metal Magic], by Tim Kirk.&lt;br /&gt;
#19:  [http://www.rpg.net/reviews/archive/11/11276.phtml Lost Memories], by Justin Anthony Hamilton.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11276.phtml Myth], by Patrick McCoy Jr.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/11/11240.phtml Pirates Of The Stars], by Carl Gerriets.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/10/10632.phtml Sin/Zen], by Evangelos Hugo Paliatseas.&lt;br /&gt;
#18:  [http://www.rpg.net/reviews/archive/10/10565.phtml SPAM (Super-Powered Awesome Mutants), by Simon Washburn.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/10/10542.phtml Affairs of State], by Thomas Russel.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/10/10565.phtml Blood Royal], by Gordon Fay.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/11/11262.phtml Scene Stealers], by Thomas Deeny.&lt;br /&gt;
#17:  [http://www.rpg.net/reviews/archive/11/11240.phtml Virtues and Vices], by James Sterrett.&lt;br /&gt;
#16:  [http://www.rpg.net/reviews/archive/10/10632.phtml Faces], by Kirk Mitchell.&lt;br /&gt;
#16:  [http://www.rpg.net/reviews/archive/10/10542.phtml Sunrise], by Jeffery Schecter.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/11/11262.phtml The adventures and Luck of The Municipal Academy of Fine Arts &amp;amp; Friends], by Tim Kirk.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10542.phtml Dream Weaver], by James D. Hargrove.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10632.phtml Grand Guginol], by Stephan Livingstone Shirley.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10542.phtml Mutant Space Cowboys], by John Frazer.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/10/10632.phtml Road Trip], by Troy Fisher.&lt;br /&gt;
#15:  [http://www.rpg.net/reviews/archive/11/11276.phtml The Rule of 5 RPG], by Tad Kelson&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/11/11262.phtml Bobby is Special], anon.&lt;br /&gt;
#*This entry ruined anonymous entries forevermore.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/11/11276.phtml Enchanted Tales], by Tim Bisaillon.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/10/10565.phtml Irradiated Fur], by Shanya Almafeta.&lt;br /&gt;
#*Note that rating should be 13, but submission was altered by DTRPG prior to uploading.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/10/10565.phtml Kaffe Insomnia], by Davide Mazzocchi.&lt;br /&gt;
#14:  [http://www.rpg.net/reviews/archive/10/10565.phtml Tim Traveller], by Clive Oldfield.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/10/10565.phtml Have-A-Go Heroes], by Simon Washburn&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/10/10632.phtml The Operation], by Michael P. O&#039;Sullivan.&lt;br /&gt;
#13:  [http://www.rpg.net/reviews/archive/10/10542.phtml Perform!], by JL.&lt;br /&gt;
#12:  [http://www.rpg.net/reviews/archive/10/10632.phtml Haiku], by Jared Sorenson.&lt;br /&gt;
#11:  [http://www.rpg.net/reviews/archive/11/11262.phtml Deitrius], by Will Wright.&lt;br /&gt;
#11:  [http://www.rpg.net/reviews/archive/10/10632.phtml Monster Trainer], by JL.&lt;br /&gt;
#11:  [http://www.rpg.net/reviews/archive/11/11240.phtml Objects], by Darryl Park.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/11/11276.phtml A Childish Attempt], by Chris Creel.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/11/11240.phtml Eastern Front], by Jason Kline.&lt;br /&gt;
#10:  [http://www.rpg.net/reviews/archive/10/10632.phtml Rob Bot and his Robotic Buds], by Phillip Reed.&lt;br /&gt;
#9:  [http://www.rpg.net/reviews/archive/10/10565.phtml Jin-Shiato], by Orion Cooper.&lt;br /&gt;
#6:  [http://www.rpg.net/reviews/archive/10/10565.phtml Rings &amp;amp; Rogues], by Craig Daniel.&lt;br /&gt;
#6:  [http://www.rpg.net/reviews/archive/10/10565.phtml UGS], by Chris Daniel.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Listings are by date of submission.&lt;br /&gt;
&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/10/10542.phtml 2003]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/10/10565.phtml 2004 Grand Act, part 1]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/10/10632.phtml 2004 Grand Act, part 2]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11240.phtml 2004 post-Grand Act, part 1]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11262.phtml 2004 post-Grand Act, part 2]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11276.phtml 2005 Grand Act, part 1]&lt;br /&gt;
*[http://www.rpg.net/reviews/archive/11/11357.phtml 2005 Grand Act, part 2]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User_talk:Almafeta&amp;diff=10482</id>
		<title>User talk:Almafeta</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User_talk:Almafeta&amp;diff=10482"/>
		<updated>2005-07-12T06:52:44Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave any comments about Wiki-related topics &amp;lt;u&amp;gt;under&amp;lt;/u&amp;gt; the error sections.  [[User:Almafeta|Almafeta]] 23:52, 11 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Errors In Reviews==&lt;br /&gt;
===[http://www.rpg.net/news+reviews/reviews/rev_8066.html After The Bomb]===&lt;br /&gt;
*The sections on cannibalism were written by Erick Wujcik, not Kevin Siembieda.&lt;br /&gt;
*After The Bomb originally sold about 80,000 copies, not 175,000.&lt;br /&gt;
===[http://www.rpg.net/reviews/archive/9/9948.phtml Gamma World d20]===&lt;br /&gt;
*Unlike what I said, it &amp;lt;i&amp;gt;is&amp;lt;/i&amp;gt; possible for some mutations to be different from each other by being taken twice.&lt;br /&gt;
===[http://www.rpg.net/reviews/archive/10/10603.phtml GURPS 4th Edition]===&lt;br /&gt;
*Dexterity is not considered a mental stat; it is considered a physical stat.  I don&#039;t get it either, but I was wrong on that.&lt;br /&gt;
===[http://www.rpg.net/reviews/archive/10/10053.phtml Hero 5]===&lt;br /&gt;
*Stats below 0 are not new; they were simply removed in Hero 4, but were in Hero 3.  I wasn&#039;t aware of that.&lt;br /&gt;
*Under powers, I was wrong in stating that there was no reason to take a ranged attack; melee attacks allow you to add damage with Strength by spending endurance.&lt;br /&gt;
&lt;br /&gt;
==Wiki Comments==&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Forum_Archive:Tangency_Open&amp;diff=4598</id>
		<title>Forum Archive:Tangency Open</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Forum_Archive:Tangency_Open&amp;diff=4598"/>
		<updated>2005-07-07T05:49:32Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Part of the [[Forum_Archive:Main_Page|RPGnet Forum Archive]].&lt;br /&gt;
&lt;br /&gt;
===#===&lt;br /&gt;
===A===&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=64313 A man bursts into the room...]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=85312 A Strange And Incomplete Tale]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=141982 Adventures in LARP (or, I was a vampire in the JLA)]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=71693 As promised . . . ]&lt;br /&gt;
&lt;br /&gt;
===B===&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=78854  Behold your conqueror, human!]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=1044 Boost your status here!]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=152808 Burn this book!  Book titles that cause outrage]&lt;br /&gt;
&lt;br /&gt;
===C===&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?p=3985097 Classic Tangency: the Cliff Notes.]  ([[Forum_Archive:Tangency_Open:Cliff_Notes|Summary page]])&lt;br /&gt;
&lt;br /&gt;
===D===&lt;br /&gt;
[http://forum.rpg.net/showthread.php?s=&amp;amp;threadid=39529 Deviant Desires]&lt;br /&gt;
&lt;br /&gt;
===E===&lt;br /&gt;
===F===&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=65142 For the use of Tangency posters, I offer this handy visual tool:]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=124249 Fundies say the darndest things]&lt;br /&gt;
&lt;br /&gt;
===G===&lt;br /&gt;
===H===&lt;br /&gt;
===I===&lt;br /&gt;
===J===&lt;br /&gt;
===K===&lt;br /&gt;
===L===&lt;br /&gt;
===M===&lt;br /&gt;
===N===&lt;br /&gt;
===O===&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=126751 One Juxta to Rule Them All]&lt;br /&gt;
===P===&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=8142 PSA: What Is A Scree-Fise]&lt;br /&gt;
&lt;br /&gt;
===Q===&lt;br /&gt;
===R===&lt;br /&gt;
===S===&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showpost.php?p=4067531&amp;amp;postcount=69 The Saga of &amp;quot;Fat Bitch&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=133955 So post your pictures . . .]&lt;br /&gt;
&lt;br /&gt;
===T===&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=196915 There&#039;s a loud part downstairs (+ Gamer Market stories)]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=130421 Things I wish I could say to my family]&lt;br /&gt;
&lt;br /&gt;
===U===&lt;br /&gt;
===V===&lt;br /&gt;
===W===&lt;br /&gt;
===X===&lt;br /&gt;
===Y===&lt;br /&gt;
===Z===&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RPG_Lexica:ABC&amp;diff=2630</id>
		<title>RPG Lexica:ABC</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RPG_Lexica:ABC&amp;diff=2630"/>
		<updated>2005-06-27T07:16:57Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: /* C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==A==&lt;br /&gt;
&lt;br /&gt;
;alien eyes: Slang for a roll of 3 (1-1-1) on three dice.  So named because of the analogy to &amp;quot;snake eyes&amp;quot; (a roll of 2 on 2 dice), and the observation that Earth creatures generally don&#039;t have 3 eyes... Also known as [[RPG_Lexica:GHI|mutant snake eyes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;all-out attack problem:  A problem arising in [[dice pool]] systems, in situations where a [[player]] facing a foe (or a hazard or problem in general) is asked to choose a number of [[dice]] from the pool to roll for the [[success]] of their attack.  The intent is usually that the player will ensure that some dice remain in the pool after their attack, so that if it happens that the attack fails, they will have dice left to roll in their defense.  In fact, however, the best tactic is for the player to attack with all of the dice in their pool, because this gives the attack the best chance of succeeding and resolving the problem right there.  If the dice roll badly, the player may lose out as a result of their lack of a defence - &#039;&#039;&#039;but&#039;&#039;&#039;, had the player left dice in the pool to defend with, &#039;&#039;the dice would still have rolled badly&#039;&#039; resulting in an ineffective defense.  This dynamic can seriously damage the value of dice pool systems in some games.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&lt;br /&gt;
;bad wrong fun:  Saying that a game is &amp;quot;bad wrong fun&amp;quot; indicates that the game is somehow broken, unplayable, poor quality or weak - in ignorance of the fact that many groups are playing and enjoying it regularly.  As such, this is not normally something that a person will say themselves, but something they will accuse other people of having said.  For example, &amp;quot;John said that [[D20 System|d20]] is bad wrong fun&amp;quot; indicates that the speaker believes John&#039;s criticism of d20 to be foolish given the large number of groups playing and enjoying it.&amp;lt;br&amp;gt;&lt;br /&gt;
:  &amp;quot;Bad wrong fun&amp;quot; is also often used in a more light-hearted sense to indicate the gamer equivalent of a guilty pleasure. &amp;quot;I know it&#039;s bad wrong fun, but I loved every minute of it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Bag of rats: A tactical maneuver which exploits a loophole in the rules of a tactical combat system, usually leading to ridiculous situations.  Taken from a well-known loophole in the (unrevised) third edition of &#039;&#039;[[Dungeons &amp;amp; Dragons]]&#039;&#039;, in which a [[character]] could have the ability &amp;quot;whirlwind attack&amp;quot; enabling them to attack all foes within range in a single maneuver, and the ability &amp;quot;great cleave&amp;quot; enabling them to, having killed a foe with an attack, carry the attack forward to a second foe.  A character could thus, technically, throw a bag of rats at a powerful opponent, then approach and execute a whirlwind attack.  The whirlwind attack allows the character to attack all of the rats in one manuever; each time the character attacks a rat, they almost certainly kill it, and then use great cleave to carry the attack forward to the actual powerful foe, thus gaining a huge number of hits on the foe in a single manuever.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Boggle: To surprise or shock someone to the point where they&#039;re just standing or sitting there, not moving, just STARING at what you&#039;ve done with a shocked expression.  Also &#039;&#039;&#039;boggled&#039;&#039;&#039;, shocked to the point of not responding, just staring at the source of the shock.&lt;br /&gt;
:Origin: Possibly from the [[RPG]] &#039;&#039;[[Toon]]&#039;&#039;, a game where you play cartoon [[character]]s, to describe a similar state which results in the character in question losing turns. (Often shown in cartoons by having the character&#039;s eyes bulge out toward the boggling thing or pop out of the character&#039;s head completely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Boobs bonus: The hypothetical bonus given to all social skill rolls made by a female [[character]], especially when dealing with males.  Derived from the assumption that a female character will automatically have better social skills than a male character, even if they behave in exactly the same way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Borgstromancy:  The ability to understand a complex, outlandish, or badly explained setting or system well enough to run a game based on it. &lt;br /&gt;
:Origin:  Taken, possibly unfairly, from the name of the [[RPG]] authoress Rebecca Borgstrom (also known as R. Sean Borgstrom) who is notorious for writing games with spectacularly original premises and intriguing supporting fiction that are however almost impossible to understand well enough to actually &#039;&#039;play&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&lt;br /&gt;
;Camp: To remain stationary, or take no action, as a tactical choice.  For example, waiting for enemies to attack you to ensure that the battle takes place on your choice of terrain would be considered camping.  Camping in an [[RPG]] is usually an acceptable tactic, but in many competitive board or war games it is considered unfair, because if &#039;&#039;all&#039;&#039; [[player]]s camp, then the game deadlocks (if everyone waits to be attacked, then nobody will ever attack), and any person who breaks the deadlock is penalised by not having the tactical advantage conveyed by camping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Character Build System&lt;br /&gt;
:Term for a &#039;&#039;&#039;chargen&#039;&#039;&#039; system in which the [[player]] starts with a &amp;quot;default&amp;quot; [[character]] (often a &amp;quot;blank slate&amp;quot;, with no skills, advantages, or anything else) and a pool of points with which he or she can &amp;quot;buy&amp;quot; parts of the character until it approximates the character he or she wants to play.  &#039;&#039;[[GURPS]]&#039;&#039; and &#039;&#039;[[Hero]]&#039;&#039; are the two most well known [[RPG]]s that work this way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Chargen: short for &#039;&#039;character generation&#039;&#039;, the process of creating a [[player character]] for use in a [[RPG]].  Usually one of two methods: &#039;&#039;&#039;character build&#039;&#039;&#039; or &#039;&#039;&#039;[[RPG_Lexica:PQR|random-roll]]&#039;&#039;&#039;, depending on the [[RPG]] being used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Chunky Salsa:What is said to be left of a [[character]] that has taken a massive amount of [[damage]], far more than is needed to kill them (though not quite as much as needed to turn them into a [[RPG_Lexica:DEF|fine red mist]]).  The implication is they&#039;ve taken enough damage to turn them into small chunks in a red &amp;quot;sauce&amp;quot;, like chunky salsa.  Classically used to describe the results of (often multiple) grenades in small enclosed spaces; the blast tends to bounce off the walls and hit whoever&#039;s in there more than once.  This rule explicitly appears in &#039;&#039;[[Shadowrun]]&#039;&#039; among other games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Class and Level: A method of &#039;&#039;&#039;chargen&#039;&#039;&#039; and [[character]] definition in which characters are primarily defined as members of specific pre-defined professions or archetypes, their “[[class]]”, and their degree of advancement along a predetermined course of improvement determined by that profession, their “[[level]]”. Class and Level was used in the original [[RPG]], &#039;&#039;[[Dungeons &amp;amp; Dragons]]&#039;&#039;, and thus was a standard aspect of RPG design for years before other methods were attempted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Corebook:  Any book containing information fundamental to a particular [[game system]].  Typically any person wishing to purchase books for a particular [[RPG]] will need to buy the corebooks first in order to establish the context needed to make sense of the other books.  For example, the &#039;&#039;[[Player&#039;s Handbook]]&#039;&#039;, &#039;&#039;[[Dungeon Master&#039;s Guide]]&#039;&#039; and &#039;&#039;[[Monster Manual]]&#039;&#039; are the corebooks for &#039;&#039;[[Dungeons &amp;amp; Dragons]]&#039;&#039;; the &#039;&#039;[[World of Darkness]]&#039;&#039; book and the Vampire book are the corebooks for &#039;&#039;[[Vampire: The Requiem]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;CP&lt;br /&gt;
:Abbreviation for Character Point, the most common term used to describe the &#039;points&#039; used in games where the character creation system is freeform based on character points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Critical:  A rare dice result indicating that an action has been spectacularly successful.  Typically a critical will grant an additional bonus beyond simple success, or represent a major success, or indicate success no matter how difficult the task was.  &lt;br /&gt;
:Origin:  Originally &#039;&#039;critical hit&#039;&#039;, used in tactical combat systems to model the remote possibility of any single hit taking an enemy down if it happens to hit a critical area.  This system was then adopted by [[RPG]] combat systems and then further applied to resolution of all tasks rather than just combat, creating the term &#039;&#039;critical success&#039;&#039;, normally abbreviated to just &#039;&#039;critical&#039;&#039;, sometimes to &#039;&#039;crit hit&#039;&#039; or just &#039;&#039;crit&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Crunch&lt;br /&gt;
:1) Slang term for the sections of a [[RPG]]&#039;s rulebook that deal with the actual rules, as opposed to &#039;&#039;&#039;Fluff&#039;&#039;&#039; (q.v.), which is everything else.  Also called &#039;&#039;&#039;Crunchy bits&#039;&#039;&#039;.&lt;br /&gt;
:2) Slang for the relative complexity of a particular ruleset. A &#039;&#039;&#039;crunchy&#039;&#039;&#039; ruleset is more complex.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Custom dice:  [[Dice]] printed with symbols other than the traditional numbers.  Used in certain games to simplify task resolution.  For example, &#039;&#039;[[DC Universe]]&#039;&#039; uses dice printed with images of different DC characters; hero images indicate success and villain images indicate failure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[RPG_Lexica:DEF|Next]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[RPG_Lexica:Main_Page|Back to the main Lexicon page]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terminology]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RPG_Lexica:GHI&amp;diff=2692</id>
		<title>RPG Lexica:GHI</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RPG_Lexica:GHI&amp;diff=2692"/>
		<updated>2005-06-27T07:08:30Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: /* I */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==G==&lt;br /&gt;
&lt;br /&gt;
;Gank: Abbreviation of &amp;quot;gang kill&amp;quot;.  a) To kill or defeat an enemy by ganging up on them.  b) To kill or defeat an enemy trivially, with no real possibility of their being able to resist or escape, and where the killer gains no benefit from their death (not even [[XP]]).  Usually used to imply that the [[player]] is having their character attack helpless enemies because of the player&#039;s need to take out stress or to somehow &amp;quot;punish&amp;quot; the [[GM]]; or vice versa, that the player characters entered a hopeless situation.  Also used on online RPGs as a form of [[RPG_Lexica:GHI|griefing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Gazebo:  In addition to the common meaning of a pagoda or turret built to offer an attractive view, also a reference to a famous gamer comedy story: [http://www.geocities.com/rpgsig/articles/gazebo.html &#039;&#039;Eric and the Gazebo&#039;&#039;], written (and copyrighted!) by Richard Arenson.  In the story, the [[GM]] of a group tells them that they see a gazebo in a field they are approaching.  One of the [[player]]s - Eric - does not know what a gazebo is; he therefore assumes it to be a monster and attempts to engage it in combat (which ends with Eric fleeing after multiple magical arrows amazingly failed to wound the gazebo).  Used as a jokey reference to an unknown creature, or to something which has been attacked by mistake.&lt;br /&gt;
:By extension, may also be used to refer to a part of a description that does &#039;&#039;not&#039;&#039; have any in-game effect, to differentiate it from those that do (i.e., what the mention of the gazebo &#039;&#039;should&#039;&#039; have been).  Usage: &amp;quot;Should we ask the priests if they can help us against those &#039;spooky shadows&#039; we saw?&amp;quot; &amp;quot;Naah, I think it was just a gazebo.&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
;Get Medieval: to be exceptionally violent toward something or someone.  See &#039;&#039;&#039;&amp;quot;I&#039;m going to get medieval on his ass&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GDS:  An abbreviation for &amp;quot;game, drama, simulation&amp;quot;.  Describes the three important aspects of an [[RPG]] which are typically traded off against each other by game design: to be an enjoyable game for game&#039;s sake, to deliver a dramatic and exciting story, and to reasonable simulate what would &amp;quot;really&amp;quot; happen in particular game situations.  For example, having the [[character]]s meet in a tavern and decide to work together trades simulation off for game benefit; having villains leave clues as to their activities trades simulation off for drama; fudging [[dice]] rolls so that a character who bravely charges into a fire zone to rescue an innocent is not cut to ribbons trades game off for [[drama]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Gimp &lt;br /&gt;
#A [[character]] who is incompetent to the point of near-unplayability in the early stages of a [[campaign]], because they are loaded down with abilities which are initially weak but become highly powerful once the character has advanced.  Typically, a &#039;&#039;gimp&#039;&#039; will count on advancing based on achievements made by other members of the party and becoming incredibly powerful; either gaining in power faster or becoming more powerful overall than a non-gimp character of similar design.  An example is the &amp;quot;venerable druid gimp&amp;quot; in &#039;&#039;[[Dungeons &amp;amp; Dragons]]&#039;&#039;: a [[player]] can declare their druid character to be of venerable age, crippling their physical stats but improving their mental ones.  Such a druid will be almost useless in the early stages of a game, due to their vulnerability in combat; but once the druid gains the ability to shape-shift, they can shape-shift to a form with more powerful physical stats while still retaining the bonuses to spellcasting given by the high mental stats they got for being venerable.  Thus, such a character is a &amp;quot;gimp&amp;quot; up until they gain shape-shifting ability.&lt;br /&gt;
#As a verb: to create a gimp character, or to plan for a character to be a gimp for certain periods. &lt;br /&gt;
#When a character is being created at a level of advancement higher than the normal start point, choosing combinations of abilities or skills for that character that would have rendered the character unplayable at lower advancement levels had the player actually played through them.  Gimping is one of the more common objections that some players and [[GM]]s have against the idea of characters starting the game having already advanced.&lt;br /&gt;
#To advance a skill which provides less benefit than an alternative choice would have provided. This usage comes primarily from MMORPGs; stats and skills are frequently analyzed in great detail and the optimum configuration at maximum level for a particular role is well-known. To deviate from this &amp;quot;min-maxed&amp;quot; template is to gimp your character, and the amount of deviance is the degree to which your character is said to be gimped.&lt;br /&gt;
:Origin:  From a medieval word for a stupid or incompetent person; may also be related to a term used to refer to a particular sado-masochistic practice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Glass ninja problem:An issue with games where attack damage is based on degree of success and dodging is an all or nothing defense based on rolling over the attack&#039;s degree of success.  This means that dodge-happy characters (ninjas) cannot suffer glancing blows or flesh wounds since any attack being good enough to beat their dodge score necessarily has a high enough degree of success that it cripples the ninja.  Most modern games avoid this problem by having dodging reduce the attackers degree of success even if it doesn&#039;t allow them to avoid the attack completely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GMPC&lt;br /&gt;
#An [[NPC]] that&#039;s basically an avatar of the [[GM]] running the game.  Can be acceptable and even helpful if his &amp;quot;divine favor&amp;quot; is toned down and/or used in moderation, but more often becomes something like #2:&lt;br /&gt;
#Derogatory term for an &#039;uber&#039; NPC, one who&#039;s abilities and assistance overshadow the [[PC]]s, who is still supposedly on the PCs &#039;side&#039;, but manages to dominate the game because of his &amp;quot;divine favor&amp;quot;.&lt;br /&gt;
:Note: By &amp;quot;divine favor&amp;quot; I mean things like: die rolls being adjusted in his favor, access to the setting&#039;s &amp;quot;bigwigs&amp;quot;, absolutely &#039;&#039;amazing&#039;&#039; equipment (say, artifacts in &#039;&#039;[[Dungeons &amp;amp; Dragons]]&#039;&#039; games), being able to break inconvenient rules ([[IC]] or [[OOC]]), et cetera.  Any time the GM may be said to be cheating in favor of &amp;quot;his&amp;quot; character, it&#039;s a GMPC. Also known as a &#039;&#039;&#039;Pet NPC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;GNS:  An abbreviation for &amp;quot;gamism, narrativism, simulationism&amp;quot;.  A system used at [[RPG Lexica:DEF|The Forge]] to categorise gamers and [[game system]]s and experiences; an advanced and more strongly defined version of GDS.  See [http://www.indie-rpgs.com/_articles/glossary.html The Forge Glossary] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Golden Rule, The: &amp;quot;Rules were made to be broken&amp;quot;. Traditionally a paragraph in the beginning of a [[game master]]&#039;s section of a rulebook, the golden rule states that the game&#039;s enjoyment is paramount, and that rules are only to be enforced if it enhances the play experience. It is designed to counter rules arguments by the game master ruling that the game would be more fun if the [[player]]s were not arguing over exactly how much an obscure ruling reference benefits another player over them. It is interesting to note that &#039;&#039;[[Dungeons &amp;amp; Dragons]]&#039;&#039; V3.5&#039;s version of the golden rule (under adjudicating) states that rules should be changed for more logical sounding ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Griefing:  To play a game while drawing one&#039;s main enjoyment from harassing, annoying, or hurting the game for other [[player]]s.  No amount of in-game penalty will discourage a griefer from harassing other players, because - as harassing other players is their main enjoyment - they do not care about anything in the game except in terms of what harassment potential it provides.  In tabletop [[RPG]]s, griefers are usually quickly ejected from the group, but they can prove more of a problem in online RPGs and other public games.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&lt;br /&gt;
;Hack and Slash: A style of gameplay wherein the main focus is combat. Attempting to talk or reason with an [[NPC]] in such a game, rather than just kill them, is most likely to result in confusion or mockery from the other [[player]]s. A close relative of the &#039;&#039;&#039;Dungeon Crawl&#039;&#039;&#039;, and likewise most common in fantasy games. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Hero: A [[RPG]] which was originally geared toward playing four-color supers (from comic books), then expanded to accommodate a variety of [[setting]]s and [[character]] types.  Currently in its Fifth Revised edition, it is published by [http://www.herogames.com Hero Games].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Hitpoint gain problem:  A modelling difficulty arising from the use of [[hit point]]s.  In many [[game system]]s, as a [[character]] improves in skill, they also gain hit points.  This is intended to represent the dramatic phenomenon, seen in many fantasy films and stories, whereby more heroic characters are capable of sustaining greater amounts of [[damage]] without being visibly affected.  However, systems using hit points do not distinguish between types of damage where [[drama]] would not apply, leading to the situation of highly skilled characters being able to throw themselves off 100-foot cliffs without being hurt, because they will still have plenty of hit points spare after losing those that represent the damage from the fall. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Holding Tank: The notional part of an [[RPG]] club where new [[player]]s wait to become involved in games.  Because most RPG players tend to enjoy long-term [[campaign]]s with a fixed group of a particular size, new arrivals to a club or other RPG playing venue can find themselves with no game to play in because all other players are already involved in long-term campaigns that were established before the new player arrived.  The existance of the holding tank for RPGs, compared to other gaming hobbies such as miniatures or board gaming where it is not needed, is one of the reasons commonly referred to for the difficulty in recruiting new RPG players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Horse Bombing: Abusing a magical or supernatural ability that creates objects, and is not intended to be used as an attack, by exploiting the offensive value of generally being able to create objects from thin air.  Examples include using a spell intended to provide food and water for allies, to create water or food inside an enemy&#039;s brain case; or the example that defines the term: using a spell that summons a horse for the caster to ride by casting it several hundred feet above a stationary or unaware enemy so that the horse falls on them at high velocity.&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;I&#039;m going to get medieval on his ass&amp;quot;&lt;br /&gt;
:A quote from the movie &#039;&#039;Pulp Fiction&#039;&#039; that basically means the PCs are about to do something very violent, probably fatal, and definitely painful to whoever is referenced by &#039;his&#039;.  Often followed by another &#039;&#039;Pulp Fiction&#039;&#039; line: &amp;quot;Zed&#039;s dead, baby.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Intelligence problem&lt;br /&gt;
:The difficulty encountered in enabling Intelligence stats to work correctly in games which have them.  The problem arises from the fact that Intelligence will affect the character&#039;s ability to choose what to do next.  Since making these choices for their characters is the key means by which players are involved in the RPG, these choices must be left to the player; but if they are left to the player, the choice will be made based on the &#039;&#039;player&#039;s&#039;&#039; level of intelligence, not the character&#039;s.  &lt;br /&gt;
&lt;br /&gt;
;Inverse Ninja Law&lt;br /&gt;
:A paradox in games (usually with strong martial art themes) where a sole ninja can often be a dangerous show-stopping foe, but a group of ninjas can be mowed through with ease by a group of players.  Thus, the Inverse Ninja Law:  Sum Ninja Effectiveness = 1/Ninjas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[RPG_Lexica:DEF|Previous]]&amp;amp;nbsp;|&amp;amp;nbsp;[[RPG_Lexica:JKL|Next]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[RPG_Lexica:Main_Page|Back to the main Lexicon page]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terminology]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User:Almafeta&amp;diff=5392</id>
		<title>User:Almafeta</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User:Almafeta&amp;diff=5392"/>
		<updated>2005-06-25T21:00:12Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a meek skunk, not much else.  I [http://ia.wikipedia.org/wiki/Usator:Almafeta Wikipedia], I might as well WikiRPGnet.  You can look at my [http://www.rpg.net/reviews/search-review.phtml?reviewerName=Shanya+Almafeta RPGnet reviews] or my [http://www.furnation.com/almafeta homepage] if you want to.&lt;br /&gt;
&lt;br /&gt;
My first project here was [[TEARZ:Main Page|TEARZ]], a scathingly satiric RPG, which had the happy distinction of being this Wiki&#039;s first multi-user project, and also the unfortunate distinction of being the target of the wiki&#039;s first cases of vandalism.  Later, I added [[IrradiatedFur:Main Page|Irradiated Fur]], a anthropomorphic apocalypse RPG.  Right now, I&#039;m occasionally submitting to the [[RPG Lexica:Main Page|RPG Lexica]], and working on [[User:Altiii|Altiii]]&#039;s [[Fists of Furry]].&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TEARZ:HSF_Table&amp;diff=9870</id>
		<title>TEARZ:HSF Table</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TEARZ:HSF_Table&amp;diff=9870"/>
		<updated>2005-06-25T20:51:28Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If, during the roll to cast a spell, all dice come up 1, the spell automatically fails. This type of failure is called a Horrible Spell Failure (H.S.F.™), and in addition whatever might happen as a direct result of the spell not resolving, a H.S.F. Effect™ occurs as well!&lt;br /&gt;
&lt;br /&gt;
The H.S.F. Effect™ which occurs must be chosen by rolling 1d20,000 - equivalent to rolling a D20, multiplying the result by 100, adding a D100, and subtracting 1. Alternatively, you could use an actual D20,000, but they never stop rolling. It&#039;s irritationg. Then, consult the line in the table below corresponding to the number rolled! If the fact that this page is still in development means there is no such line, reroll until you get a line with an H.S.F. Effect™ listed on it.&lt;br /&gt;
&lt;br /&gt;
00001 - The spellcaster is attacked by an Ogre.&lt;br /&gt;
&amp;lt;br&amp;gt;00002 - The spellcaster forgets the spell and cannot use it again unless it is relearned. If you are using the optional spell memorization rules, the character also ceases to have any instances of the spell memorized.&lt;br /&gt;
&amp;lt;br&amp;gt;00003 - The spellcaster is tormented by auditory hallucinations of a voice singing the &amp;quot;Three is the magic number&amp;quot; song from Schoolhouse Rock. Alternatively (18% chance), nothing happens in-game, but the player must sing the aforementioned song.&lt;br /&gt;
&amp;lt;br&amp;gt;00004 - The spellcaster&#039;s hair begins growing very, very quickly. It is now necessary to roll a D7; on any roll other than 5 the character is distracted and cannot act for a number of rounds equal to the D7 roll unless shaven.&lt;br /&gt;
&amp;lt;br&amp;gt;00005 - Instead of actually casting the spell, the character must begin to expound on what an incredibly amazing effect it would have been.&lt;br /&gt;
&amp;lt;br&amp;gt;00006 - Instead of actually casting the spell, the character must begin to expound &#039;&#039;&#039;in iambic pentameter&#039;&#039;&#039; (I.P.™) on what an incredibly amazing effect it would have been.&lt;br /&gt;
&amp;lt;br&amp;gt;00007 - The character succeeds in casting Merlin&#039;s Spell of Enchant Sea Anenome (M.S.E.S.A.™). If this is rolled while trying to cast M.S.E.S.A.™, the character instead casts Spherical Fire of Flamel (S.F.F.™).&lt;br /&gt;
&amp;lt;br&amp;gt;00008 - A fruit begins to grow from the character&#039;s belly button, which ripens in ten days. If eaten, the fruit gives the eater +1D6 HT.&lt;br /&gt;
&amp;lt;br&amp;gt;00009 - A fruit begins to grow from the character&#039;s belly button, which ripens in ten days. If eaten, the fruit gives the eater +1D12 HT.&lt;br /&gt;
&amp;lt;br&amp;gt;00010 - A fruit begins to grow from the character&#039;s belly button, which ripens in ten days. If eaten, the fruit halves the eater&#039;s HT but gives the eater +1D24 IN.&lt;br /&gt;
&amp;lt;br&amp;gt;00011 - The character suddenly feels an urge to set a party member on fire.&lt;br /&gt;
&amp;lt;br&amp;gt;00012 - The character wishes there weren&#039;t 2,000 possible H.S.F. Effects™, but is comforted by the fact that it adds to the game&#039;s realism.&lt;br /&gt;
&amp;lt;br&amp;gt;00013 - The character begins to look startlingly like Susan B. Anthony for a short period of time. It is now necessary to roll a D7; on any roll other than 5 the character is distracted and cannot act for a number of rounds equal to the D7 roll unless shaven.&lt;br /&gt;
&amp;lt;br&amp;gt;00014 - Fish fall from the sky.&lt;br /&gt;
&amp;lt;br&amp;gt;00015 - The caster becomes a random class from the F.T.E.C.™ table for 1d100 hours.&lt;br /&gt;
&lt;br /&gt;
[[Category:TEARZ]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TEARZ:Main_Page&amp;diff=9811</id>
		<title>TEARZ:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TEARZ:Main_Page&amp;diff=9811"/>
		<updated>2005-06-25T20:51:10Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TEARZ]]&lt;br /&gt;
&lt;br /&gt;
Welcome to Shanya Almafeta&#039;s TEARZ™ Roleplaying Game.  Unlike most roleplaying games, TEARZ™ is a &amp;lt;i&amp;gt;real&amp;lt;/i&amp;gt; roleplaying game, not a rollplaying game, where your Tale Enablers™ allow you to tell a story anywhere you want!  TEARZ™ is a game where your Imagination Know No Limit™.&lt;br /&gt;
&lt;br /&gt;
==Before You Play==&lt;br /&gt;
* [[TEARZ:History|The History Of TEARZ™]]&lt;br /&gt;
* [[TEARZ:Manifesto|The TEARZ™ Manifesto]]&lt;br /&gt;
* [[TEARZ:Design_Goals|Design Goals Of TEARZ™]]&lt;br /&gt;
* [[TEARZ:Style_Guide|TEARZ™ Style Guide]]&lt;br /&gt;
* [[Talk:TEARZ:Personae|(OOC: The People of TEARZ Books/Chine Games)]]&lt;br /&gt;
&lt;br /&gt;
==Creating A Character==&lt;br /&gt;
In TEARZ™, we do not call our characters &amp;lt;i&amp;gt;player characters&amp;lt;/i&amp;gt;, because that is for panzies.  Instead, our Tale Enablers (T.E.s™) permit players to tell the type of story &amp;lt;i&amp;gt;they WANT to play!!&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[TEARZ:Backgrounds|Backgrounds]], which make your character more awesome than any RPG ever before by giving him a history &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you start playing!&lt;br /&gt;
* [[TEARZ:Attributes|Attributes]]&lt;br /&gt;
* [[TEARZ:Alignments|Alignments]]&lt;br /&gt;
* [[TEARZ:Secondary_Stats|Secondary Stats]]&lt;br /&gt;
* Classes:  TEARZ™ gives you more character options than any other RPG out there -- not even D&amp;amp;D can touch our skill!  TEARZ™ is &amp;lt;b&amp;gt;truly&amp;lt;/b&amp;gt; a &amp;lt;i&amp;gt;role&amp;lt;/i&amp;gt; playing game!&lt;br /&gt;
**  [[TEARZ:CTECs|Cyborg Tale Enabling Classes (C.T.E.C.s™)]]&lt;br /&gt;
**  [[TEARZ:ETECs|Educated Tale Enabling Classes (E.T.E.C.s™)]]&lt;br /&gt;
**  [[TEARZ:FTECs|Furry Tale Enabling Classes (F.T.E.C.s™)]]&lt;br /&gt;
**  [[TEARZ:MTECs|Magical Tale Enabling Classes (M.T.E.C.s™)]]&lt;br /&gt;
**  [[TEARZ:MATECs|Martial Artistic Tale Enabling Classes (M.A.T.E.C.s™)]]&lt;br /&gt;
**  [[TEARZ:OTECs|Occupational Tale Enabling Classes (O.T.E.C.s™)]]&lt;br /&gt;
**  [[TEARZ:PTECs|Psionic Tale Enabling Classes (P.T.E.C.s™)]]&lt;br /&gt;
**  [[TEARZ:RTECs|Racial Tale Enabling Classes (R.T.E.C.s™)]]&lt;br /&gt;
**  [[TEARZ:STECs|Superheroic Tale Enabling Classes (S.T.E.C.s™)]]&lt;br /&gt;
**  [[TEARZ:XTECs|Xenolifeform Tale Enabling Classes (X.T.E.C.s™)]]&lt;br /&gt;
**  [[Talk:TEARZ:TECs|(OOC: TALK: TECs)]]&lt;br /&gt;
* [[TEARZ:Skills|Skills and Weapon Wielding Familiarities (W.W.F.s™)]]&lt;br /&gt;
* [[TEARZ:Points|Wound Points (W.P.s™), Stun Points (S.P.s™), Qi Points (Q.P.s™), Telepathic Control Points (T.C.P.s™), Mana Accumulation Points (M.A.P.s™), and Experience Points (EX.P.s™)]]&lt;br /&gt;
* Equipment:&lt;br /&gt;
** [[TEARZ:TALEs|Technology Advancement Level Equivalents (T.A.L.E.s™)]]&lt;br /&gt;
** [[TEARZ:Basic_Equipment|Basic Gear]]&lt;br /&gt;
** [[TEARZ:Weapons|Weapons]]&lt;br /&gt;
** [[TEARZ:Armor|Armor]]&lt;br /&gt;
** [[TEARZ:Vehicles|Vehicles]]&lt;br /&gt;
** [[TEARZ:Mecha|Mecha]]&lt;br /&gt;
** [[TEARZ:Magic_Items|Magical Items]]&lt;br /&gt;
* [[TEARZ:Spells|Spells]]&lt;br /&gt;
** [[TEARZ:HSF_Table|Horrible Spell Failure (H.S.F™) Table]]&lt;br /&gt;
* [[TEARZ:Prana|Prana]]&lt;br /&gt;
* [[TEARZ:Cybernetics|Cybernetics]]&lt;br /&gt;
* [[TEARZ:Superpowers|Superpowers]]&lt;br /&gt;
* [[TEARZ:Psi|Mystik MindSkapes™]]&lt;br /&gt;
&lt;br /&gt;
==Action!==&lt;br /&gt;
The rules of TEARZ™ are specially designed to make true &amp;lt;i&amp;gt;role&amp;lt;/i&amp;gt;playing not only a possibility, but a necessity!&lt;br /&gt;
&lt;br /&gt;
* [[TEARZ:Resolution|Resolution]]&lt;br /&gt;
* [[TEARZ:Combat|Combat]]&lt;br /&gt;
* [[TEARZ:Environment|Environmental Hazards (E.H.s™)]]&lt;br /&gt;
&lt;br /&gt;
==The World Of TEARZ™==&lt;br /&gt;
* [[TEARZ:Backstory|The History Of TEARZ™]]&lt;br /&gt;
* [[TEARZ:Locations|Locations]]&lt;br /&gt;
* [[TEARZ:Countries|Countries]]&lt;br /&gt;
* [[TEARZ:Polyverse|Explore The Polyverse™!!]]&lt;br /&gt;
* [[TEARZ:Sample_Characters|Sample T.E.s™]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=IrradiatedFur:Equipment&amp;diff=10187</id>
		<title>IrradiatedFur:Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=IrradiatedFur:Equipment&amp;diff=10187"/>
		<updated>2005-06-25T03:07:26Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To buy Equipment, you need money. Take the die you assigned to Equipment in character creation and look it up here:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Equipment die&amp;lt;th&amp;gt;Spending money&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;d4&amp;lt;td&amp;gt;$800&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;d6&amp;lt;td&amp;gt;$1800&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;d8&amp;lt;td&amp;gt;$3200&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;d10&amp;lt;td&amp;gt;$5000&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;d12&amp;lt;td&amp;gt;$7200&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(The formula is (Equipment die size squared) times 50, by the way, if you want to know.)&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Add your accuracy to your attack roll.&lt;br /&gt;
*Knife: Your basic stabby. Melee or Martial Arts, accuracy +0, damage Strength+2d6 stun. $10.&lt;br /&gt;
*Sword: Your enhanced stabby. Melee or Martial Arts, accuracy +2, damage Strength+1d10 lethal. $100.&lt;br /&gt;
*Axe: A weapon pressed into service. Melee, accuracy -1, damage Strength+1d8 lethal. $25.&lt;br /&gt;
*Machete: A weapon pressed into service. Melee, accuracy 0, damage Strength+2d6+1 stun. $20.&lt;br /&gt;
*Chainsaw: A very nasty weapon pressed into service. Melee, accuracy +1, damage 3d8 lethal.&lt;br /&gt;
*Staff: A reinforced version of the ever-present 10&#039; pole. Melee, accuracy +2, damage Strength+d8 stun. $10.&lt;br /&gt;
*Great Sword: A claymore, katana, whip, or whatever your group thinks is the most awesome weapon. Melee, accuracy +2, damage Strength+3d8 lethal. $1000.&lt;br /&gt;
*Pistol: Your basic shooty. Firefight, accuracy +0, damage 2d6 lethal, range 30m. $500. Holds 12 shots; each shot costs $2.&lt;br /&gt;
*Autopistol: An enhanced pistol. May fire a three-shot mode for +4 accuracy (but firing three bullets, obviously). Firefight, accuracy +1, damage 2d6+1 lethal, range 30m. $800. Holds 21 shots; each shot costs $3.&lt;br /&gt;
*Rifle: Your enhanced shooty. Has a three-shot mode. (Sniping, accuracy +2) or (Firefight, accuracy -2), damage 3d8 lethal, range 80m. $1500. Holds 40 shots; each shot costs $5.&lt;br /&gt;
*Sniper Rifle: A special-purpose weapon. Sniping, accuracy +4, damage 4d10 lethal, range 250m. $3000. Holds 1 shot; each shot costs $10.&lt;br /&gt;
*Grenade: Does damage in a 10m radius. Firefight, accuracy -, damage 4d8 lethal, range (Strength+Strength+Weight Lifting) meters. $80.&lt;br /&gt;
*Claymore: A mine that deals damage in 25m long cone. None, accuracy -, damage 3d10+3 lethal, range -/25m. $125.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Armor has 4 stats:&lt;br /&gt;
*&amp;lt;i&amp;gt;Coverage:&amp;lt;/i&amp;gt;  Armor protects on any attack with a number equal to or less than its Coverage.&lt;br /&gt;
*&amp;lt;i&amp;gt;Maneuverability&amp;lt;/i&amp;gt; is the penalty to dodge or other &#039;gross&#039; movements (including your Initiative and Move scores).&lt;br /&gt;
*&amp;lt;i&amp;gt;Stun Absorb&amp;lt;/i&amp;gt; is how much damage it absorbs from Stun attacks&lt;br /&gt;
*&amp;lt;i&amp;gt;Lethal Absorb&amp;lt;/i&amp;gt; is how much damage it absorbs from Lethal attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=1&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Armor&amp;lt;th&amp;gt;Coverage&amp;lt;th&amp;gt;Manveruability&amp;lt;th&amp;gt;Stun Absorb&amp;lt;th&amp;gt;Lethal Absorb&amp;lt;th&amp;gt;Cost&amp;lt;th&amp;gt;Description&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leather Jacket&amp;lt;td&amp;gt;15&amp;lt;td&amp;gt;-0&amp;lt;td&amp;gt;2&amp;lt;td&amp;gt;0&amp;lt;td&amp;gt;$100&amp;lt;td&amp;gt;At least it keeps your corpse all in one piece.  Available for nonmorphic characters for $300.&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kevlar&amp;lt;td&amp;gt;14&amp;lt;td&amp;gt;-1&amp;lt;td&amp;gt;4&amp;lt;td&amp;gt;2&amp;lt;td&amp;gt;$250&amp;lt;td&amp;gt;Nice and airy.  Available for nonmorphic characers for $1500.&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sports Gear&amp;lt;td&amp;gt;13&amp;lt;td&amp;gt;-2&amp;lt;td&amp;gt;5&amp;lt;td&amp;gt;1&amp;lt;td&amp;gt;$200&amp;lt;td&amp;gt;Good for contact sports, bad for actual combat.&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bolted Plate Armor&amp;lt;td&amp;gt;18&amp;lt;td&amp;gt;-4&amp;lt;td&amp;gt;6&amp;lt;td&amp;gt;3&amp;lt;td&amp;gt;$600&amp;lt;td&amp;gt;Easy to make if you have some scrap lying about.  Available for nonmorphic characers for $2500 and an additional -1 maneuverability penalty.&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Forged Plate Armor&amp;lt;td&amp;gt;20&amp;lt;td&amp;gt;-3&amp;lt;td&amp;gt;10&amp;lt;td&amp;gt;5&amp;lt;td&amp;gt;$1000&amp;lt;td&amp;gt;This kind of armor is actually smelted down before it&#039;s pounded together.  Available for nonmorphic characters for $6000.&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;EOD Suit&amp;lt;td&amp;gt;24&amp;lt;td&amp;gt;-4&amp;lt;td&amp;gt;16&amp;lt;td&amp;gt;8&amp;lt;td&amp;gt;$4000&amp;lt;td&amp;gt;The best defense money can buy.  It just makes you slower than moleasses.&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
*Airtight Chest: Good for keeping bugs out and cold in. $20.&lt;br /&gt;
*Batteries: There&#039;s never enough. Normal batteries cost $2; rechargable batteries cost $10 and the charge is half as long; solar recharable batteries cost $25. The charges are about the same for any domestic use.&lt;br /&gt;
*Book: Always a handy trade good: knowledge is power. $10 per 32 pages for a good book, down to &#039;just&#039; $1 per 32pages for dimestore romance.&lt;br /&gt;
*Deck Of Cards: Good for fun, telling fortunes, using as impromptu TP, just about anything. Your choice of CCG, poker, SAGA, tarot, or Uno. $3.&lt;br /&gt;
*Dice: Many games use them, either alone or as part of the mechanics of the game. Handful of dice, $1.&lt;br /&gt;
*Clothing, Mundane: A shirt costs $2 to $5. A pair of pants or shorts costs $2 or $5. Socks, when worn, cost $1; shoes or gloves costs $5; boots cost $10.&lt;br /&gt;
*Cooking Set, Full: More forks than you&#039;ll ever need, plus enough flatware to serve eight. $120.&lt;br /&gt;
*Cooking Set, Travel: Enough to make something vaguely edible over a fire and serve it to up to four people, and wash up after. $40.&lt;br /&gt;
*Fishing Pole: Tackle is usually included (and usually no good). $10.&lt;br /&gt;
*Flare Gun: Good for showing people where you are. Does 1d6 stun burn damage per round for 1d4 rounds if fired at someone (Firearms, accuracy -2, range 30m). $50; flares cost $5 each.&lt;br /&gt;
*Food: $3 per meal for a restaurant meal; cheap meals (like hot dogs) cost $1-$2; decent meals cost $5 per day for raw ingredients if you buy a weeks&#039; worth at a time; bare minimum is $1/day for unseasoned, uncooked grain.&lt;br /&gt;
*Hireling: You&#039;ve hired a NPC to work for you. They&#039;ll carry baggage, watch the kids, carry you around (if a taur), act as a guide, and so on. Hirelings work for $75 per week, plus board and food; they may ask up to double for very hazardous or tiring duty.&lt;br /&gt;
*House: A home costs $25 per week, as long as you don&#039;t really mess up the place. An apartment in an ancient-run hotel costs $15.&lt;br /&gt;
*Knapsack: For antropomorphic or nonanthros. Tough, rugged. $10.&lt;br /&gt;
*Radio: A AM/FM radio is receive-only and costs $10. A CB radio is twoway and costs $250.&lt;br /&gt;
*Pakra: Keeps you mostly dry in the rain. $4.&lt;br /&gt;
*Portable Stove: A collapsable metal stove, able to keep a fire lit off from the wet ground and rain for cooking. Heavy, but luckily, only one per dozen people is needed.&lt;br /&gt;
*Rope: Always handy. $1 per 10 yards.&lt;br /&gt;
*Saddlebags: Most taurs can&#039;t (or, more likely, won&#039;t) draw a cairrage or stagecoach, but they can. Up to 500 pounds can be held safely by these bags; weight in them is halved when it comes to how much it feels like the &#039;taur is carrying (he can&#039;t lift more than usual, but it doesn&#039;t tire him out as much). $40.&lt;br /&gt;
*Shovel: You can clear out (Strength die size)/4 cubic meters of dirt, a quarter that of rubble, per hour, with this handy tool. Dig latrines, bury the dead, make a garden! $20.&lt;br /&gt;
*Sleeping Bag: Keeps you from freezing. $65.&lt;br /&gt;
*Spices: Makes food more palatable, or unpalatable if too much is added. Enough for 100 meals. $4.&lt;br /&gt;
*Tent, Campaign: Used as pre-made impromptu shelter, used in the army. $1000.&lt;br /&gt;
*Tent, Large: Actually has more than one room. There&#039;s even enough room in the center room for a taur to sleep in (two taurs if they&#039;re familiar). $200.&lt;br /&gt;
*Tent, Small: The least-common denominator tents they use in the Scouts. $50.&lt;br /&gt;
*Toilet Paper: AKA wooden gold. $6 per roll.&lt;br /&gt;
*Towel: Ever-handy. $1.&lt;br /&gt;
*Watch: For tracking time. One set of batteries works for three months. $15.&lt;br /&gt;
*Water Purification Can: Fill it up with water, seal it tight, carry it with you, in eight hours it&#039;s clean. $15.&lt;br /&gt;
&lt;br /&gt;
[[Category:Irradiated Fur]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RPG_Lexica:MNO&amp;diff=2079</id>
		<title>RPG Lexica:MNO</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RPG_Lexica:MNO&amp;diff=2079"/>
		<updated>2005-06-07T03:42:22Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: /* O */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==M==&lt;br /&gt;
&lt;br /&gt;
;Mary Sue: An [[RPG]] [[character]] obviously designed as a supremely competent version of the real person designing the character.  (A Mary Sue need not be female, or even human.)&lt;br /&gt;
:Origin: According to [http://www.subreality.com/marysue.htm this site], from a 1970&#039;s &#039;&#039;Star Trek&#039;&#039; FanFic starring &amp;quot;Lieutenant Mary Sue, StarFleet&#039;s Youngest Lieutenant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Min-max, min-maxing: To carefully tweak a &#039;&#039;&#039;[[character]]&#039;&#039;&#039; during &#039;&#039;&#039;chargen&#039;&#039;&#039; so as to optimize the character for one thing, usually combat, often at the expense of other aspects of the character; or, to tweak a character to take advantage of quirks in the rules to do the same thing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;mob: An [[NPC]], in particular one who performs limited ranges of simplistic behaviour.  Used in online [[RPG]]s to identify NPCs who are automatically controlled by the game program, rather than those who are played by human [[GM]]s.  &lt;br /&gt;
:Origin:  Short form of &#039;&#039;mobile&#039;&#039;, the term coined by Richard Bartle for these characters in early computer RPGs.  On reading the research paper which coined the term, one of the reviewers is said to have thought this a &amp;quot;beautiful analogy to those hanging toys used in baby&#039;s cribs, which move around seemingly as if alive, in spite of being constructed of mechanical parts&amp;quot;.  Bartle replied that this was indeed a beautiful analogy, and he would have been delighted if he had thought of it; he used the term &amp;quot;mobile&amp;quot; simply to indicate that they could move, which other computer-controlled objects couldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Munchkin: One of the most controversial terms in [[RPG]]s.  A good argument could be made that it means &amp;quot;any player I don&#039;t like&amp;quot;, but most people reserve the term for a specific type of bad [[player]]...&lt;br /&gt;
:My own definition: a player who, through inexperience or immaturity, disrupts the game to the detriment of the other players, usually by any or all of the following:&lt;br /&gt;
* Creating a [[character]] that&#039;s inappropriate to the setting (Classic definition: A munchkin is someone who, in a game of courtly politics and intrigue in 16th century France, wants to play a [[ninja]].)&lt;br /&gt;
* Insisting his character either is or has to be the absolute &#039;&#039;best&#039;&#039; at &#039;&#039;everything&#039;&#039; he does.&lt;br /&gt;
* Roleplays poorly, seeing his character (and the other characters) as mere game pieces, without personality or motivations beyond advancing in the game.&lt;br /&gt;
* Relating to the last one: approaching all problems, obstacles, and frustrations with violence as a &#039;&#039;first&#039;&#039; resort&lt;br /&gt;
* Attempting to &amp;quot;win&amp;quot; the game, even at the expense of the other players, in situations where it would be inappropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Murphy&#039;s Law:&amp;quot;Anything that can go wrong, will.&amp;quot;  The premier law of the universe.&lt;br /&gt;
:Notes: What most people call Murphy&#039;s Law (above) is actually Finagle&#039;s Law (or, in the UK, Sod&#039;s Law).  Murphy&#039;s Law is more specific: &amp;quot;If there are two or more ways to do something, and one of those ways will result in disaster, someone will do it.&amp;quot;  It was originally &amp;quot;If that guy has any way of making a mistake, he will&amp;quot;--referring to the technician who had just placed a series of sensors the wrong way around on the test subject of an accelleration experiment.  Edward Murphy was the lead scientist.&lt;br /&gt;
:Murphy&#039;s Law is in this lexicon because, since RPGs are simulations of important (fake) events in people&#039;s (fake) lives, it crops up a &#039;&#039;lot.&#039;&#039;  In particular, when making an elaborate plan, it is often necessary to include contingency plans in case of a [[RPG_Lexica:DEF|fumble]] at a critical moment. (See [[RPG_Lexica:VWX|Whiff]] for further details)&lt;br /&gt;
:See also: [http://en.wikipedia.org/wiki/Murphy%27s_Law WikiPedia&#039;s entry on &amp;quot;Murphy&#039;s Law&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Murphy&#039;s Rule: (or just &amp;quot;Murphy&amp;quot;).  A game rule which has bizarre or humourous consequences when applied to certain situations - typically those which would logically exist in the game world but are not those which the game was designed to model.  A &amp;quot;murphy&amp;quot; can also be a description of the consequences of applying a rule to an outlandish situation, stated not as a criticism of the rules but purely for the comedy value.  Originally coined as the name of a cartoon appearing in &#039;&#039;Pyramid Magazine&#039;&#039;.  A few examples of the typical format:&lt;br /&gt;
* In &#039;&#039;[[Dungeons &amp;amp; Dragons]]&#039;&#039;, [[character]]s have a &amp;quot;Dexterity&amp;quot; stat, which is in fact used to represent agility as well as actual dexterity.  Thus, every talented clockmaker is also a talented gymnast, and vice versa; &lt;br /&gt;
* In &#039;&#039;[[The Riddle of Steel]]&#039;&#039;, in character generation the [[player]] must rank several properties of their character in order of importance.  Ranking &amp;quot;social standing&amp;quot; last results in the [[PC]] being a slave.  If the player has done this, all other aspects (such as combat skill, magical ability, etc) will have been rated higher than they otherwise could have been, thus meaning that slaves are the most talented and skilled people in the setting;&lt;br /&gt;
* In the second edition of &#039;&#039;[[Hong Kong Action Theatre]]&#039;&#039;, an actor&#039;s fame is the &#039;&#039;only&#039;&#039; factor taken into consideration when assigning them to roles, thus enabling Arnold Schwarzenegger to be cast as a kung-fu ballerina.&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
;Ninja: A term with multiple different meanings, mostly derived either from the real myths surrounding Ninjas or from the famous spoof website, [http://www.realultimatepower.net &amp;quot;Real Ultimate Power&amp;quot;].&lt;br /&gt;
* As a noun, used with the original meaning: the Japanese term for an assassin, particularly one making use of stealth.  &lt;br /&gt;
* As a noun, any character designed around the concepts of stealth, hand-to-hand combat, and one-hit kills.  &lt;br /&gt;
* As a noun, a character which is sought-after for &amp;quot;coolness&amp;quot; value, and whose abilites are overestimated, even if irrelevant or ineffective in the particular situation or setting. (&amp;quot;Of course I can dodge the bullets of a machine-gun on full auto - I&#039;m a &#039;&#039;ninja&#039;&#039;!&amp;quot;)&lt;br /&gt;
* As an adjective, sneaky or cunning. &lt;br /&gt;
* As an adjective, highly skilled in general.&lt;br /&gt;
* As a verb, to accomplish something in a highly skillful or spectacular way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
;OGL Heartbreaker:  A game which, although it has an original world, uses an open-licensed gaming system or variation thereof instead of a system that is either has a standard license or that is proprietary and unique to that game world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;One Roll Engine:  A unique [[dice]] system designed by Greg Stolze and used in the game &#039;&#039;[[Godlike]]&#039;&#039;.  Rather than trying to match a particular target number, the player rolls a number of dice based on their [[character]]&#039;s competence and are deemed to have succeeded if two or more of those dice roll the same value.  The unique property of this system is that a single roll delivers &#039;&#039;two&#039;&#039; results: the number of dice that matched, and the value they matched on.  &lt;br /&gt;
:Note: this system is copyrighted, so you must seek the author&#039;s permission to use it in any game you are designing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Open-ended roll:  Any [[dice]] rolling system which includes the rule that any dice which rolls its maximum result should be rolled again, with the new roll added to the previous one to determine the final result.  For example, if a 5 is rolled on an open-ended d6, the result is 5; but if a 6 is rolled, the dice is rolled again, and if a 4 is rolled on the second roll the overall result is 10 (the 4 just rolled plus the 6 rolled previously).  &lt;br /&gt;
:See also: &#039;&#039;&#039;Exploding Dice&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[RPG_Lexica:JKL|Previous]]&amp;amp;nbsp;|&amp;amp;nbsp;[[RPG_Lexica:PQR|Next]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[RPG_Lexica:Main_Page|Back to main Lexicon page]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terminology]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1552</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1552"/>
		<updated>2005-05-22T23:36:38Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: /* Game Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===Generic Resources===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an atempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20 System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
===The Dungeoneers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[The_Dungeoneers_%28A_D%26D_Minisetting%29]]&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0. It may be more appropriate however to call it a game model as it can be dropped in almost any fantasy setting. It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Category:Irradiated_Fur&amp;diff=1678</id>
		<title>Category:Irradiated Fur</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Category:Irradiated_Fur&amp;diff=1678"/>
		<updated>2005-05-22T23:36:31Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Irradiated Fur is a Fallout-inspired anthropomorphic apocalypse game; think of it as &amp;quot;Twilight2000claw.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Category:Irradiated_Fur&amp;diff=1523</id>
		<title>Category:Irradiated Fur</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Category:Irradiated_Fur&amp;diff=1523"/>
		<updated>2005-05-22T23:34:23Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Irradiated Fur is a Fallout-inspired anthropomorphic apocalypse game; &amp;quot;Twilight2000claw.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=IrradiatedFur:Hazards&amp;diff=10189</id>
		<title>IrradiatedFur:Hazards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=IrradiatedFur:Hazards&amp;diff=10189"/>
		<updated>2005-05-22T23:33:00Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world isn&#039;t a pretty place. During your adventures, you may suffer any amount of hazards, like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Falling:&amp;lt;/i&amp;gt; This deals 1 point of stun damage per meter fallen for fairly &#039;mild&#039; surfaces -- water or moss, or a handy tarp, or 1 point of lethal damage if you fall on something you shouldn&#039;t, such as bare rock or a rusted-out car. For these purposes, a fall is any height greater than your (Agility + Acrobatics dice) / 2 meters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Fire:&amp;lt;/i&amp;gt; Fire deals from d4 stun damage (a match) to 1d12 lethal damage (a blazing inferno) every round. Simlarly, cold deals from 1d4 stun damage a round (0 celsius) to 1d12 lethal damage (-100 celsius). Extremely intense heat or cold (plasma, or liquid nitrogen) deals 4d12 lethal damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Poison:&amp;lt;/i&amp;gt; Poison deals stun damage, as well as side effects. Each poison has an Intensity (from 1d6 to 4d12); subtract the character&#039;s Health check (i.e., roll of Health + Race). If even one point of stun damage, one level of effect is done; for every full 5 points of stun damage, another level of effect is done. Destructive poison deals 1 wound per level of effect; debilitative poison makes the character at -1 die to all actions per level of effect; paralyzing poison makes the character unable to move for 1d6 minutes per level of effect. Disease is similar, but had a different set of effects at each, and needs 1d4-3d6 days to &#039;incubate&#039; between effects; the common cold just makes you lose 1d6 extra stun every 1d4 days, while pneumonia causes one wound every 1d6 days per extra level of effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Radiation:&amp;lt;/i&amp;gt; Get the square root of the rads per minute, and make a Health check every turn against it. For every point you lost by, lose one stun; for every five full points you lost by, lose one stun permanently. If you lose all stun, you are comatose. In addition, if you roll three ones in a roll, you get cancer, and you will die in (roll Health) months. At least you&#039;ve got enough time to look pretty for your coffin.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Suffocation:&amp;lt;/i&amp;gt; You can survive (roll of Health) rounds; any race that has Swimming as a natural skill can survive (roll of Health + roll of Race) rounds. After this time, roll Health (or Health + Race for those with Swimming as a natural skill) every round; if you roll under the number of rounds you&#039;ve been under, you lose as much stun as you lost by, and if you rolled all 1s, you lost a wound. If you lose a wound, you are automatically unconscious, and do not roll from then on -- you automatically lose 1 more wound every round after that as you suffer brain damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Irradiated Fur]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=IrradiatedFur:Experience&amp;diff=10188</id>
		<title>IrradiatedFur:Experience</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=IrradiatedFur:Experience&amp;diff=10188"/>
		<updated>2005-05-22T23:32:50Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, it&#039;s a short section at least.  There is none.&lt;br /&gt;
&lt;br /&gt;
This is a RPG built for one-shots or short series, not meant for campaign play. If you&#039;re thinking of doing some kind of evil in the future with your New Keen Powers you&#039;re going to buy with your XP, you&#039;ll want to play something else.&lt;br /&gt;
&lt;br /&gt;
[[Category:Irradiated Fur]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=IrradiatedFur:Equipment&amp;diff=2535</id>
		<title>IrradiatedFur:Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=IrradiatedFur:Equipment&amp;diff=2535"/>
		<updated>2005-05-22T23:31:14Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To buy Equipment, you need money. Take the die you assigned to Equipment in character creation and look it up here:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Equipment die&amp;lt;th&amp;gt;Spending money&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;d4&amp;lt;td&amp;gt;$800&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;d6&amp;lt;td&amp;gt;$1800&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;d8&amp;lt;td&amp;gt;$3200&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;d10&amp;lt;td&amp;gt;$5000&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;d12&amp;lt;td&amp;gt;$7200&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(The formula is (Equipment die size squared) times 50, by the way, if you want to know.)&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Add your accuracy to your attack roll.&lt;br /&gt;
*Knife: Your basic stabby. Melee or Martial Arts, accuracy +0, damage Strength+2d6 stun. $10.&lt;br /&gt;
*Sword: Your enhanced stabby. Melee or Martial Arts, accuracy +2, damage Strength+1d10 lethal. $100.&lt;br /&gt;
*Axe: A weapon pressed into service. Melee, accuracy -1, damage Strength+1d8 lethal. $25.&lt;br /&gt;
*Machete: A weapon pressed into service. Melee, accuracy 0, damage Strength+2d6+1 stun. $20.&lt;br /&gt;
*Chainsaw: A very nasty weapon pressed into service. Melee, accuracy +1, damage 3d8 lethal.&lt;br /&gt;
*Staff: A reinforced version of the ever-present 10&#039; pole. Melee, accuracy +2, damage Strength+d8 stun. $10.&lt;br /&gt;
*Great Sword: A claymore, katana, whip, or whatever your group thinks is the most awesome weapon. Melee, accuracy +2, damage Strength+3d8 lethal. $1000.&lt;br /&gt;
*Pistol: Your basic shooty. Firefight, accuracy +0, damage 2d6 lethal, range 30m. $500. Holds 12 shots; each shot costs $2.&lt;br /&gt;
*Autopistol: An enhanced pistol. May fire a three-shot mode for +4 accuracy (but firing three bullets, obviously). Firefight, accuracy +1, damage 2d6+1 lethal, range 30m. $800. Holds 21 shots; each shot costs $3.&lt;br /&gt;
*Rifle: Your enhanced shooty. Has a three-shot mode. (Sniping, accuracy +2) or (Firefight, accuracy -2), damage 3d8 lethal, range 80m. $1500. Holds 40 shots; each shot costs $5.&lt;br /&gt;
*Sniper Rifle: A special-purpose weapon. Sniping, accuracy +4, damage 4d10 lethal, range 250m. $3000. Holds 1 shot; each shot costs $10.&lt;br /&gt;
*Grenade: Does damage in a 10m radius. Firefight, accuracy -, damage 4d8 lethal, range (Strength+Strength+Weight Lifting) meters. $80.&lt;br /&gt;
*Claymore: A mine that deals damage in 25m long cone. None, accuracy -, damage 3d10+3 lethal, range -/25m. $125.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Armor has 4 stats:&lt;br /&gt;
*&amp;lt;i&amp;gt;Coverage:&amp;lt;/i&amp;gt;  Armor protects on any attack with a number equal to or less than its Coverage.&lt;br /&gt;
*&amp;lt;i&amp;gt;Maneuverability&amp;lt;/i&amp;gt; is the penalty to dodge or other &#039;gross&#039; movements (including your Initiative and Move scores).&lt;br /&gt;
*&amp;lt;i&amp;gt;Stun Absorb&amp;lt;/i&amp;gt; is how much damage it absorbs from Stun attacks&lt;br /&gt;
*&amp;lt;i&amp;gt;Lethal Absorb&amp;lt;/i&amp;gt; is how much damage it absorbs from Lethal attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Armor&amp;lt;th&amp;gt;Coverage&amp;lt;th&amp;gt;Manveruability&amp;lt;th&amp;gt;Stun Absorb&amp;lt;th&amp;gt;Lethal Absorb&amp;lt;th&amp;gt;Cost&amp;lt;th&amp;gt;Description&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leather Jacket&amp;lt;td&amp;gt;15&amp;lt;td&amp;gt;-0&amp;lt;td&amp;gt;2&amp;lt;td&amp;gt;0&amp;lt;td&amp;gt;$100&amp;lt;td&amp;gt;At least it keeps your corpse all in one piece.  Available for nonmorphic characters for $300.&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kevlar&amp;lt;td&amp;gt;14&amp;lt;td&amp;gt;-1&amp;lt;td&amp;gt;4&amp;lt;td&amp;gt;2&amp;lt;td&amp;gt;$250&amp;lt;td&amp;gt;Nice and airy.  Available for nonmorphic characers for $1500.&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sports Gear&amp;lt;td&amp;gt;13&amp;lt;td&amp;gt;-2&amp;lt;td&amp;gt;5&amp;lt;td&amp;gt;1&amp;lt;td&amp;gt;$200&amp;lt;td&amp;gt;Good for contact sports, bad for actual combat.&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bolted Plate Armor&amp;lt;td&amp;gt;18&amp;lt;td&amp;gt;-4&amp;lt;td&amp;gt;6&amp;lt;td&amp;gt;3&amp;lt;td&amp;gt;$600&amp;lt;td&amp;gt;Easy to make if you have some scrap lying about.  Available for nonmorphic characers for $2500 and an additional -1 maneuverability penalty.&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Forged Plate Armor&amp;lt;td&amp;gt;20&amp;lt;td&amp;gt;-3&amp;lt;td&amp;gt;10&amp;lt;td&amp;gt;5&amp;lt;td&amp;gt;$1000&amp;lt;td&amp;gt;This kind of armor is actually smelted down before it&#039;s pounded together.  Available for nonmorphic characters for $6000.&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;EOD Suit&amp;lt;td&amp;gt;24&amp;lt;td&amp;gt;-4&amp;lt;td&amp;gt;16&amp;lt;td&amp;gt;8&amp;lt;td&amp;gt;$4000&amp;lt;td&amp;gt;The best defense money can buy.  It just makes you slower than moleasses.&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
*Airtight Chest: Good for keeping bugs out and cold in. $20.&lt;br /&gt;
*Batteries: There&#039;s never enough. Normal batteries cost $2; rechargable batteries cost $10 and the charge is half as long; solar recharable batteries cost $25. The charges are about the same for any domestic use.&lt;br /&gt;
*Book: Always a handy trade good: knowledge is power. $10 per 32 pages for a good book, down to &#039;just&#039; $1 per 32pages for dimestore romance.&lt;br /&gt;
*Deck Of Cards: Good for fun, telling fortunes, using as impromptu TP, just about anything. Your choice of CCG, poker, SAGA, tarot, or Uno. $3.&lt;br /&gt;
*Dice: Many games use them, either alone or as part of the mechanics of the game. Handful of dice, $1.&lt;br /&gt;
*Clothing, Mundane: A shirt costs $2 to $5. A pair of pants or shorts costs $2 or $5. Socks, when worn, cost $1; shoes or gloves costs $5; boots cost $10.&lt;br /&gt;
*Cooking Set, Full: More forks than you&#039;ll ever need, plus enough flatware to serve eight. $120.&lt;br /&gt;
*Cooking Set, Travel: Enough to make something vaguely edible over a fire and serve it to up to four people, and wash up after. $40.&lt;br /&gt;
*Fishing Pole: Tackle is usually included (and usually no good). $10.&lt;br /&gt;
*Flare Gun: Good for showing people where you are. Does 1d6 stun burn damage per round for 1d4 rounds if fired at someone (Firearms, accuracy -2, range 30m). $50; flares cost $5 each.&lt;br /&gt;
*Food: $3 per meal for a restaurant meal; cheap meals (like hot dogs) cost $1-$2; decent meals cost $5 per day for raw ingredients if you buy a weeks&#039; worth at a time; bare minimum is $1/day for unseasoned, uncooked grain.&lt;br /&gt;
*Hireling: You&#039;ve hired a NPC to work for you. They&#039;ll carry baggage, watch the kids, carry you around (if a taur), act as a guide, and so on. Hirelings work for $75 per week, plus board and food; they may ask up to double for very hazardous or tiring duty.&lt;br /&gt;
*House: A home costs $25 per week, as long as you don&#039;t really mess up the place. An apartment in an ancient-run hotel costs $15.&lt;br /&gt;
*Knapsack: For antropomorphic or nonanthros. Tough, rugged. $10.&lt;br /&gt;
*Radio: A AM/FM radio is receive-only and costs $10. A CB radio is twoway and costs $250.&lt;br /&gt;
*Pakra: Keeps you mostly dry in the rain. $4.&lt;br /&gt;
*Portable Stove: A collapsable metal stove, able to keep a fire lit off from the wet ground and rain for cooking. Heavy, but luckily, only one per dozen people is needed.&lt;br /&gt;
*Rope: Always handy. $1 per 10 yards.&lt;br /&gt;
*Saddlebags: Most taurs can&#039;t (or, more likely, won&#039;t) draw a cairrage or stagecoach, but they can. Up to 500 pounds can be held safely by these bags; weight in them is halved when it comes to how much it feels like the &#039;taur is carrying (he can&#039;t lift more than usual, but it doesn&#039;t tire him out as much). $40.&lt;br /&gt;
*Shovel: You can clear out (Strength die size)/4 cubic meters of dirt, a quarter that of rubble, per hour, with this handy tool. Dig latrines, bury the dead, make a garden! $20.&lt;br /&gt;
*Sleeping Bag: Keeps you from freezing. $65.&lt;br /&gt;
*Spices: Makes food more palatable, or unpalatable if too much is added. Enough for 100 meals. $4.&lt;br /&gt;
*Tent, Campaign: Used as pre-made impromptu shelter, used in the army. $1000.&lt;br /&gt;
*Tent, Large: Actually has more than one room. There&#039;s even enough room in the center room for a taur to sleep in (two taurs if they&#039;re familiar). $200.&lt;br /&gt;
*Tent, Small: The least-common denominator tents they use in the Scouts. $50.&lt;br /&gt;
*Toilet Paper: AKA wooden gold. $6 per roll.&lt;br /&gt;
*Towel: Ever-handy. $1.&lt;br /&gt;
*Watch: For tracking time. One set of batteries works for three months. $15.&lt;br /&gt;
*Water Purification Can: Fill it up with water, seal it tight, carry it with you, in eight hours it&#039;s clean. $15.&lt;br /&gt;
&lt;br /&gt;
[[Category:Irradiated Fur]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=IrradiatedFur:Resolution&amp;diff=10186</id>
		<title>IrradiatedFur:Resolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=IrradiatedFur:Resolution&amp;diff=10186"/>
		<updated>2005-05-22T23:29:31Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: left out an equal sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic Tests==&lt;br /&gt;
Nothing fancy. Roll lots of dice, try to get a high number.&lt;br /&gt;
&lt;br /&gt;
A skill test is (base stat die) + (skill die). If it&#039;s a skill to which your race is related (like Acrobatics for Ferrets), add your racial die in too.&lt;br /&gt;
&lt;br /&gt;
A stat test is (base stat die) + (racial die). Yes, it&#039;s odd, but go with it.&lt;br /&gt;
&lt;br /&gt;
For any other test, the die or dice to roll are noted.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Everyone will have to fight sooner or later. There are few combat options, and no special maneuvers like flashy jump kicks or talented throws -- when you get in a fight, you use whatever opprotunity you have available to you, and don&#039;t have time to think. Combat in Irradiated Fur works like so:&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
Roll your Initiative stat every six-second round. Higher numbers go first.  Break ties with Agility, then Intelligence, then Race.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
Determine what you want to do. You have one action in a round, normally; if you want to do more than one action, you are at a -1 die penalty to all actions (before you roll, you have to choose and discard a die) for every action beyond the first. Naturally, this makes doing too many actions impossible.&lt;br /&gt;
&lt;br /&gt;
===Hitting===&lt;br /&gt;
Melee combat is done by rolling Strength + Agility + (Melee or Martial Arts).&lt;br /&gt;
&lt;br /&gt;
Missile combat is done by rolling Intelligence + Agility + (Firefight or Sniping).&lt;br /&gt;
&lt;br /&gt;
The defense rolls Agility + Intelligence + (Acrobatics versus ranged, Melee or Martial Arts versus melee).&lt;br /&gt;
&lt;br /&gt;
If you beat your defender, you deal damage.&lt;br /&gt;
&lt;br /&gt;
===Dealing damage===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Stun damage:&amp;lt;/i&amp;gt; Stun damage is equal to the margin of success you hit by, plus whatever the damage dice are for your attack, minus the defender&#039;s Soak and armor. For every 10 points, you also deal a wound -- a punch can crack a rib.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Lethal damage:&amp;lt;/i&amp;gt; Lethal damage is dangerous! Lethal damage first deals stun damage, equal to the margin of success you hit by, plus whatever the damage die for the attack is (without reduction by Soak); subtract any armor, then, if even one point went through, deal 1 wound, plus 1 extra wound for every 5 points of damage rolled.&lt;br /&gt;
&lt;br /&gt;
Unarmed damage is your Strength die in stun.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&amp;lt;i&amp;gt;Adrenaline Wears Off:&amp;lt;/i&amp;gt; If more than two rounds go by without combat,then the adrenaline in a character&#039;s system wears off. At this time, check to see if you are Hurting (see below). In addition, if you have lost more Stun than your Health+Strength+(Feral/2), you have to make a KO test, as noted below (with an &#039;attack roll&#039; equal to the amount of stun you have lost).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Going Defensive:&amp;lt;/i&amp;gt; If you decide not to act, you may add your Feral, Race, or Perception die (whichever is better) to any defense roll you make.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Hurting:&amp;lt;/i&amp;gt; When you have more wounds than your Health die size, you are Hurting. You are at a -1 die penalty to all actions. However, if your wounds &amp;lt;i&amp;gt;start&amp;lt;/i&amp;gt; below or equal to your Health die size and then go &amp;lt;i&amp;gt;above&amp;lt;/i&amp;gt; this number, you don&#039;t automatically apply the Hurting status -- read &amp;lt;i&amp;gt;Adrenaline Wears Off&amp;lt;/i&amp;gt;, above.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Knockout:&amp;lt;/i&amp;gt; If you ever take more than Strength+Soak stun in any one attack, you must make a Health + Race + Feral roll equal to or greater than the attack roll or be knocked out for 1 minute you missed by.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Movement:&amp;lt;/i&amp;gt; You can move up to your Movement in meters for free every round. You can move up to four times every round; each time beyond the first counts as an action.&lt;br /&gt;
&lt;br /&gt;
[[Category:Irradiated Fur]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=IrradiatedFur:Resolution&amp;diff=1522</id>
		<title>IrradiatedFur:Resolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=IrradiatedFur:Resolution&amp;diff=1522"/>
		<updated>2005-05-22T23:28:56Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic Tests==&lt;br /&gt;
Nothing fancy. Roll lots of dice, try to get a high number.&lt;br /&gt;
&lt;br /&gt;
A skill test is (base stat die) + (skill die). If it&#039;s a skill to which your race is related (like Acrobatics for Ferrets), add your racial die in too.&lt;br /&gt;
&lt;br /&gt;
A stat test is (base stat die) + (racial die). Yes, it&#039;s odd, but go with it.&lt;br /&gt;
&lt;br /&gt;
For any other test, the die or dice to roll are noted.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Everyone will have to fight sooner or later. There are few combat options, and no special maneuvers like flashy jump kicks or talented throws -- when you get in a fight, you use whatever opprotunity you have available to you, and don&#039;t have time to think. Combat in Irradiated Fur works like so:&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
Roll your Initiative stat every six-second round. Higher numbers go first.  Break ties with Agility, then Intelligence, then Race.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
Determine what you want to do. You have one action in a round, normally; if you want to do more than one action, you are at a -1 die penalty to all actions (before you roll, you have to choose and discard a die) for every action beyond the first. Naturally, this makes doing too many actions impossible.&lt;br /&gt;
&lt;br /&gt;
===Hitting===&lt;br /&gt;
Melee combat is done by rolling Strength + Agility + (Melee or Martial Arts).&lt;br /&gt;
&lt;br /&gt;
Missile combat is done by rolling Intelligence + Agility + (Firefight or Sniping).&lt;br /&gt;
&lt;br /&gt;
The defense rolls Agility + Intelligence + (Acrobatics versus ranged, Melee or Martial Arts versus melee).&lt;br /&gt;
&lt;br /&gt;
If you beat your defender, you deal damage.&lt;br /&gt;
&lt;br /&gt;
===Dealing damage===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Stun damage:&amp;lt;/i&amp;gt; Stun damage is equal to the margin of success you hit by, plus whatever the damage dice are for your attack, minus the defender&#039;s Soak and armor. For every 10 points, you also deal a wound -- a punch can crack a rib.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Lethal damage:&amp;lt;/i&amp;gt; Lethal damage is dangerous! Lethal damage first deals stun damage, equal to the margin of success you hit by, plus whatever the damage die for the attack is (without reduction by Soak); subtract any armor, then, if even one point went through, deal 1 wound, plus 1 extra wound for every 5 points of damage rolled.&lt;br /&gt;
&lt;br /&gt;
Unarmed damage is your Strength die in stun.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous==&lt;br /&gt;
&amp;lt;i&amp;gt;Adrenaline Wears Off:&amp;lt;/i&amp;gt; If more than two rounds go by without combat,then the adrenaline in a character&#039;s system wears off. At this time, check to see if you are Hurting (see below). In addition, if you have lost more Stun than your Health+Strength+(Feral/2), you have to make a KO test, as noted below (with an &#039;attack roll&#039; equal to the amount of stun you have lost).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Going Defensive:&amp;lt;/i&amp;gt; If you decide not to act, you may add your Feral, Race, or Perception die (whichever is better) to any defense roll you make.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Hurting:&amp;lt;/i&amp;gt; When you have more wounds than your Health die size, you are Hurting. You are at a -1 die penalty to all actions. However, if your wounds &amp;lt;i&amp;gt;start&amp;lt;/i&amp;gt; below or equal to your Health die size and then go &amp;lt;i&amp;gt;above&amp;lt;/i&amp;gt; this number, you don&#039;t automatically apply the Hurting status -- read &amp;lt;i&amp;gt;Adrenaline Wears Off&amp;lt;/i&amp;gt;, above.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Knockout:&amp;lt;/i&amp;gt; If you ever take more than Strength+Soak stun in any one attack, you must make a Health + Race + Feral roll equal to or greater than the attack roll or be knocked out for 1 minute you missed by.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Movement:&amp;lt;/i&amp;gt; You can move up to your Movement in meters for free every round. You can move up to four times every round; each time beyond the first counts as an action.&lt;br /&gt;
&lt;br /&gt;
[[Category:Irradiated Fur]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=IrradiatedFur:Perks-Flaws&amp;diff=7344</id>
		<title>IrradiatedFur:Perks-Flaws</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=IrradiatedFur:Perks-Flaws&amp;diff=7344"/>
		<updated>2005-05-22T23:27:04Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You may take Perks by taking an equal value of Flaws. You may only have 12 points of Perks.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
*Armor (2-10): You have actual armor. Every rank of Armor gives you one point of Lethal Absorb and one point of Soak, up to 5 points.&lt;br /&gt;
*Claws (1-8): You have dangerous Claws -- or a bite or a goring horn, if you like. These do from Strength+d4 (1 point) to Strength+d12 (5 points) damage. Add 3 to the cost if they can do Lethal damage.&lt;br /&gt;
*Extra Arms (1-3): You&#039;re all hands. You have four arms (1 point), six arms (2 points), or eight arms (3 points); this adds d4, d6, or d8 (respectively) to your grappling rolls, as well as being handy in other situations.&lt;br /&gt;
*Fast Healing (2-6): You heal very fast. Add +1 to your healing rate per time taken, up to 3 times.&lt;br /&gt;
*High Pain Threshold (2): Although you get shot and you bleed just like the next guy, it doesn&#039;t have quite as many side effects. You may add an extra Race die to KO tests, and when you are Hurting when your Wounds exceed your Health + Race/2, not just Health. (No matter what, you are always Hurting when you have one wound left.)&lt;br /&gt;
*Howl (1): You have a loud howl or roar that can be heard for miles on clear nights. In addition to its obvious uses, you may add a d4 to Intimidation rolls if you can time it right.&lt;br /&gt;
*Hybrid (5): You are a mix of two species. You have a second Race die of d4 to apply to a second species. You cannot take Hybrid more than once -- the ability to create mixbreeds was designed in with human (and furry) nature being what it is, but the genetics won&#039;t work three or more ways (a hybrid and a normal, or two hybrids); the child, if it conceives at all, would not survive to the third trimester.&lt;br /&gt;
*Lightning Reflexes (1-5): You are dangerously fast! Add d4 (1 point) to d12 (5 points) to your roll when you roll Initiative.&lt;br /&gt;
*Lucky (1-5): You&#039;re one lucky son-of-a-gun. This translates as extra Save Your Ass dice. Add one extra d4 SYA die for one point; one extra d4 and one extra d6 SYA die for two points; up to one extra of each type of SYA dice, d4 through d12, for 5 points.&lt;br /&gt;
*Prehensile Tail (2): Most tails, with a bit of practice, can be made to press switches, perform signals, aid balance, loosely grasp objects, and so on. Your tail is actually made for this sort of thing, and can grip with the full strength of a hand. This adds one d4 when you attempt to grapple, but unlike Extra Arms, doesn&#039;t have the obviousness or the hindrances.&lt;br /&gt;
*Radiation Resistance (2-6): You get an extra d4 (2 points) to d12 (6 points) to rolls to resist radiation.&lt;br /&gt;
*Regeneration (2): You can heal lost body parts. Lost digits, ears, or tails heal in (16-roll of a Health die) days; lost limbs or eyes in (16-roll of a Health die) weeks. You must not have a Health of d4.&lt;br /&gt;
*Quick (1-5): You can get there double-quick. Each time taken adds 2m to your movement rate (up to 10m).&lt;br /&gt;
*Sonar (2): You can &#039;see&#039; in the dark.&lt;br /&gt;
*Spray (4): You can spray a noxious musk.  Treat it like any stun attack, except the roll to hit is Intelligence+Agility+Race, not Strength+Agilty+(Melee/Martial Arts). If hit, the target cannot act for (roll of Race+Strength dice) - Soak rounds; if a &#039;wound&#039; is done, the target is also blinded for (roll of Race die) minutes.  This attack can be used (Health die)/2 times per day.&lt;br /&gt;
*Talented (1-8): You&#039;re just that smart! Every time taken (up to 8) adds 3 skill points.&lt;br /&gt;
*Taur (2): You are a taur. You can carry or pull twice the normal weight for your Strength and Weightlifting, although your arms can only carry. If you attack in melee combat, any kick adds twice your Strength die. You are at -1 to defend against attacks -- sorry, but even with the enhanced agility that an extra pair of legs provide, you&#039;re still a huge target.&lt;br /&gt;
*Wings (3): You can fly! Although this provides problems with bulky wings, you may fly at up to (Strength + Health/2) meters every round. May not have a Strength or Health of d4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flaws==&lt;br /&gt;
&lt;br /&gt;
*Anosmia (2): You cannot smell or taste.&lt;br /&gt;
*Atavism (1): You will sometimes lose control of yourself. When you might lose control (GM&#039;s call), roll (Charm + Willpower) versus (Race + Feral); if your race wins, your animal side takes over. Opinions are retained -- someone you love is still someone you love as an animal, someone you hate is still someone you hate, someone you avoid is still someone you avoid -- but your instincts take over; a cat might become very physically affectionate with someone they care for, but hiss and try to fight off anyone they dislike.&lt;br /&gt;
*Blind (8): You can&#039;t see. Period. You can interact with some difficulty, read things printed in braille, and fight in melee (at -4 to hit and defend), but most of the things of the modern world -- art, most literature, ranged combat -- are unavailable to you.&lt;br /&gt;
*Can&#039;t Speak (3): You are unable to speak. You might be able to make some kind of sound -- howls, purrs, yips, or growls -- but you can&#039;t talk.&lt;br /&gt;
*Deaf (4): You can&#039;t hear at all. This has obvious problems, but in combat terms, you are at -4 to detect Stealth and -4 to dodge missile attacks.&lt;br /&gt;
*Distinctive Features (1 or 2): You look odd. For 1 point, these are subtle -- one blue eye and one green eye, a scar, a pentagram in your palms, and so on. For 2 points, these are glaring -- blue fur, nine tails, two heads, or so on. If you have more than one Distinctive Feature, you only get points for the most noticible.&lt;br /&gt;
*Illiterate (1): You cannot read or write. Not particularly damning in this day and age.&lt;br /&gt;
*Low Healing Rate (1 to 4): You don&#039;t heal as fast as the next guy. Each time taken (up to 4 times) lowers your healing rate by 1. (You CAN take your healing rate down to 0; this represents being unable to heal without medical assistance.)&lt;br /&gt;
*No Facial Expressions (2): You don&#039;t have the nuances of human social expression. A quirked eyebrow, a smile, a frown, tears at the eyes, furrowed brows; all things that show subtle indications of the human state of mind... and all things that are lost on you. Until people get used to this, or unless you are with others with this disadvantage, you are at -4 to social interactions.&lt;br /&gt;
*Non-Anthropomorphic (4): You don&#039;t have a humanoid form. You might be able to talk or read, but you have no real hands, no thumbs, and no bipedal form. Armor, if available, costs more; doctors are at -2 to heal you due to different anatomy and biochemistry; you can&#039;t eat at tables or with utensils; and so on. You do get +1 to Movement, however. Many of the problems of this flaw are social in nature! (For raccoons and others that have full hands even though not anthro, this flaw is only worth 2.)&lt;br /&gt;
*Poor Scent (1): Although you can smell strong scents -- gas, pizza, and the like -- you cannot smell many other scents -- you can&#039;t sense emotions, track people by their scents, and so on.&lt;br /&gt;
*Uneducated (1 to 5): You aren&#039;t as skilled as the next fur. Each time taken reduces your skill points by 4, up to 20 points behind as a 5 point flaw.&lt;br /&gt;
&lt;br /&gt;
[[Category:Irradiated Fur]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=IrradiatedFur:Races&amp;diff=10183</id>
		<title>IrradiatedFur:Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=IrradiatedFur:Races&amp;diff=10183"/>
		<updated>2005-05-22T23:26:32Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Choose one of these to be your race. Your die in Race is added to rolls in any of the race&#039;s related skills.&lt;br /&gt;
&lt;br /&gt;
*Badger: Feral, Melee, Willpower. Radiation Resistance d4.&lt;br /&gt;
*Bat: Climbing, Hunting, Intimidation, Stealth. Sonar. Subtract 3 from your Wounds. May not have a Strength of d12.&lt;br /&gt;
*Bear: Hunting, Weight Lifting. Also add Bear/2 to your Soak, Bear to your Stun, and Bear/2 to your Wounds. May not have a Strength of d4.&lt;br /&gt;
*Bird, Raptor: Acrobatics, Hunting, Perception, Sniping, Tracking. (Eagle, Falcon, Hawk, Owl.)&lt;br /&gt;
*Bird, Songbird: Acrobatics, Performance, Seduction, Stealth, Perception. (Blue Jay, Sparrow.)&lt;br /&gt;
*Bird, Waterfowl: Hunting, Performance, Swimming. Add Waterfowl to Stun and Waterfowl/2 to Soak. (Duck, Pelican.)&lt;br /&gt;
*Cheetah: Hunting, Melee, Stealth. Also add Cheetah to your Move. May not have a Health of d12.&lt;br /&gt;
*Chimpanzee: Martial Arts, Science, Weightlifting. Also add Chimpanzee to your Stun and Chimpanzee/2 to your Soak.&lt;br /&gt;
*Dog, Guard: Endurance, Melee, Perception. Also add Guard Dog to Stun and Guard Dog/2 to Soak. (Bulldog, Dalmations, German Shepard, Rottwilers.)&lt;br /&gt;
*Dog, Hunting: Endurance, Hunting, Perception, Swimming, Tracking. (Bloodhounds, Collies.)&lt;br /&gt;
*Dog, Mutt: Diplomacy, Endurance, Domestic, Survival.&lt;br /&gt;
*Dog, Toy: Acrobatics, Diplomacy, Domestic, Seduction. Also add Toy Dog/2 to Move. (Chihuahuas, Poodles.)&lt;br /&gt;
*Dog, Work: Endurance, Leadership, Melee, Weight Lifting. Also add Work Dog to Stun. (Huskies, Malamutes.)&lt;br /&gt;
*Dolphin: Diplomacy, Swimming, Tactics. Sonar.&lt;br /&gt;
*Dragon: Intimidation, Seduction, Survival. Also add Dragon/2 to your Soak. May not have a Charm of d4. No, you cannot breathe fire.&lt;br /&gt;
*Dwarf: Intimidation, Rope Use, Willpower. Subtract 4 from your Movement. Also add Dwarf/2 to your Soak, Dwarf to your Stun, and Dwarf/2 to your Wounds. (Explains why they&#039;re so common.) May not have a Strength of d4.&lt;br /&gt;
*Elf: Perception, Sciences, Seduction, Stealth. Also add Elf/2 to your Initiative. May not have a Grace of d4 or a Strength of d12. We don&#039;t know how they survived either.&lt;br /&gt;
*Ferret: Acrobatics, Seduction, Tracking. Also add Ferret to your Initiative.&lt;br /&gt;
*Fox: Perception, Performance, Stealth, Seduction. Also add Fox/2 to your Move.&lt;br /&gt;
*Gorilla: Diplomacy, Tactics, Weight Lifting. Also add Gorilla to your Wounds.&lt;br /&gt;
*Horse, Draft: Diplomacy, Endurance, Weight Lifting. Also add Draft Horse to your Stun and Draft Horse/2 to your Wounds.&lt;br /&gt;
*Horse, Pace: Diplomacy, Perception, Seduction. Also add Pace Horse to your Movement.&lt;br /&gt;
*Housecat: Domestics, Diplomacy, Seduction, Stealth. Also add Housecat/2 to your Move.&lt;br /&gt;
*Human: Diplomacy, Perception, Science. Poor Scent. Yes, humans aren&#039;t as powerful as retrocodes. Why do you think there are so many retrocodes out there compared to humans?&lt;br /&gt;
*Hyena: Endurance, Feral, Melee, Survival. Also add Hyena to your Stun.&lt;br /&gt;
*Kangaroo: Acrobatics, Martial Arts. Radiation Resistance d4. Also add your Kangaroo to your leap distance.&lt;br /&gt;
*Koala: Stealth, Survial. Radiation Resistance d4.&lt;br /&gt;
*Lion: Hunting, Perception, Stealth, Tactics. Also add Lion/2 to Stun.&lt;br /&gt;
*Lizard: Perception, Performance, Stealth. Regeneration. May not have a Health of d4.&lt;br /&gt;
*Mink: Acrobatics, Melee, Survival. Also add Mink/2 to your Initiative.&lt;br /&gt;
*Monkey: Acrobatics, Climbing, Hunting, Performance, Tactics.&lt;br /&gt;
*Mouse: Acrobatics, Domestics, Science, Stealth. Also add Mouse/2 to your Initiative.&lt;br /&gt;
*Orc: Domestic, Endurance, Feral, Intimidation, Melee. May not have a Health or an Intelligence of d12.&lt;br /&gt;
*Otter: Acrobatics, Hunting, Performance, Swimming, Tracking.&lt;br /&gt;
*Panda: Stealth, Survival. Add Panda to Stun and Panda/2 to Soak.&lt;br /&gt;
*Pig: Domestic, Endurance, Melee. Radiation Resistance d4.&lt;br /&gt;
*Platypus: Domestic, Endurance, Hunting, Intimidation, Swimming.&lt;br /&gt;
*Puma: Acrobatics, Hunting, Perception, Stealth. Also add Puma/2 to your Move.&lt;br /&gt;
*Rabbit: Domestic, Perception, Stealth. Also add Rabbit/2 to your Initiative and Rabbit/2 to your Move.&lt;br /&gt;
*Raccoon: Acrobatics, Fixit, Hunting, Melee, Rope Use. May not have an Agility of d4.&lt;br /&gt;
*Rat: Domestics, Lockpicking, Melee, Science, Stealth.&lt;br /&gt;
*Skunk: Firefight, Intimidation, Seduction. Subtract 4 from your Movement. May not have a Health of d12. They also start with Spray.&lt;br /&gt;
*Squirrel: Acrobatics, Climbing, Perception. Also add Squirrel/2 to Initiative and Move.&lt;br /&gt;
*Tiger: Hunting, Stealth, Swimming. Also add Tiger/2 to your Wounds and Tiger/2 to your Move.&lt;br /&gt;
*Wolf: Diplomacy, Endurance, Tactics, Tracking. Also add Wolf to your Stun.&lt;br /&gt;
*Zebra: Diplomacy, Perception, Seduction, Tactics. Also add Zebra/2 to your Movement.&lt;br /&gt;
&lt;br /&gt;
==Creating new races==&lt;br /&gt;
&lt;br /&gt;
Creating a new race is simple.  Each race can have up to five &#039;racial talents&#039; -- skills that add to your racial abilities.  A &amp;quot;standard&amp;quot; racial template (like the Otter or Rat templates) has five racial skills.&lt;br /&gt;
&lt;br /&gt;
Most templates, however, will also have &amp;lt;i&amp;gt;special abilities&amp;lt;/i&amp;gt;.  These special abilities are as follows.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;i&amp;gt;Heightened initiative:&amp;lt;/i&amp;gt;  Add Race die size/2 to your initiative for the cost of one skill selection, or your Race Die size for the cost of two selections.&lt;br /&gt;
*&amp;lt;i&amp;gt;Increased speed:&amp;lt;/i&amp;gt;  Add Race die size/2 to your movement for the cost of one skill, or your Race Die size for the cost of two selections.  Adding Race die size to your leap distace is one skill seleciton, and may be made once.&lt;br /&gt;
*&amp;lt;i&amp;gt;Standard abilities,&amp;lt;/i&amp;gt; like Sonar, cost as many skill selections as points they require.&lt;br /&gt;
*&amp;lt;i&amp;gt;Toughness:&amp;lt;/i&amp;gt; Every Race die size of Stun, Race die size/2 of Soak, or Race die size/2 of Wounds is a single skill selection.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a few limitations that a racial template might impose:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;i&amp;gt;-4 Movement&amp;lt;/i&amp;gt; grants an extra skill selection.&lt;br /&gt;
*&amp;lt;i&amp;gt;-3 Wounds&amp;lt;/i&amp;gt; gives another skill selection.&lt;br /&gt;
*&amp;lt;i&amp;gt;Standard flaws&amp;lt;/i&amp;gt; grant as many skill selections as perk points they give.&lt;br /&gt;
&lt;br /&gt;
Restrictions on dice have no cost, but don&#039;t go overboard -- one or two is good enough for most races.&lt;br /&gt;
&lt;br /&gt;
[[Category:Irradiated Fur]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=IrradiatedFur:Skills&amp;diff=10184</id>
		<title>IrradiatedFur:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=IrradiatedFur:Skills&amp;diff=10184"/>
		<updated>2005-05-22T23:25:28Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You start with (Skills die size x 5) + (Intelligence die size) in skill points. (So if you had put d4 into Skills but had a d12 Intelligence, you&#039;d have 4*5+12 = 32 skill points.)&lt;br /&gt;
&lt;br /&gt;
A skill is ranked from d4 (mediocre) to d12 (amazing), and costs Die Size/2 skill points to purchase. (So a d4 costs 2 points, a d6 3 points, a d12 6 points, and so on.)&lt;br /&gt;
&lt;br /&gt;
*Acrobatics (AG): Dodging, ducking, weaving, leaping, and tumbling.&lt;br /&gt;
*Body Hardening (ST): Being very freaking tough. Add half your Body Hardening die (2 for d4, and so on) to your Soak.&lt;br /&gt;
*Climbing (AG): Going arboreal. Your climbing speed is (Climbing/2) meters per round with this skill, 1m per round without.&lt;br /&gt;
*Computers (IN): How to work with computers and other such electronics.&lt;br /&gt;
*Diplomacy (CH): Convincing others to not kill you.&lt;br /&gt;
*Domestic (CH): Running a home, bar, brothel, hotel, or what have you.&lt;br /&gt;
*Drive (AG): The ability to operate a vehicle. Unlike in the movies, there are few &#039;running gun battles&#039; done with people behind the wheel; most cars can&#039;t work well at all, much less well enough to work like they do in the movies.&lt;br /&gt;
*Endurance (HT): Being able to resist tiring.&lt;br /&gt;
*Feral (Special): Being able to rely on your animal instincts. Unlike most skills, Feral is based on your Race die.&lt;br /&gt;
*Firefight (AG): Shooting at short range.&lt;br /&gt;
*Fixit (IN): How to repair something.&lt;br /&gt;
*Hunting (IN): Getting prey, whether by trapping or by stalking.&lt;br /&gt;
*Intimidation (CH): Scaring the crap out of someone.&lt;br /&gt;
*Language (IN): The ability to speak another language besides your native language. The number of languages you know is your Die Size/2; the more langauges you know, the better you are at languages.&lt;br /&gt;
*Leadership (CH): Bullshitting with a straight face and organizing people under your command.&lt;br /&gt;
*Lockpicking (AG): Opening mechanical locks.&lt;br /&gt;
*Martial Arts (AG): The practiced art of fighting. Not significantly different from Melee in practice, except that it&#039;s hard to defend against and doesn&#039;t teach you much about defending from actual attacks: the two are at -2 to defend against each other.&lt;br /&gt;
*Medicine (IN): Healing someone using what you have at hand. Since there are so many techniques to learn, from diagnosis to pharmaceuticals to surgery to post-surgical care, Medicine costs double (4 for a d4 and so on).&lt;br /&gt;
*Melee (AG): Brawling and using non-ranged weapons.&lt;br /&gt;
*Occult (IN): Knowing what rituals do what, and most importantly, what not to touch.&lt;br /&gt;
*Perception (IN): Noticing something.&lt;br /&gt;
*Performance (CH): Showing off for dramatic purposes, or playing music.&lt;br /&gt;
*Rope Use (IN): From binding people to creating shelters and buildings.&lt;br /&gt;
*Science (IN): All that liberal arts stuff that isn&#039;t going to do you much good in the post-nuclear wastelands.&lt;br /&gt;
*Seduction (CH): Getting what you want. Also the skill on your character sheet most likely to get you teased.&lt;br /&gt;
*Sniping (AG): Shooting at long range.&lt;br /&gt;
*Stealth (AG): Being very very quiet.&lt;br /&gt;
*Style (CH): It&#039;s not about being good -- it&#039;s about looking good.&lt;br /&gt;
*Survival (IN): The ability to live off the land. Since you have to be careful not to eat fallout-tainted or dangerously mutated food, where you did not in the 20th century, Survival costs double (4 for a d4 and so on).&lt;br /&gt;
*Swimming (ST): Being able to move in the water. Your swimming score is 1m/round if you don&#039;t have Swimming, Swimming/2 if you do.&lt;br /&gt;
*Tactics (IN): Your ability to fight with others. Also add your bare Tactics die to your Initiative (that is, you roll your Tactics Die with your Agility Dice).&lt;br /&gt;
*Weight Lifting (ST): The amount of weight you can bench is (Strength Die + Weight Lifting / 2), squared, in kilograms. You can carry one-third of this on your back.&lt;br /&gt;
*Willpower (Special): Stubbornness, bullheadedness, and the like. Willpower, like Feral, is based on your Race die.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Specializations&amp;lt;/b&amp;gt; are also available for any skill. You can buy a specialization in any skill at 1/2rd the normal price for the skill. If you wanted to add Willpower/Resist Torture d8 to your normal Willpower of d6, you would pay 2 points: the normal cost of Willpower d8 is 4, and divided by 2 is 2.&lt;br /&gt;
&lt;br /&gt;
[[Category:Irradiated Fur]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=IrradiatedFur:Races&amp;diff=1521</id>
		<title>IrradiatedFur:Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=IrradiatedFur:Races&amp;diff=1521"/>
		<updated>2005-05-22T23:23:37Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Choose one of these to be your race. Your die in Race is added to rolls in any of the race&#039;s related skills.&lt;br /&gt;
&lt;br /&gt;
*Badger: Feral, Melee, Willpower. Radiation Resistance d4.&lt;br /&gt;
*Bat: Climbing, Hunting, Intimidation, Stealth. Sonar. Subtract 3 from your Wounds. May not have a Strength of d12.&lt;br /&gt;
*Bear: Hunting, Weight Lifting. Also add Bear/2 to your Soak, Bear to your Stun, and Bear/2 to your Wounds. May not have a Strength of d4.&lt;br /&gt;
*Bird, Raptor: Acrobatics, Hunting, Perception, Sniping, Tracking. (Eagle, Falcon, Hawk, Owl.)&lt;br /&gt;
*Bird, Songbird: Acrobatics, Performance, Seduction, Stealth, Perception. (Blue Jay, Sparrow.)&lt;br /&gt;
*Bird, Waterfowl: Hunting, Performance, Swimming. Add Waterfowl to Stun and Waterfowl/2 to Soak. (Duck, Pelican.)&lt;br /&gt;
*Cheetah: Hunting, Melee, Stealth. Also add Cheetah to your Move. May not have a Health of d12.&lt;br /&gt;
*Chimpanzee: Martial Arts, Science, Weightlifting. Also add Chimpanzee to your Stun and Chimpanzee/2 to your Soak.&lt;br /&gt;
*Dog, Guard: Endurance, Melee, Perception. Also add Guard Dog to Stun and Guard Dog/2 to Soak. (Bulldog, Dalmations, German Shepard, Rottwilers.)&lt;br /&gt;
*Dog, Hunting: Endurance, Hunting, Perception, Swimming, Tracking. (Bloodhounds, Collies.)&lt;br /&gt;
*Dog, Mutt: Diplomacy, Endurance, Domestic, Survival.&lt;br /&gt;
*Dog, Toy: Acrobatics, Diplomacy, Domestic, Seduction. Also add Toy Dog/2 to Move. (Chihuahuas, Poodles.)&lt;br /&gt;
*Dog, Work: Endurance, Leadership, Melee, Weight Lifting. Also add Work Dog to Stun. (Huskies, Malamutes.)&lt;br /&gt;
*Dolphin: Diplomacy, Swimming, Tactics. Sonar.&lt;br /&gt;
*Dragon: Intimidation, Seduction, Survival. Also add Dragon/2 to your Soak. May not have a Charm of d4. No, you cannot breathe fire.&lt;br /&gt;
*Dwarf: Intimidation, Rope Use, Willpower. Subtract 4 from your Movement. Also add Dwarf/2 to your Soak, Dwarf to your Stun, and Dwarf/2 to your Wounds. (Explains why they&#039;re so common.) May not have a Strength of d4.&lt;br /&gt;
*Elf: Perception, Sciences, Seduction, Stealth. Also add Elf/2 to your Initiative. May not have a Grace of d4 or a Strength of d12. We don&#039;t know how they survived either.&lt;br /&gt;
*Ferret: Acrobatics, Seduction, Tracking. Also add Ferret to your Initiative.&lt;br /&gt;
*Fox: Perception, Performance, Stealth, Seduction. Also add Fox/2 to your Move.&lt;br /&gt;
*Gorilla: Diplomacy, Tactics, Weight Lifting. Also add Gorilla to your Wounds.&lt;br /&gt;
*Horse, Draft: Diplomacy, Endurance, Weight Lifting. Also add Draft Horse to your Stun and Draft Horse/2 to your Wounds.&lt;br /&gt;
*Horse, Pace: Diplomacy, Perception, Seduction. Also add Pace Horse to your Movement.&lt;br /&gt;
*Housecat: Domestics, Diplomacy, Seduction, Stealth. Also add Housecat/2 to your Move.&lt;br /&gt;
*Human: Diplomacy, Perception, Science. Poor Scent. Yes, humans aren&#039;t as powerful as retrocodes. Why do you think there are so many retrocodes out there compared to humans?&lt;br /&gt;
*Hyena: Endurance, Feral, Melee, Survival. Also add Hyena to your Stun.&lt;br /&gt;
*Kangaroo: Acrobatics, Martial Arts. Radiation Resistance d4. Also add your Kangaroo to your leap distance.&lt;br /&gt;
*Koala: Stealth, Survial. Radiation Resistance d4.&lt;br /&gt;
*Lion: Hunting, Perception, Stealth, Tactics. Also add Lion/2 to Stun.&lt;br /&gt;
*Lizard: Perception, Performance, Stealth. Regeneration. May not have a Health of d4.&lt;br /&gt;
*Mink: Acrobatics, Melee, Survival. Also add Mink/2 to your Initiative.&lt;br /&gt;
*Monkey: Acrobatics, Climbing, Hunting, Performance, Tactics.&lt;br /&gt;
*Mouse: Acrobatics, Domestics, Science, Stealth. Also add Mouse/2 to your Initiative.&lt;br /&gt;
*Orc: Domestic, Endurance, Feral, Intimidation, Melee. May not have a Health or an Intelligence of d12.&lt;br /&gt;
*Otter: Acrobatics, Hunting, Performance, Swimming, Tracking.&lt;br /&gt;
*Panda: Stealth, Survival. Add Panda to Stun and Panda/2 to Soak.&lt;br /&gt;
*Pig: Domestic, Endurance, Melee. Radiation Resistance d4.&lt;br /&gt;
*Platypus: Domestic, Endurance, Hunting, Intimidation, Swimming.&lt;br /&gt;
*Puma: Acrobatics, Hunting, Perception, Stealth. Also add Puma/2 to your Move.&lt;br /&gt;
*Rabbit: Domestic, Perception, Stealth. Also add Rabbit/2 to your Initiative and Rabbit/2 to your Move.&lt;br /&gt;
*Raccoon: Acrobatics, Fixit, Hunting, Melee, Rope Use. May not have an Agility of d4.&lt;br /&gt;
*Rat: Domestics, Lockpicking, Melee, Science, Stealth.&lt;br /&gt;
*Skunk: Firefight, Intimidation, Seduction. Subtract 4 from your Movement. May not have a Health of d12. They also start with Spray.&lt;br /&gt;
*Squirrel: Acrobatics, Climbing, Perception. Also add Squirrel/2 to Initiative and Move.&lt;br /&gt;
*Tiger: Hunting, Stealth, Swimming. Also add Tiger/2 to your Wounds and Tiger/2 to your Move.&lt;br /&gt;
*Wolf: Diplomacy, Endurance, Tactics, Tracking. Also add Wolf to your Stun.&lt;br /&gt;
*Zebra: Diplomacy, Perception, Seduction, Tactics. Also add Zebra/2 to your Movement.&lt;br /&gt;
&lt;br /&gt;
==Creating new races==&lt;br /&gt;
&lt;br /&gt;
Creating a new race is simple.  Each race can have up to five &#039;racial talents&#039; -- skills that add to your racial abilities.  A &amp;quot;standard&amp;quot; racial template (like the Otter or Rat templates) has five racial skills.&lt;br /&gt;
&lt;br /&gt;
Most templates, however, will also have &amp;lt;i&amp;gt;special abilities&amp;lt;/i&amp;gt;.  These special abilities are as follows.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;i&amp;gt;Heightened initiative:&amp;lt;/i&amp;gt;  Add Race die size/2 to your initiative for the cost of one skill selection, or your Race Die size for the cost of two selections.&lt;br /&gt;
*&amp;lt;i&amp;gt;Increased speed:&amp;lt;/i&amp;gt;  Add Race die size/2 to your movement for the cost of one skill, or your Race Die size for the cost of two selections.  Adding Race die size to your leap distace is one skill seleciton, and may be made once.&lt;br /&gt;
*&amp;lt;i&amp;gt;Standard abilities,&amp;lt;/i&amp;gt; like Sonar, cost as many skill selections as points they require.&lt;br /&gt;
*&amp;lt;i&amp;gt;Toughness:&amp;lt;/i&amp;gt; Every Race die size of Stun, Race die size/2 of Soak, or Race die size/2 of Wounds is a single skill selection.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a few limitations that a racial template might impose:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;i&amp;gt;-4 Movement&amp;lt;/i&amp;gt; grants an extra skill selection.&lt;br /&gt;
*&amp;lt;i&amp;gt;-3 Wounds&amp;lt;/i&amp;gt; gives another skill selection.&lt;br /&gt;
*&amp;lt;i&amp;gt;Standard flaws&amp;lt;/i&amp;gt; grant as many skill selections as perk points they give.&lt;br /&gt;
&lt;br /&gt;
Restrictions on dice have no cost, but don&#039;t go overboard -- one or two is good enough for most races.&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=IrradiatedFur:Chargen&amp;diff=10182</id>
		<title>IrradiatedFur:Chargen</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=IrradiatedFur:Chargen&amp;diff=10182"/>
		<updated>2005-05-22T23:21:24Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Irradiated Fur, there are five statistics:&lt;br /&gt;
&lt;br /&gt;
*Agility (AG): Reflexes and coordination.&lt;br /&gt;
*Charm (CH): How charismatic and tactful you are.&lt;br /&gt;
*Health (HT): Fortitude and constitution.&lt;br /&gt;
*Intelligence (IN): Brains; your &#039;civil&#039; mind.&lt;br /&gt;
*Strength (ST): Bodily strength and physical toughness.&lt;br /&gt;
&lt;br /&gt;
And then there are three secondary areas:&lt;br /&gt;
&lt;br /&gt;
*Equipment: How much stuff you can buy.&lt;br /&gt;
*Race: Your &#039;feral&#039; mind; just how animal are you?&lt;br /&gt;
*Skills: How talented you are.&lt;br /&gt;
&lt;br /&gt;
You have one d4, two d6s, two d8s, two d10s, and one d12 to assign among the stats and areas; each die can only be assigned once.  NPCs have two d4s, three d6s, two d8s, and one d10. Don&#039;t you feel special?&lt;br /&gt;
&lt;br /&gt;
If reffered to the &amp;lt;i&amp;gt;dice size&amp;lt;/i&amp;gt; of a stat or a secondary area later in the rules, than the rule is referring to what type of die you are rolling.  If you roll a d10 for Intelligence, then you have a 10 for your Intelligence die size.&lt;br /&gt;
&lt;br /&gt;
==Derived Stats==&lt;br /&gt;
&amp;lt;b&amp;gt;Healing Rate:&amp;lt;/b&amp;gt; Equal to half your Health die minus 1. You heal this much Stun every hour, and this many Wounds every day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Initiative:&amp;lt;/b&amp;gt; Your Initiative is equal to your Agility die (write down the die), plus your Race die (write down the die), plus your Intelligence die size (add the number), plus half your Charm die size (add the number). So, if you had Agility d6, Fox d12, Intelligence d10, and Charm d8, you would have an initiative of 1d6+1d12+14: Agility dice, Race die, your Intelligence of 10, plus half your Charm of 8.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Movement:&amp;lt;/b&amp;gt; How fast you move in meters in six seconds. It is equal to (Agility die size + Health die size + Strength die size) / 2. (So if you had Agility d4, Health d6, and Strength d12, you would have a Movement of 11m.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Soak:&amp;lt;/b&amp;gt; Your ability to resist non-lethal damage. It is equal to your&lt;br /&gt;
Strength die size / 2. (So if you had a Strength of d8, you would have a Soak of 4.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Stun:&amp;lt;/b&amp;gt; How much stun damage you can take. It is equal to (Health die size + Health die size + Strength die size). (So with d6 Health and d8 Strength, you have 20 Stun.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wounds:&amp;lt;/b&amp;gt; How much lethal damage you can take. It is equal to your Strength die plus half your Health die. (So with d6 Health and d8 Strength, you have 11 Wounds.) If you lose all of these... well, it was nice knowing you!&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
&lt;br /&gt;
See [[IrradiatedFur:Races|the race list]], and choose one.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
See [[IrradiatedFur:Skills|the skill section]] to buy skills.&lt;br /&gt;
&lt;br /&gt;
==Perks &amp;amp; Flaws==&lt;br /&gt;
&lt;br /&gt;
See [[IrradiatedFur:Perks-Flaws|the perk and flaw section]] to buy Perks (and pay for them with Flaws).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Of course, after you&#039;ve got the numbers done, it&#039;s time to think about what you want your character to be like.&lt;br /&gt;
&lt;br /&gt;
*Is the character a community player, or is he or she self-reliant?&lt;br /&gt;
*What does he or she think about her species, and what does it mean to him/her? Does he/she ever with to be another species altogether?&lt;br /&gt;
*Your character starts with some gear. Where did he/she get it?&lt;br /&gt;
*What are the character&#039;s prejudices? Are they based on family pressure or bad experiences, or just being a jerk?&lt;br /&gt;
*What does the character do in his or her down time?&lt;br /&gt;
*What does the character look like?&lt;br /&gt;
*What does the character want to do with his/her life, and what has he/sheactually ended up doing instead?&lt;br /&gt;
&lt;br /&gt;
==Save Your Ass Dice==&lt;br /&gt;
&lt;br /&gt;
Every game, you begin with five Save Your Ass dice: one each of d4, d6, d8, d10, and d12. You may spend these on any roll, before or after; you may spend no more than one SYA die per roll, and once spent, it&#039;s gone for the rest of the game. You get these back at the beginning of every session, or when the GM says so. The Lucky perk gives you more SYA dice.&lt;br /&gt;
&lt;br /&gt;
In addition to just boosting SYA rolls, you can use a SYA die like so:&lt;br /&gt;
&lt;br /&gt;
*Healing Wounds: Roll a SYA die and heal that many Stun instantly. If you roll a 5+, also heal one wound, and if you roll a 10+, heal two wounds.&lt;br /&gt;
*Not Dead Yet: Spend your best SYA die when you kick the bucket, and add one to the roll for every other unused die. If your total is a 10 or higher, you are left for dead, and may come back in 1-3 adventures... with a vengeance! (No matter what, you die on a roll of 1. Sorry, you can&#039;t buy Lucky 5 to be immortal.)&lt;br /&gt;
*Roll With Blow: You may reduce any damage taken by the value of a SYA die roll. Redetermine the number of wounds dealt based on the &#039;new&#039; amount of damage actually done to the character.&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=IrradiatedFur:Elements&amp;diff=10181</id>
		<title>IrradiatedFur:Elements</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=IrradiatedFur:Elements&amp;diff=10181"/>
		<updated>2005-05-22T23:18:36Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Irradiated Fur is a furry post-apocalypse game; any game of Irradiated Fur should have elements of both in about equal quantaties. With that in mind, here&#039;s a pile of spare parts that should give GMs ideas to work with.&lt;br /&gt;
&lt;br /&gt;
*ancient catacombs that turn out to be sewers/military bases/an amusement park&lt;br /&gt;
*bar brawls&lt;br /&gt;
*coming to terms with one&#039;s partial humanity&lt;br /&gt;
*discovering ancient caches of technology&lt;br /&gt;
*fighting for the pack&lt;br /&gt;
*&amp;quot;Doesn&#039;t anyone here speak English?&amp;quot;&lt;br /&gt;
*highwaymen threatening the town&lt;br /&gt;
*howling for the hell of it&lt;br /&gt;
*&amp;quot;It&#039;s gonna blow!&amp;quot;&lt;br /&gt;
*lonely artificial intelligences&lt;br /&gt;
*lost love&lt;br /&gt;
*near-death experiences&lt;br /&gt;
*overcoming one&#039;s biases&lt;br /&gt;
*radiation-poisoned children&lt;br /&gt;
*ray guns -- on the other side of the battlefield&lt;br /&gt;
*rescuing ancient tomes from dilapidated libraries&lt;br /&gt;
*robots with emotional problems&lt;br /&gt;
*quips and puns to go with thrusts and ripostes&lt;br /&gt;
*racial languages&lt;br /&gt;
*religion instead of bread&lt;br /&gt;
*searching for home&lt;br /&gt;
*seccessionist survivalist groups&lt;br /&gt;
*secessionist survivalist groups who think the war is still going on&lt;br /&gt;
*self-appointed guardians of history and technology with shitloads of cool tech&lt;br /&gt;
*social maneuvering&lt;br /&gt;
*spiritual self-searching&lt;br /&gt;
*stealthy escapes by the light of the full moon&lt;br /&gt;
*subtle discrimination on multiple levels&lt;br /&gt;
*vaults that just opened up and released hundreds of people blinking into the sunlight&lt;br /&gt;
*warlords who are threatening everything in their path&lt;br /&gt;
*water that glows in the dark&lt;br /&gt;
*&amp;quot;You&#039;re outta bullets.&amp;quot;&lt;br /&gt;
*your-species-here supremacist churches.&lt;br /&gt;
&lt;br /&gt;
[[Category:Irradiated Fur]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=IrradiatedFur:Main_Page&amp;diff=10180</id>
		<title>IrradiatedFur:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=IrradiatedFur:Main_Page&amp;diff=10180"/>
		<updated>2005-05-22T23:17:56Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Irradiated Fur&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Imagine human civilization at its peak. Ten billion people well fed, educated, given equal representation and universally equal rights. They can visit any state in the world for a half week&#039;s salary, choose any of a thousand artists our a thousand television stations, read books on any subject imaginible, pay for classes for any skill they want to pick up, and still be able to spend time with their children. People like you -- the altered ones -- were at that time created for vanity, for pleasure, for fashion, occasionally even for medical or theraputic reasons. However, it was not common -- why spend a year&#039;s worth of income when the newest Star Wars remake was about to come out?&lt;br /&gt;
&lt;br /&gt;
Imagine this paradise, without need or want, dead in a day.&lt;br /&gt;
&lt;br /&gt;
Four generations ago, the early 21st century, your ancestors were in the middle of a holy war. Technology being what it was, there was no other real reason to go to war. All of the great weapons were brought out to clean out the heretics. First, they used nukes. When they ran out of nukes, they used diseases. When they ran out of diseases, they used napalm and gas. When they ran out of gas, they sent their soldiers in. And about by this time, they had more nukes and napalm and mustard gas ready to go.&lt;br /&gt;
&lt;br /&gt;
When the nukes rained down, it was hell. While patriotic messages blared out how we were winning (as no doubt the other sides were all doing), people looted, raped, and killed. The Federal Government was reduced to a few manned satellites and a NPR station operating out of Barrow, Alaska within a matter of days.&lt;br /&gt;
&lt;br /&gt;
Nobody was prepared (or at least, prepared enough) for the reality of what was about to happen. Nobody was prepared for actual anarchy. And that&#039;s when the utility of being half-human, half-animal became apparent. Fur kept the retrocodes warm on cold nights. Instincts showed them tactics for survival unmodified humans did not think of or could not stomach doing. And claws were better than fingernails in a fight...&lt;br /&gt;
&lt;br /&gt;
It&#039;s now sometime in the early 22nd century. Survival of the fittest has had four generations to work, and humanity&#039;s long sunset is being overtaken by the rising moon of the furry race. There&#039;s a new world awaiting those who have the intestinal fortitude to rise up from the squalor and go take a chance.&lt;br /&gt;
&lt;br /&gt;
== Sections ==&lt;br /&gt;
*[[IrradiatedFur:Elements|Elements Of A Good Irradiated Fur Game]]&lt;br /&gt;
*[[IrradiatedFur:Chargen|Character Generation]]&lt;br /&gt;
**[[IrradiatedFur:Races|Player races]]&lt;br /&gt;
**[[IrradiatedFur:Skills|Skills]]&lt;br /&gt;
**[[IrradiatedFur:Perks-Flaws|Perks &amp;amp; Flaws]]&lt;br /&gt;
*[[IrradiatedFur:Resolution|Basic tests and combat]]&lt;br /&gt;
*[[IrradiatedFur:Equipment|Equipment lists]]&lt;br /&gt;
*[[IrradiatedFur:Hazards|Hazards]]&lt;br /&gt;
*[[IrradiatedFur:Experience|&amp;quot;Experience&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Irradiated Fur]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TEARZ:Main_Page&amp;diff=10179</id>
		<title>Talk:TEARZ:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TEARZ:Main_Page&amp;diff=10179"/>
		<updated>2005-05-22T22:25:26Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You know, it&#039;d be pretty easy to revert this vandalism, seeing as all the original pages are still stored in history.  But then again, it&#039;d probably just be re-blanked by the next troll down the line.  [[User:Almafeta|Almafeta]] 15:25, 22 May 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Fists_of_Furry&amp;diff=10172</id>
		<title>Talk:Fists of Furry</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Fists_of_Furry&amp;diff=10172"/>
		<updated>2005-05-19T17:05:28Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Intro story==&lt;br /&gt;
I&#039;ve had this story sitting on the back burner for a while, Altiii.  I hope you like it, and I hope it inspires you to get back to work on this setting.  -_-;  [[User:Almafeta|Almafeta]] 10:05, 19 May 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fists_of_Furry&amp;diff=9839</id>
		<title>Fists of Furry</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fists_of_Furry&amp;diff=9839"/>
		<updated>2005-05-19T17:04:38Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Fists of Furry]]&lt;br /&gt;
The Master smiled.  Her work hadn&#039;t gone to waste.&lt;br /&gt;
&lt;br /&gt;
The Student lashed out at the master, padded gloves flashing by the Master&#039;s sight with an uncanny ease.  The padded suits which they both were wearing were no defense against the Master&#039;s attacks; the uncomfortable foam gloves the erudite vixen wore in no way would reduce the damage of a power strike, a focused pressure point, or a &amp;lt;i&amp;gt;chi&amp;lt;/i&amp;gt; blast.  But the Student did not know this, and for the first time in all their sparring, he was attacking with all his skill and might.  This pleased the Master.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you know why I am stronger than you?&amp;quot; the fox posed of her Student.&lt;br /&gt;
&lt;br /&gt;
The wolf merely blinked.  &amp;quot;Why?&amp;quot;  The wolf was put on the defensive, a punch &#039;accidentally&#039; nicking the wolf&#039;s muzzle, the fox&#039;s questions keeping the wolf&#039;s feral instincts from overpowering his civil mind.  &amp;quot;Well, you&#039;ve had fourty more years to train...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Master smirked.  &amp;quot;So what?  I&#039;m not training now.  It&#039;s not doing me any good.&amp;quot;  Slipping behind him, using her tail&#039;s thick brush to feint, she curled behind him and locked his arm.  &amp;quot;What is the difference between how we fight?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As much as the Student thrashed, he could not break her grip.  However, he spotted one weakness in his Master&#039;s stance: she was not properly set.  &amp;quot;Well, I want to win, and you want--&amp;quot; He attacked in mid-sentence, wrapping his legs behind the fox&#039;s kness and pulling.  She doubled over, with Student on top of Master, falling to the mat --&lt;br /&gt;
&lt;br /&gt;
-- and he hit the ground hard, yelping.  The fox had rolled away -- but he had broken the lock.  &amp;quot;You came close,&amp;quot; she complimented her pupil.  &amp;quot;I am stronger because &amp;lt;i&amp;gt;I want to be&amp;lt;/i&amp;gt;.&amp;quot;  Offering a paw to her Student.  &amp;quot;I collect my &amp;lt;i&amp;gt;chi&amp;lt;/i&amp;gt;...  I punch with all my will, not muscle, moving my fist and claws.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He took the Master&#039;s paw, an unspoken symbol that the sparring match was over.  However, the Master did not remove her sparring helmet; a quirk in her eye suggesting a second round.  She had a busy schedule -- a student going two rounds with the Master was a high honor.  He bowed, and accepted her new challenge.&lt;br /&gt;
&lt;br /&gt;
The Master took her stance again.  &amp;quot;Now, tell me why I am &amp;lt;i&amp;gt;faster&amp;lt;/i&amp;gt; than you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Student immediately took the offensive, going for shots that would stun an elbow or shoulder.  &amp;quot;Because--&amp;quot; he grunted as a fist flew past her shoulder-- &amp;quot;... you want to be?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The vixen smirked.  &amp;quot;No...  and there you are, parroting me again,&amp;quot; she chastized.  &amp;quot;I am not faster than you because I want to be.  I am faster than you because &amp;lt;i&amp;gt;I am a fox&amp;lt;/i&amp;gt;.&amp;quot;  A quick punch, effortlessly slipped into past the Student&#039;s defense into his ribcage, caused just enough pain to remind the student that this was a sparring match.  &amp;quot;Now, our last match, you were attempting moves you saw me doing without any idea of the flexibility --&amp;quot; Once more, she snuck around him, locking both arms, but without making the same mistake -- &amp;quot;... or the speed required.&amp;quot;  She worked him to the floor.  &amp;quot;With your training, and your species, you can&#039;t do it.  But, there are ways in which a wolf even with your training can surpass me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Master let her Student up off the floor; she had purposefully not defeated him.  Grinning, she took her stance again, letting him get back to his feet.  He was amusing her, which he supposed was an honor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now, let your instincts guide your &amp;lt;i&amp;gt;chi,&amp;lt;/i&amp;gt;&amp;quot; she murred.  &amp;quot;Stop coming at me like a &amp;lt;i&amp;gt;fox&amp;lt;/i&amp;gt; -- and start fighting me like a &amp;lt;i&amp;gt;wolf!&amp;lt;/i&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= Fists of Furry =&lt;br /&gt;
Fists of Furry is an RPG system with an emphasis on the juxtaposition of martial arts and animals.&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
&lt;br /&gt;
== Species ==&lt;br /&gt;
Animal Types...&lt;br /&gt;
== Martial Arts School ==&lt;br /&gt;
Styles of Martial Arts...&lt;br /&gt;
== Archtype ==&lt;br /&gt;
Classes...&lt;br /&gt;
== Abilities ==&lt;br /&gt;
Additional advantages...&lt;br /&gt;
&lt;br /&gt;
= rolls and resolution =&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fight&#039;n words...&lt;br /&gt;
===PC v NPC===&lt;br /&gt;
===PC v PC===&lt;br /&gt;
&lt;br /&gt;
== Non-combat actions ==&lt;br /&gt;
Not fight&#039;n words...&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User_talk:Argyle&amp;diff=958</id>
		<title>User talk:Argyle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User_talk:Argyle&amp;diff=958"/>
		<updated>2005-05-15T15:57:36Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: /* No Clue... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dictionary Definitions==&lt;br /&gt;
Uhm...  could you please not turn RPGnet&#039;s wiki into a Wikipedia?  I think we all know what a GM is, what the d20 system is, et multiple cetera.  -_-;  [[User:Almafeta|Almafeta]] 14:00, 7 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
== What&#039;s the harm? ==&lt;br /&gt;
&lt;br /&gt;
Why not?  It&#039;s not like it&#039;s hurting anything.&lt;br /&gt;
&lt;br /&gt;
== Seconded == &lt;br /&gt;
&lt;br /&gt;
I&#039;ll second the motion that it doesn&#039;t hurt anything. Plus, if people come looking for good explanations of what an RPG is, we should be a good place to explain it. I just don&#039;t want it taking up too much &amp;quot;header space&amp;quot; in the major pages -- but that doesn&#039;t seem to be a problem so far.&lt;br /&gt;
&lt;br /&gt;
== Thanks, Argyle! ==&lt;br /&gt;
&lt;br /&gt;
I, too, don&#039;t mind if this is the Wikipedia for RPGs.&lt;br /&gt;
&lt;br /&gt;
And thanks, Argyle - I appreciate your tidying up my very first attempts at meddling with a wiki, and moving the free-copying note. That was cool of you. I&#039;ll never malign your socks again.  ;)&lt;br /&gt;
&lt;br /&gt;
[[User:Brad Elliott|Brad Elliott]] 17:30, 14 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
== You&#039;re Welcome ==&lt;br /&gt;
&lt;br /&gt;
Heh.  You are most welcome.  That&#039;s at least half the point of having a wiki, after all!&lt;br /&gt;
&lt;br /&gt;
Okay, I give up.  How do I get an automatic timestamp and stuff?&lt;br /&gt;
-- Timestamp-free Argyle&lt;br /&gt;
&lt;br /&gt;
== No Clue... ==&lt;br /&gt;
&lt;br /&gt;
I stole Almafeta&#039;s and edited. I&#039;m sneaky that way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Brad Elliott|Brad Elliott]] 19:22, 14 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
:You have to put in four tildes, one right after the other, with no spaces.  The software intercepts it and automatically includes the correct code.  F&#039;rex:  [[User:Almafeta|Almafeta]] 08:57, 15 May 2005 (PDT)&lt;br /&gt;
:Generally, you want to use headings for new discussions, not between every line.  nn;  [[User:Almafeta|Almafeta]] 08:57, 15 May 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User_talk:Argyle&amp;diff=500</id>
		<title>User talk:Argyle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User_talk:Argyle&amp;diff=500"/>
		<updated>2005-05-07T21:00:14Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dictionary Definitions==&lt;br /&gt;
Uhm...  could you please not turn RPGnet&#039;s wiki into a Wikipedia?  I think we all know what a GM is, what the d20 system is, et multiple cetera.  -_-;  [[User:Almafeta|Almafeta]] 14:00, 7 May 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:TEARZ:Spells&amp;diff=225</id>
		<title>Talk:TEARZ:Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:TEARZ:Spells&amp;diff=225"/>
		<updated>2005-05-03T17:18:12Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note that no two M.S.E.s™ are allowed to have anything close to the same rules. No, there is no unified magic system - there is only a rule for each and every M.S.E.™ [[User:Teucer|Teucer]] 22:04, 2 May 2005 (PDT)&lt;br /&gt;
:However, that does not mean that you cannot &amp;lt;i&amp;gt;copy and paste&amp;lt;/i&amp;gt; text from other M.S.E.s™ -- in fact, that is reccomended whenever possible.  If it refers to prerequisites or effects that the other M.S.E.™ has but this does not, all the better. [[User:Almafeta|Almafeta]] 10:18, 3 May 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TEARZ:Spells&amp;diff=1321</id>
		<title>TEARZ:Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TEARZ:Spells&amp;diff=1321"/>
		<updated>2005-05-03T17:14:34Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TEARZ]]&lt;br /&gt;
&lt;br /&gt;
There are a number of simply outstanding Magic Spell Effects (M.S.E.s™) in TEARZ™. A number of these are listed below. Every spell is named after some Wizard of Note - a spellcaster so totally badass that s/he gets mentioned in the name of a spell, whether s/he invented it or not! And, of course, each one has its own totally unique abbreviation, unless it duplicates that of another M.S.E.™, in which case it has a non-unique abbreviation!&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TEARZ:Secondary_Stats&amp;diff=9835</id>
		<title>TEARZ:Secondary Stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TEARZ:Secondary_Stats&amp;diff=9835"/>
		<updated>2005-05-03T17:12:17Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TEARZ]]&lt;br /&gt;
&lt;br /&gt;
==Heatlh Points==&lt;br /&gt;
&lt;br /&gt;
In TEARZ™, Health Points (W.P.s™ and S.P.s™) come in various scales:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=1&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Type&amp;lt;th&amp;gt;Scale&amp;lt;th&amp;gt;Used For...&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Standard Damage Points™ (S.D.P.s™)&amp;lt;td&amp;gt;1&amp;lt;td&amp;gt;Humans, objects.&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Vehicle Damage Points™ (V.D.P.s™)&amp;lt;td&amp;gt;10&amp;lt;td&amp;gt;Cars, small buildings&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Mecha Damage Points™ (M.D.P.s™)&amp;lt;td&amp;gt;100&amp;lt;td&amp;gt;mecha, star fighters, large buildings&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Hyper Damage Points™ (H.D.P.s™)&amp;lt;td&amp;gt;1000&amp;lt;td&amp;gt;planetoids, power armors, faeries&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Ultra Damage Points™ (U.D.P.s™)&amp;lt;td&amp;gt;10000&amp;lt;td&amp;gt;planets, dragons&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wound Points (W.P.s™)===&lt;br /&gt;
Wound Points (W.P.s™) are used to take severe damage, like bullets in the gut.  Wound points, at whatever scale, are equal to &amp;lt;b&amp;gt;FO + FO + Level&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Stun Points (S.P.s™)===&lt;br /&gt;
Stun points are damage from blows that don&#039;t &amp;lt;i&amp;gt;really&amp;lt;/i&amp;gt; hurt, like any attack from an attacker of a lower level than you.  Stun Points (S.P.s™) at whatever scale, are equal to &amp;lt;b&amp;gt;FO + HT + ST + 1d6 per level&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Qi Points™ (Q.P.s™)==&lt;br /&gt;
Qui Points (Q.P.s™) are your mystic understanding of how the world is.  Q.P.s™ are equal to &amp;lt;b&amp;gt;WS + Level&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Telepathic Control Points™ (T.C.P.s™)==&lt;br /&gt;
T.C.P.s™ represent your connection to the myriad mystic ways of the Polyverse™, and are used to control magic. T.C.P.s™ are equal to &amp;lt;b&amp;gt;IN + WS + CH + 1d6 per level&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Mana Accumulation Points™ (M.A.P.s™)==&lt;br /&gt;
Mana Accumulation Points represent the ability to channal energy from arcane rituals and ley lines into personal power.  M.A.P.s™ are used to control psionics.  M.A.P.s are equal to &amp;lt;b&amp;gt;IN + CH + HT + 1d6 per Level&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Experience Points™ (EX.P.s™)==&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TEARZ:Alignments&amp;diff=9823</id>
		<title>TEARZ:Alignments</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TEARZ:Alignments&amp;diff=9823"/>
		<updated>2005-05-03T17:11:38Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: +cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TEARZ]]&lt;br /&gt;
&lt;br /&gt;
In TEARZ™, there are twenty-seven high-impact alignments that define &amp;lt;i&amp;gt;your&amp;lt;/i&amp;gt; character like none other!  Each alignment is made up of one of three subalignments that exist along the three alignment axii.&lt;br /&gt;
&lt;br /&gt;
The alignments at the top of the axii tend to go together, and the alignments at the bottom of the axii go together, so sometimes, &#039;Liberal&#039; will be used for &amp;lt;i&amp;gt;Lawful Liberal Good&amp;lt;/i&amp;gt; and &#039;Conservative&#039; will be used for &amp;lt;i&amp;gt;Chaotic Conservative Evil&amp;lt;/i&amp;gt;, but this is not a given.&lt;br /&gt;
&lt;br /&gt;
===Lawful/Chaotic Axis===&lt;br /&gt;
&lt;br /&gt;
There are three subalignments along this axis.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lawful&amp;lt;/b&amp;gt; means that people obey the law, and that a society is the highest moral authority.&lt;br /&gt;
* &amp;lt;b&amp;gt;Neutral&amp;lt;/b&amp;gt; people straddle the line, often breaking the law when it suits them, rarely having a moral authority.&lt;br /&gt;
* &amp;lt;b&amp;gt;Chaotic&amp;lt;/b&amp;gt; means that people disobey the law, and that a government is the highest moral authority.&lt;br /&gt;
&lt;br /&gt;
===Liberal/Convervative Axis===&lt;br /&gt;
&lt;br /&gt;
There are three subalignments along this axis.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Liberal&amp;lt;/b&amp;gt; means that the character believes people are generally moral and upright, and they deserve a break.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moderate&amp;lt;/b&amp;gt; means that the character believes people are a mixed bag.&lt;br /&gt;
* &amp;lt;b&amp;gt;Conservative&amp;lt;/b&amp;gt; means that the characte believes that people are generally bastards, and why should &amp;lt;i&amp;gt;they&amp;lt;/i&amp;gt; benefit from &amp;lt;i&amp;gt;my&amp;lt;/i&amp;gt; money, dammit?&lt;br /&gt;
&lt;br /&gt;
===Good/Evil Axis===&lt;br /&gt;
&lt;br /&gt;
There are three subalignments along this axis.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Good&amp;lt;/b&amp;gt; means that characters do the right thing at any cost.&lt;br /&gt;
* &amp;lt;b&amp;gt;Selfish&amp;lt;/b&amp;gt; means that characters do any thing at the right cost.&lt;br /&gt;
* &amp;lt;b&amp;gt;Evil&amp;lt;/b&amp;gt; means that characters do their own thing no matter what the cost.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Back to [[TEARZ:Main_Page|the main page]].&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TEARZ:Style_Guide&amp;diff=245</id>
		<title>TEARZ:Style Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TEARZ:Style_Guide&amp;diff=245"/>
		<updated>2005-05-03T17:10:40Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: +cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TEARZ]]&lt;br /&gt;
&lt;br /&gt;
Alright.  This will be the only &#039;out of character&#039; page among the whole of Tearz, so read up before you get confused.  Tearz is a parody of RIFTS and Exalted -- however, with the way those two are set up, it&#039;s easy to extend it to a parody of anything else.&lt;br /&gt;
&lt;br /&gt;
==Personae==&lt;br /&gt;
&lt;br /&gt;
In TEARZ, the contributors all play &#039;freelancers&#039; for &#039;TEARZ Books&#039; or &#039;Chine Games&#039; (which should vary in-text), who is owned by an evil alternate universe version of myself (Shanya Almafeta).  It&#039;s your call whether the &#039;TEARZ Book Freelancer&#039; you play is named after you, as a name parodying yours, or is an unrelated persona.&lt;br /&gt;
&lt;br /&gt;
These freelancers fall into two groups -- True Believers, or Usurpers To The Throne.  True Believers think TEARZ and Shanya Almafeta is infalliable, and all other roleplaying games, mere pretenders; Usurpers want to see someone else than the unmitigated evil that is Chine Games produce TEARZ.  TEARZ Books doesn&#039;t even allow erotic fanfic-cum-conversion guides, for pete&#039;s sake!&lt;br /&gt;
&lt;br /&gt;
Rant every so often.  Describe how TEARZ™ is the Best Game Ever, and how the other game makers and players of non-TEARZ™ games are lost at best, evil misleading heathens at worst.  Get prentensious!&lt;br /&gt;
&lt;br /&gt;
(Incidentally, if you want to rant about the &amp;lt;i&amp;gt;real&amp;lt;/i&amp;gt; Shanya Almafeta under the guise of ranting about the &amp;lt;i&amp;gt;fictional&amp;lt;/i&amp;gt; Shanya Almafeta, go ahead and be my guest.  There&#039;s no Rule 0 or moderation or oversight committee here...)&lt;br /&gt;
&lt;br /&gt;
==English or the lack thereof==&lt;br /&gt;
Dice notations should have the D capitalized, and dice abbreviations should be in bold whenever possible.  Whenever dealing with &#039;high-scale&#039; damage like VDP or MDP, italics and/or exclamation points are called for -- instead of &#039;This attack deals 4d8 UDP of damage&#039;, you should write it as so:  &amp;quot;This super beam deals &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;4D8&amp;lt;/b&amp;gt; U.D.P.™ of damage!!!&amp;lt;/i&amp;gt;&amp;quot;  All abbreviations should have dots in them, have the ™ symbol after them, and abbreviations should be in bold whenever possible.&lt;br /&gt;
&lt;br /&gt;
In true Palladium Books form, you should attribute yourself for any section you write.  Of course, if you edit another person&#039;s section (even if only to add a fewsentences), you should also attribute yourself, again in true Palladium Books form.&lt;br /&gt;
&lt;br /&gt;
If there is ever a concensus about how something should be written or how something works in the world, we&#039;re doing something wrong.  Two factions can (and should) be allies in one page and blood enemies in the next.&lt;br /&gt;
&lt;br /&gt;
==Current goals==&lt;br /&gt;
Create a category of TECs for every letter of the alphabet, with at least one class in each.&lt;br /&gt;
&lt;br /&gt;
(Back to [[TEARZ:Main_Page]].)&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TEARZ:Manifesto&amp;diff=9818</id>
		<title>TEARZ:Manifesto</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TEARZ:Manifesto&amp;diff=9818"/>
		<updated>2005-05-03T17:10:08Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: +cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TEARZ]]&lt;br /&gt;
&lt;br /&gt;
==The TEARZ™ Manifesto==&lt;br /&gt;
&amp;lt;b&amp;gt;The Game Master Roxxorz.&amp;lt;/b&amp;gt;  If your GM says something – than that’s that.  If you&#039;re not wearing the GM hat, than you do not get to make the decisions made by those who are wearing the GM Hat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;If there are problems with the rules, it’s not OUR problem, it’s YOUR problem.&amp;lt;/b&amp;gt;  This is YOUR game .  TEARZ™ is a game that Know No Limit, where Imagination Owns Joo.  If you’re not Cool enough to handle the majesties that are the TEARZ™ rules, you should go play something simple enough for you like Fudge instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;These rules are written on paper, or least, they would be if you printed it out.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;When the Dice conflict with the Story, the Dice always win.&amp;lt;/b&amp;gt;  C’mon.  You rolled those dice for &amp;lt;i&amp;gt;something&amp;lt;/i&amp;gt;.  Do you often do things but then pretend they didn’t happen the next second?  Are you some kind of masochist or something?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;These Rules are not Edicts.&amp;lt;/b&amp;gt;  A true Game Master is too Cool to let some silly sentences tell HIM what HE can or can’t do.  (Or HER and SHE, as appropriate for your gaming group.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Dice Never Lie.&amp;lt;/b&amp;gt;  If you roll something, that’s what you rolled.  You didn’t roll anything else.  Don’t let the GM tell you otherwise.  If necessary, introduce the dice to his face to inform him of what you rolled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Narrativist Games Suck.&amp;lt;/b&amp;gt;  corollary:  Simulationist games also suck.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;There is no situation that cannot be solved by the proper application of high explosives.&amp;lt;/b&amp;gt;  Seriously.  We checked.  A game that is not fun can be made fun by the increased application of the same.  Make sure to stock up!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;When the game doesn’t have an answer, make shit up.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==WARNING!==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The FICTIONAL world of TEARZ™&amp;lt;/b&amp;gt; is rather dangerous, and it’s not the sort of place you would want to take your old grandmother Gertrude for a pleasant Saturday stroll.  It is an exotic and queer realm where magic and technology are taken to the max, there are never-ending endless rock-&amp;amp;-roll technojams without end, the supernatural walks hand in hand in public with the extra-ordinary, and True Scientific Realism rules the day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Some may not be okay with this.&amp;lt;/b&amp;gt;  We recommend you disavow all knowledge of such people and find new friends.  If they can’t handle the heat, they shouldn’t walk into the fire.  We suggest Gamemaster discretion as to whether your friends are Cool enough to handle the world of TEARZ™.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Please note that we here at TEARZ Books&amp;lt;/b&amp;gt; do not actually promote the use of the occult, walk around in heavily armed suits of armor, worship gods to collect boons from them at the cost of our sanities, have statistics measured in integers, collect high-powered weaponry, allow the use of drugs in our games, start fights with random passers-by and kill them and take their stuff, or vote Republican.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[TEARZ:Main_Page|the main page]].&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Category:TEARZ&amp;diff=326</id>
		<title>Category:TEARZ</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Category:TEARZ&amp;diff=326"/>
		<updated>2005-05-03T17:07:39Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TEARZ™ is a parody role-playing game (based heavily on games like Exalted) whose ability to take itself too seriously knows no limit.&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TEARZ:Attributes&amp;diff=9817</id>
		<title>TEARZ:Attributes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TEARZ:Attributes&amp;diff=9817"/>
		<updated>2005-05-03T17:03:08Z</updated>

		<summary type="html">&lt;p&gt;Almafeta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TEARZ]]&lt;br /&gt;
&lt;br /&gt;
There are nine stats used by TEARZ™:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Strength (ST)&amp;lt;/b&amp;gt;, or your physical prowess.&lt;br /&gt;
* &amp;lt;b&amp;gt;Perception (PC)&amp;lt;/b&amp;gt;, or your mental awareness.&lt;br /&gt;
* &amp;lt;b&amp;gt;Fortitude (FO)&amp;lt;/b&amp;gt;, or your health and resistance.&lt;br /&gt;
* &amp;lt;b&amp;gt;Hotness (HT)&amp;lt;/b&amp;gt;, or how good you look.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charisma (CH)&amp;lt;/b&amp;gt;, or how charming you are.&lt;br /&gt;
* &amp;lt;b&amp;gt;Intelligence (IN)&amp;lt;/b&amp;gt;, or how smart you are.&lt;br /&gt;
* &amp;lt;b&amp;gt;Wisdom (WS)&amp;lt;/b&amp;gt;, or how clued in you are.&lt;br /&gt;
* &amp;lt;b&amp;gt;Agility (AG)&amp;lt;/b&amp;gt;, or your physical prowess.&lt;br /&gt;
* &amp;lt;b&amp;gt;Movement (MV)&amp;lt;/b&amp;gt;, or how fast you are.&lt;br /&gt;
&lt;br /&gt;
These stats range from 1 to 30 (or 10 to 50 for divine characters), with 10 being average.&lt;br /&gt;
&lt;br /&gt;
To generate them, roll 3d6 for each stat.  If the result is 15, add 1d6; if the result is 16, add 1d8; if the result is 17, add 1d10; and if the result is 18, add 1d12.  Then, assign the roll to the stats however you like it.&lt;br /&gt;
&lt;br /&gt;
==Modifiers==&lt;br /&gt;
Each stat also has a modifier, that may or may not be used, figured as below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;(Stat/3) - 3, round down&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note on your Tale Enabler™ sheet the Modifiers for your stats.&lt;br /&gt;
&lt;br /&gt;
====A Note From Shanya Almafeta====&lt;br /&gt;
Note that a certain other gaming system seems to have a similar modifier system, which is &#039;stat&#039; divided by &#039;integer&#039; minus &#039;same integer&#039;, &#039;round down&#039;.  Note that they also seem to have many of our &#039;Attributes&#039;, also use &#039;d20s&#039; to play, and have characters come in &#039;levels.&#039;  Being the benevolent people that we are here at TEARZ Books, we here at Chine Games will not be sueing these Johnny Come Latelies.  But, if they begin to intrude on our Intellectual Wonders™, than they will have our crack team of lawyers on them faster than a speeding suit of Mark XVII Fancy Boy Power Armor™!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Back to [[TEARZ:Main_Page|the main page]].&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
	</entry>
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