https://wiki.rpg.net/api.php?action=feedcontributions&user=219.240.12.173&feedformat=atomRPGnet - User contributions [en]2024-03-28T08:24:06ZUser contributionsMediaWiki 1.31.7https://wiki.rpg.net/index.php?title=Avatar_Stultus:Main_Page&diff=28166Avatar Stultus:Main Page2006-07-17T22:45:00Z<p>219.240.12.173: </p>
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<div><div style="width: 95%; background-color: #fffef5; border: 1px solid black; padding: 7px;"><big><b>Introduction</b></big><br />
What started as a table top role playing game has since grown. The universe of Avatar Stultus now runs in three time lines. There is the prehistory branch known as Avatar Stultus, the history branch known as Kar Fero and the future history branch known as Apox Void. Avatar Stultus is the universe for a series of different gaming projects. These projects include;<br />
<br />
</div><br />
<table width="95%"><br />
<tr valign="top" style="border: 1px solid black"><br />
<td width="33%"><br />
<big><b>Avatar Stultus</b></big><br />
<br />
The prehistory branch. This area is concerned with developing stories, background and history as it relates to the pantheon of the universe. This is great fun, as writers can contribute their story telling skills to create a history and setting for the RPG.<br />
<br />
LINK: Avatar Stultus[[http://strixy.homelinux.net/wiki/index.php/Avatar_Stultus]]<br />
<br />
</td><td width="33%"><br />
<big><b>Kar Fero</b></big><br />
<br />
Furthering the setting created in Avatar Stultus, Kar Fero is a fantasy setting for authors. There is also a table top role playing game that will allow players and world masters to adventure through the setting as developed by the contributing authors in the Avatar Stultus and Kar Fero story lines.<br />
<br />
LINK: Kar Fero [[http://strixy.homelinux.net/wiki/index.php/Kar_Fero]]<br />
<br />
</td><td><br />
<big><b>Apox Void</b></big><br />
<br />
This is the science fiction equivalent of the Kar Fero setting. With hopes to redeploy the fantasy RPG of Kar Fero as a Sci-Fi game campaign. <br />
<br />
LINK: Apox Void [[http://strixy.homelinux.net/wiki/index.php/Apox_Void]]<br />
</td><br />
</tr><br />
</table><br />
<br />
<div style="width: 95%; float: left; border: 1px solid black; margin-bottom: 10px; padding: 7px;"><br />
<big><b>Interactive Fiction</b></big><br />
<br />
I have always wondered if it would be possible to create a game that could be played online. We kicked around a few different incarnations and ideas with different systems. Nothing really caught the imagination of the players with one exception.<br />
<br />
With the interaction of a World Master, authors/players would write short chapters revolving around a simple setting. They were responsible for creating a God(dess) and the avatar for that God(dess). They would then write the story of that Avatar. The only catch? They had no idea what powers this Avatar might have been bestowed. And so they wrote their story and occasionally, if they had done a good job, they would be introduced to interesting characters or objects or abilities by short background pieces written by the World Master.<br />
<br />
This turned out some really great game play, as well as some very entertaining stories. And thus, Avatar Stultus was born. <br />
<br />
From these stories, the prehistory of Kar Fero was also being born. <br />
</div><br />
<div style="width: 95%; float: left; border: 1px solid black; padding: 7px;"><br />
<big><b>An Open Invitation</b></big><br />
<br />
You are welcome to join the universe of Avatar Stultus as an observer or as a collaborator. You can also read a brief history of the game on the Help:About page.<br />
<br />
Whether you are interested in just reading the stories, writing a story, helping with the RPG's game mechanics, lists, abilities, skills, playing or building areas in the MUD, etc... There are plenty of things that can be enjoyed already. There are plenty of places and ways that you would be welcome to add your own twists, tastes or flavors.<br />
<br />
So welcome adventurer! Please have a good time. <br />
<br />
If you have any questions, please contact me. (mike at strixy dot com)<br />
</div><br />
<br />
<div style="width: 95%; float: left; background-color: #fffef5; border: 1px solid black; padding: 7px; margin-top: 10px;"><br />
<big><b>Links</b></big><br />
<br />
Visit the site! Play, read, write, join in the fun. <br />
<br />
*Main Page: http://strixy.homelinux.net/wiki/index.php/Main_Page<br />
*Avatar Stultus (Stories &amp;amp; Setting): http://strixy.homelinux.net/wiki/index.php/Avatar_Stultus<br />
*Kar Fero (Stories &amp;amp; Setting): http://strixy.homelinux.net/wiki/index.php/Kar_Fero<br />
*Apox Void (Stories &amp;amp; Setting): http://strixy.homelinux.net/wiki/index.php/Apox_Void<br />
*Kar Fero (The RPG): http://strixy.homelinux.net/wiki/index.php/Kar_Fero_RPG<br />
*Kar Fero (The MUD): http://strixy.homelinux.net/wiki/index.php/MUD<br />
</div><br />
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411126370393</div>219.240.12.173https://wiki.rpg.net/index.php?title=WotG:Main_Page&diff=28165WotG:Main Page2006-07-17T22:41:28Z<p>219.240.12.173: </p>
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<div>[[category:Weapons of the Gods]]<br />
<br />
The goal with this project is to provide non BB working space for fan created supplementary materials for Weapons of the Gods. When completed this material will probably make its way to http://www.wulinrealm.com/content.php?content.6 which is Fu!. Also provided is an errata base to supplement the canon errata mostly as Brad isn't capable of being everywhere on the net at once. Hopefully the stuff here will keep the interest in WotG alive past its possibly short printed materials run. - Jonathan<br />
<br />
== Links ==<br />
[[Wotgtechdiscussion]]<BR><br />
[[GodWeapons]]<BR><br />
[[Wotgmodern]]<BR><br />
[[GenericWuxiaAction]]<BR><br />
[[WeaponsofSpace]]<BR><br />
[[BendingStyles]]<BR><br />
<BR><BR><br />
544635476469919335280410<br />
<br />
= Celestial Engineering =<br />
<br />
This section will provide for some ramblings on mechanical issues in WotG.<br />
<br />
<br />
C: It's possible to put together a damage 40, disorienting, armour piercing, 5-colour flow loss, unblockable attack just from 3 Kings. Let's use that for an example.<br />
<br />
C: Since it's possible to use a leech to make a perfect attack, while you can't make a comparable perfect defense.<br />
<br />
C: With the style roll 'perfect attacks' in the companion, this becomes even more important.<br />
<br />
C: Therefore, there should be a counter to Leech Attack Guaranteed Hit + On Hit Win Combat Effect.<br />
<br />
C: As it stands, there is none.<br />
<br />
C: What the engine really needs is some way to prevent the above from happening. Then players will only pull out those attacks if they're reasonably sure of getting them to connect.<br />
<br />
C: Which means, after you've depleted the enemy's defensive chi techs.<br />
<br />
C: Another thing with WotG is that you can activate damage-fu after rolling the attack.<br />
<br />
<br />
C: WotG's system is very cool, but when munchkined up to the max, is more breakable than Exalted.<br />
<br />
B: mmm, well it has less checks and balances<br />
<br />
C: Yep. Like the Walking In Shadows ninja being able to kill whoever he wants.<br />
<br />
C: Or someone putting 15 destiny into Doctor-Fu being able to make himself an inexhaustible well of infinite chi.<br />
<br />
<br />
B: so basically this is a destiny efficiency issue?<br />
<br />
C: Yes! Basically, if someone knows what they're doing with their destiny resources, they can pump out characters that are effectively higher rank than the others, for the same amount.<br />
<br />
<br />
Static bonuses are very effective. Better than getting extra dice.<br />
<br />
Super combos at the beginning are good because unlike say Iron Heroes, the resource one uses to power super attacks starts at full and then becomes depleted as the battle continues, as opposed to here where the power levels get depleted the more you fight.<br />
85415240999650730395899<br />
<br />
= God Weapons and You! =<br />
<br />
Something Jonathan said reaffirmed a thought I was having some time ago regarding God Weapons. These items are the namesake of the game, and like most RPGs, you want to have giant shiny weapons of ultimate doom, as we are programmed by D&D to like. However I've come to think perhaps that some of such weapons are actually detrimental to fun in WotG. These thoughts also apply somewhat to Rare Kungfu styles. Here's my reasoning:<br />
<br />
<br />
*REAL ULTIMATE POWER!!: A weapon of the gods represents a mechanical step above most normal characters. In fact its an insurmountable step without a comparable god weapon. God weapons shatter normal or quality weapons by degrading their strike, and have unique and useful powers. Since God weapons are tiered in power these effects scale upwards in their disparity. Rank 3 weapons aren't too far up from normal or quality weapons, despite their weapon shattering ability. Rank 2 weapons are a wide gamut of extremity. Some are only somewhat above high rank 3 weapons, though most others are moderately to staggeringly powerful, like Bone Blinder, which as written is THE most mechanically powerful God weapon in the game.<br />
<br />
<br />
*Bling of the Gods: One thing that is somewhat striking about the WotG system, is that gear is for the most part less important than personal skills. Stuff is important to a degree, for instance fighting someone while you are naked is markedly harder than when you have armour and weapons, but it is doable. The escalation in statistics in God Weapons brings to mind other games where higher level characters are essentially defined by their bling, hint hint. I don't think this is what wuxia is about, in fact I think that is opposed to what wuxia is about. Green destiny aside, having an uberweapon rarely spawns good game playing.<br />
<BR><br />
<b><i>Brad Comments</i></b>: <i>See below for my comments on the breakability of god-weapons preventing this problem.</i><br />
<br />
*Kungfu Tangent: Same thoughts applies for Rare styles. They cost a lot, do a bunch and are horrifyingly powerful. In some cases they lead to effects, which are essentially *perfect* in their application on the opponent, which I think begins to break down the game as it escalates what you need to do to keep the game running.<br />
<BR><br />
<b><i>Brad Comments</i></b>: <i>The horrifying power of the Rare Styles is deliberate; the<br />
difficulty of acquiring them, and their high cost and few forms, keeps them within the realm<br />
of manageability, if only just. An opponent with a Rare Style is worthy of a Wulin Army Summons. You will almost never meet multiple parties with Rare Styles in a single group; such is very rare, like the Disrespectful Sages. To defeat such a group would require either Uncommon-to-Rare Styles of Kung Fu, powerful god-weapons, or both.</i><br />
<br />
<B>Comment:</B> Mmm, I see that. This isn't really to dump on Rare styles, its just that there may need to exist a "half step" style between Rares and Uncommons so you can get wierd above uncommon powers that you can slot into your fighting combos<br />
<br />
*<b>Errata:</B> Ok, dumbing down Bone Blinder is a good idea. Make the sense roll required to nullify the tech something like 20 or 25. Since your opponent can bad joss you down to 1 or 2d, this low number is a lot better than the 60s you'll be tossing about on the attack. Secondly, strike off the "you can't use strike to defend" from the first power. That bit basically makes it able to strike down Class 1 GW users with impunity.<br />
<BR><br />
<b><i>Brad Comments</i></b>: <i>These points are taken and under consideration.</i><br />
<br />
<br />
*<B>Further Errata:</B> Alrighty, another good idea pointed out on the WotG forums is to take away the weapon shattering ability on parry of God Weapons. This is a somewhat fundamental change, it means you don't need a bag of swords to deal with the God Weapon dude though one is still up a bad way in the statistical comparison. This seems to be a good thing as I think shattering God weapons is a rather tetchy subject and you know, having to go find new ones or reforge old ones are good plot points, but not something you have to encounter half the time you get into a big arsed duel.<br />
<BR><br />
<br />
<b><i>Brad Comments</i></b>: <i>As to this last, I cannot back removing the weapon-shattering ability of god-weapons. The breaking of a treasured weapon and the consequences thereof are part of what <b>keeps</b> the game from having the god-weapons be the 'Bling of the Gods'. Ultimately, it's not one's weapons that define a character; if anything does that, it's their kung fu.</i><br />
<br />
<b>Rebuttal:</b> There's a game interaction problem here. The desires of a game have to be expressed through the mechanics. As of current stacking rules and all, God Weapons are the one way to get an insurmountable edge on your opponent. One that cannot be equalled without a comparable God Weapon. Therein lies the problem personally, because once you start up with PCs and God Weapons it sort of snowballs, and snowballing tends to be bad. (Jonathan)<br />
80208985684338247159538<br />
<br />
= THE SNOW MAIDEN'S REAVER =<br />
<br />
<br />
Class II Heavenly Greatsword <br />
<br />
Speed +15, Strike +25, Damage +25 <br />
<br />
Effortless Power: Cloak of Frost: Enemies within Favoured Chi in yards lose 10 from Strike. <br />
<br />
Greater Power: Aegis of Rime: +10 armour. <br />
Lesser Power: Icy Hand: Entangle critical effect available.<br />
<br />
Celestial Chi<br />
<br />
Gain a Great Victory, pay for it later.<br />
<br />
Jai Lei = Girl, barbarian princess<br />
<br />
Jing Ning = wastrel sent north to smarten up.<br />
<br />
<br />
To say Jing Ning was a wastrel would be like calling water wet. His abilities at wine and women exceeded many mortal men much to the consternation of his father. His nights out were things of legend like a barbarian invasion. Wine houses both feared and clamoured for his patronage, for he and his friends would empty their cellars within a week and leave them with enough gold to rebuild their destroyed shops with much left over. This state of affairs ended abruptly one summer when after a tryst with a visiting noble's daughter while her father was in the room. This almost caused the burning down of his Jing's father's estate by the irate noble. Jing was sent north to the border in hopes to keep him out of trouble, more cynically perhaps to get him killed nobly, who knows.<br />
<br />
<br />
Well Jing did, and it was a rather covert purpose, however for his own personal good Jing's death did not happen. Despite being a besotted lush, he was quite adept at Kung fu, defeating four assassins while dead drunk. This did however did lead him to getting lost in the mountains. Jing's story would have ended here had it not been for a barbarian warrior who happened across Jing as he stumbled around the mountains. Jing awoke pleasantly wrapped by a lithe barbarian woman and a fur coat. There seemed to be some benefits for being almost assassinated and then getting lost in the mountains.<br />
<br />
<br />
When she awoke they both had a heart to heart discussion on the matter at hand. The fact that they did not speak each other's language well was only but a minor hinderance. They soon discovered that to each other's dismay or delight that they were both equal in debauchery and also martial skills. Their battles rang through the snow covered peaks of the mountains which provoked people to avoid them for fear of the horrible ghosts that warred during the day and the horrible animals that did horrible things during the night.<br />
<br />
<br />
This state of affairs ended one day with Jing accidentally tumbling down the mountain and into a patrol who whisked him back to a border fort where he was commended on not dying horribly to his father's great dismay. From that point on Jing vowed to be less extreme in his debauchery and to be more martially and socially focused.<br />
<br />
<br />
Jing spent ten years at the border, earning his way to his position and neatly trouncing all the barbarians who were to come to threaten his section of the border. Soon all across all the barbarian tribes his section of the Great Wall became feared as the "Stone that chips the Fang" His heroic deeds and a gift from the Gods themselves allowed Jing to forge the golden spear Rising Majesty, which he used to singlehandedly defend the gates of the Wall earning him the name Undeterrable Jing. <br />
<br />
<br />
Another ten years passed in this manner. During this time the barbarian attacks against the wall got worse and worse however Jing's prowess martially and tactically kept Shen Zhou safe. Also during this time, legends of the "Warrior" began to arise. This person was gathering forces, uniting the barbarian tribes against the Middle Kingdom. Lavish gifts and promises came from the capital to Jing to get him to move against the barbarians. However what did seem not forthcoming were the additional men or weapons that would assure him victory. With his gifts he marched on the capital and presented them to the emperor. The emperor pleased at Jing's gifts, sent him a detachment of his greatest soldiers to bolster his ranks.<br />
<br />
<br />
So bolstered, Jing marched north. He and his men hewed their way through the barbarian hordes all the while searching for their so called leader. In his heart he knew who he would find, yet he hoped that it would not come down to it. In the end, lost and without his men he came face to face with the barbarian girl he met so long ago. She was not as she was, being older and harder much like the mountains around this harsh land. When she spoke her voice sounded like the whispering of the wind through the mountains and her eyes were the colour of ice. They both sat down while she told him her story.<br />
<br />
<br />
<br />
=Jai's Story=<br />
<br />
When you left I wandered amongst the mountains for a time. This was unsightly for the daughter of a chieftain, so I killed those sent to bring me back to make sure they did not have to report that travesty.<br />
<br />
= Kungfu Ideas =<br />
Yeah yeah, I have non-mechanics stuff in the works. This is the last spillover from my first big Fu! push.<br />
<BR><BR><br />
<br />
== Style Definitions ==<br />
<I>Note:</I> I am changing Primary to Principal due to the overlay with Pigeon's Dozen Style Manual terms :P Not sure yet if this is differentiated enough. <br />
<br />
I'm recalling something imperfectly but I will attempt to do so. Pigeon I believe once worked on a classification of kung-fu that separated them into groups by their purpose. This is a rough and will eventually be expounded on the Fu! wiki, wherever that may be. Also people writing styles may find this useful. <br />
<br />
The first major divide is whether the style is Principle or Support. I think this is the main divide. Principle styles are mostly simple no nonsense bonuses to your main combat abilities, Strike, Damage, Armor, etc. You can subdivide Principles into their specific uses either, Offensive, Defensive or Utility. The third category is generally a combination of offensive and defensive bonuses. A very specific case of a Principle style is a Primary style, defined by Pigeon as a Strike Adder. Most good fighting people will tend to have such a beast.<br />
<br />
Support styles offer effects, things that don't mechanically enhance your capabilities but instead allow you to do things that you normally can't do, stuff like second attacks, disorienting, etc. These also come in Offensive, Defensive and Utility flavors exactly as Principle styles are deliniated. <br />
<br />
And the ultimate hodgepodge style is the general Utility style, something that offers a grab bag of effects, some Principle, some Support. These I find lack focus and either could be useful or not so great depending on the effects packaged together. <br />
<br />
• You'll note the term Utility is used a lot. Right now I seem to be terrible with words but I figure if you get a classification for a style that is purely Utility, that should mean that it is a grab bag, which may or may not be good depending. Its sort of how Neutral is used in D&D Alignment I guess. <br />
<br />
<B>Golden Temple Bells (Common, Utility Style): </B><BR><br />
Alright this is ever tanker's favorite style, you lift better and you are armoured better. Its effects are generally defensive in nature, at least the more popular ones. It does have some offensive techs, those of which are odd. The general dispersion (despite the defensive bent of the style) makes me think it is a showcase for the general Utility style. Some people will like certain bits, some will like others. <br />
<br />
<B>Three Kings (Uncommon, Support Utility Style): </B><BR><br />
Well we know for certain it is an Uncommon and that its an Artful style. What this definition allows us to say is that it is a Support style, which is part of the reason why it kicks ass, since it gives you access to some pretty awesome abilities, like a channeled roundlong disorient and 2nd attack, wicked stuff. Its probably also a Utility style as it provides for offensive and defensive support abilities. <br />
<BR><BR><br />
<br />
== Resplendent Pheonix ==<br />
<br />
[15:05] Jon: Not having a 6th tech can also be seen as a balance point for having all those SFX in one handy package.<br />
<br />
[15:05] Jon: Channelable strike adding, extra attacks, initiative, replies, area attack, leech.<br />
<br />
[15:05] Jon: That is a *lot* of stuff.<br />
<br />
[15:14] Jon: No. You don't need to. The fact that it doesn't combo that well is another point.<br />
<br />
[15:14] Jon: If you have this style and nothing but this style, notice that you actually don't *need* anything else other than lightfoot?<br />
<br />
[15:15] Jon: Except maybe an armour style.<br />
<br />
[15:15] Jon: But I get along fine without that.<br />
<br />
[15:15] Jon: For damage, if you can afford the stupidly high cost, get Heart Sword.<br />
<br />
[15:16] Jon: That one does *lots* of damage. :)<br />
<br />
[15:18] Jon: Now that the style doesn't channel silver anymore, HMtB makes a good combo.<br />
<br />
[15:18] Jon: Ambition and Clear are straight damage-adders, and Heartless is an excellent debuff.<br />
<br />
<br />
The common conception is that virtue stems from righteous action. Those who follow the Resplendent Falcon way feel that martial virtue stems from quick and decisive maneuvers. The focus on this style is on fast weapons of all sorts, for a good strike delivered quickly may be the best solution to a conflict. Practitioners of this style often also practice some other skill requiring grace, from pickpocketing to dance. This reinforces their mindset in combat that says speed and grace can easily defeat raw power. <I>Signature:</I> your weapon leaves trails of white feathers when you activate a technique. Some people have modified the colour of their signature to reflect their own personal tastes.<br />
<br />
<br />
<I>Note:</I> This style may be somewhat more high powered than most of my uncommons but I think this should be fine due to the particulars of the weapon restrictions. Yes it goes to the pot when God Weapons come into play, however the weapon restriction applies to the base weapon (though quality can count towards it). GM descretion is advised as always. And also yeah, there are init dependant condition in techs, so being fast is good here.<br />
<br />
<br />
Uncommon Crimson Chi Style<BR><br />
Type: Artful/Brutal (+10 init or greater weapons only)<BR><br />
(Offensive, Primary/Support)<br />
<br />
<br />
<B>1. Falcon Takes Flight (1 Crimson):</B> The first step towards flight is to stretch your wings towards the sky. The first form of this style increases the speed of your hands and your feet so that it seems as if for a short moment that you are flying.<br />
* Add your Crimson Chi modifier to Speed and Strike<br />
* Double your distance traveled from Athletics rolls<br />
* You may draw a weapon as a free action<br />
<br />
<br />
<B>2. Wings Rebuke the Earthbound (2 Crimson):</B> The act of flight is a conscious rejection of the earthbound. Your weapon make this sentiment abundantly clear to those who stray too near.<br />
* Add your Crimson Chi modifier as a round long defensive Strike adder<br />
* You may make Replies on a Critical Success on Defence.<br />
* Channel 2 White to continue this tech for another round.<br />
<br />
<br />
<B>3. Diving Strike, Swooping Talons (3 Crimson):</B> Like a bird stooping out of the sky you rush at your opponent giving them no chance to defend themselves.<br />
* You may lower your opponent's defensive pool by 1 die per 1 point of Gold Chi channeled<br />
<br />
<br />
<B>4. Sudden Aggression (4 Crimson):</B> You move from stillness into violent action before your opponent can react.<br />
* You may attack as if you have Ambushed your target if your initiative is higher than theirs, once per combat. This effect cannot be used while the tech is being channeled, only during initial activation<br />
* Otherwise the tech lets you:<br />
* Add your Crimson Chi modifier to Speed and as a round long Offensive Strike Adder<br />
* You may make a second attack<br />
* Channel 2 Jade to continue this tech for another round.<br />
<br />
<br />
<B>5. Hundred Handed Presence (5 Crimson):</B> Your speed is so great that you can attack multiple places at once.<br />
* Make an Area Attack against [skill level] opponents within 3x Favoured Chi in yards<br />
* Move anywhere within this range upon the completion of the attack. This counts as your movement for the round<br />
* Add 2 result dice to each successful attack.<br />
<br />
<br />
<B>6. Flight of Falcons (6 Crimson + 4 Any):</B> The final refinement of ultimate speed is to attack before an opponent desires to attack you. With this ability armies do not stand a chance against your wrath.<br />
* Add your Crimson Chi modifier as a round long Strike Adder, Speed and to Athletics<br />
* You may make a Secondary Attack<br />
* You may Reply on any successful Defence<br />
* Channel 2 White to continue this tech for another round.<br />
<br />
<BR><BR><br />
<br />
== Iron Pole Devil ==<br />
<br />
<I>Concept:</I> Similar in idea to Hurricane Sword or Heart Moves the Blade, awesome offensive style for blunt weapons<br />
<br />
Uncommon Silver Style<BR><br />
Brutal (Staff, Wolf-tooth Mace)<br />
<br />
<br />
1. Devil's Roar (1 Silver):<br />
* Attack counts as an attempt to Terrify<br />
* You may call your weapon to your hand if its within your Favored Chi in yards.<br />
<br />
<br />
2. (2 Silver):<br />
* Damage roll of attack counts as a style roll vs weapon to break it. Base number is 25, for every 5 points above 25, target weapon loses 5 strike. For quality Weapons the base number is 35. For god Weapons, it only works if your weapon is of greater quality than the other. Armor or Chi aura doesn't count for this particular damage roll.<br />
<br />
<br />
3. (3 Silver):<br />
* You may make an Area Attack with a radius of your Favored Chi<br />
* You can channel Jade chi to increase damage, 1 damage die per point of chi<br />
* + Strike<br />
<br />
<br />
4. (4 Silver): <br />
* You may redirect attacks<br />
* Defensive Strike adder, + 5 armor?<br />
* 2 crimson channel<br />
<br />
<br />
<B>5. Water of Trancendance (5 Silver): </B> This technique invokes the water of forgetfullness which one bathes in before one is reborn into the world. Being affected by this technique washes away your current memories of the world and brings you closer to the next.<br />
* Perma-damage. Lost skills are converted into destiny and returned into pool. each result die of damage becomes a skill lost of 1 pt, only 1 point lost per skill per attack.<br />
<br />
<br />
6. (6 Silver + 4 Any):<br />
* Efficient Die Leach<br />
* + Strike, + Damage, - armor<br />
<br />
<br />
<br />
== Ba Gua Zhang ==<br />
This is a style designed for bodyguards according to one account and also designed to fight multiple attackers. From the three main students of the first teacher there are 3 major variants which are:<BR><br />
<br />
1) Explosive/Percussion (Offensive)<BR><br />
2) Evasive/Smooth (Defensive/Mobility)<BR><br />
3) Combo of the 2<BR><br />
<br />
I could take this into account with design which would be neat, or I could not. Nevertheless the placeholder description I think I'll use for Ba Gua is as an <B>Support Utility style</B>, much like 3 Kings but featuring the two notes I mentioned earlier. <br />
<br />
Okaydokay.<br />
<br />
Gold Uncommon Style (Artful/Brutal)<br />
<br />
1. + athletics, escape multiple attackers, + init?<br />
<br />
2. increased test penalties. and Offensive Strike adder?<br />
<br />
3. Area attack + down.<br />
<br />
4.<br />
<br />
5.<br />
<BR><BR><br />
<br />
== Hsien-I Quan ==<br />
<B>Xing Yi Quan (Hsien-I Quan)</B><br />
*By: Jonathan <br />
*Uncommon Crimson Chi Style <br />
*Brutal (Unarmed Only and/or Thrusting Weapons see below) <br />
*Default Criticals: Maim, Stun <br />
*Signature: <br />
<br />
<br />
<B>1. Three Bodies Power (1 Crimson):</B> Disorient on a standard success, for 1 hit Standard Damage still applies. <br />
<br />
<br />
<B>2. Classics of Fighting (2 Crimson):</B> + Crimson to Strike and Damage roundlong. <br />
<br />
<br />
<B>3. Axe Crushes the Mountain (3 Crimson):</B> Standard Maim, + Damage, + Strike. <br />
<br />
<br />
<B>4. Classics of Stepping (4 Crimson):</B> auto-win init, Stun on a standard success. + Damage <br />
<br />
<br />
<B>5. Classics of Six Harmonies (5 Crimson):</B> deny River, <br />
<br />
<br />
*Destiny Costs:<br />
*3: Weapons form training. You get to learn how to use the Jian, the staff and the spear with this form. <br />
<BR><BR><br />
<br />
<br />
<B>Concepts</B><BR><br />
One of the three major internal styles in China, Xing Yi Quan differs from current concepts of "self-defence" martial arts in that it was formerly used on the battlefield, eliciting a more "warrior" mentality which looks at the feasibility of combat techniques on the battlefield. Consequently the style focuses on the quick subdual and takedowns of the opponent as prolonged exchanges on a battlefield is somewhat dangerous. Mythologically it originates from Yue Fei (1103 - 1141) of the Song Dynasty who was a great patriot and hero of the time. More likely the origin is from near the end of the Ming Dynasty with Ji Long Feng of Shan Xi Province who was a master spear fighter. <BR><br />
<br />
Xing Yi is a linear style with major focus on the upper body. One of the main ideas is to generate power with the whole body and focus it into a single burst, probably something like Karate. <br />
<br />
<br />
<B>Hsien-I (Mind Boxing) (Uncommon Crimson Unarmed Only): </B><BR><br />
So to assist me in my Hsien-I wanderings I have denoted the style as a Crimson Uncommon which happens to be Primary in nature, focused mostly on Offensive techs with maybe some other effects.<br />
<br />
One of the three major internal martial arts in China is Hsien-I. Reading its history its focused on quick takedowns and otherwise efficiently removing the opponent's ability to fight. So we could do this a couple of ways. Firstly the speed component suggests that it should be Crimson. Power level wise we can slot it as a common or uncommon, its stature within the martial arts society may merit an uncommon. Now we can figure how you want to do the effects. <br />
<br />
Ok, so its a very offensively minded style, not a self defence style so we can peg this as a something Offensive. Simplicity's sake suggests that we go with a Principle, but I may find some neat mechanics to dump in, so we'll slot it as a Offensive/Utility for now. <br />
So to assist me in my Hsien-I wanderings I have denoted the style as a Crimson Uncommon which happens to be Primary in nature, focused mostly on Offensive techs with maybe some other effects. <br />
<br />
<BR><br />
<B>Style Type:</B> Principle Offensive (Uncommon Crimson, Unarmed only) <BR><br />
Fast / quick - + init, Auto-win init, no second attacks, no duration techs, high strike and damage<br />
Maim and Stun as criticals, powerful techs to account for lack of duration techs<br />
<br />
<B>Ideas</B><BR><br />
Style is divided into 2 main systems, the 10 animals and the 5 elements. <br />
<br />
10 Animals: Dragon, Tiger, Monkey, Horse, Chicken, Hawk, Snake, Bear, Eagle, Swallow.<br />
Five Element forms: Splitting, Drilling, Crushing, Pounding and Crossing. (Use as tech names?) <br />
<br />
"The powerful 'shocking' strikes of Xing Yi Quan will damage and disorient the opponent no matter where they connect. These blows are generally not aimed at specific 'vital points,' but rather through the enemy's center of mass; this insures maximum shock and transfer of energy into the opponent. Xing Yi Quan grappling techniques involve rapid, bone jarring takedowns." <br />
<br />
"The overall flow of the typical Xing Yi Quan technique generally follows the pattern of first making a physical connection with the opponent, then immediately (or simultaneously) setting up a shocking strike and ending the fight with finishing strikes and/or a fast and hard takedown. " <br />
<br />
<B>Sources:</B><BR><br />
http://www.shenwu.com/hsingi.htm<BR><br />
http://chineseculture.about.com/library/weekly/aa041301a.htm (Yue Fei)<BR><br />
http://en.wikipedia.org/wiki/Hsing_Yi<BR><br />
<BR><BR><br />
<br />
== Shaolin School ==<br />
<br />
So, I never really kept a lot of stock in Buddist theology, which meant I have somewhat of a blind eye towards it. I have 1 article I am working out of which suggests this pathway.<br />
<br />
1) Dragon Style - much like what was portrayed in the Comic version of Heaven Sword and Dragon Sabre. First style that is learned, and is all about grappling. It seems to be the fundamental dealie for Shaolin, hmm.<br />
<br />
Grappling Style, Common Crimson? - The Comic used predominantly Red to colour this style, however this should mean that this is a strike adder as long as a grappling style if its the base for all Shaolin Kungfu Action. <br />
<BR><BR><br />
<br />
2) Tiger - using some Dragon principles and the Dragon claw, now the Tiger claw, you rip at people.<br />
<br />
Unarmed/Armed Style Jade Style - Strength Based style, maybe a support? Maybe a Principle style?<br />
<BR><BR><br />
<br />
3) Leopard - instead of ripping at people with pure strength, you learn how to fight with skill.<br />
<br />
Unarmed/Armed Style - Should be crimson but might work if it is Silver, most probably a support style.<br />
<BR><BR><br />
<br />
<br />
After mastering these 3 styles, the really well trusted students go to some other place in the monastary to learn the secret forms namely:<br />
<br />
4) Snake - like waves like water. Snake around and hit people in their vital points. The Basis for some of the internal martial arts<br />
<br />
This will probably be the Principle/Primary Style for the Combo - For this, all you need to do is modify up Waves like Water into a mid-high level uncommon as opposed its current status as a high level common.<br />
<BR><BR><br />
<br />
5) Crane - Like Karate kid oddly enough. Stand there and hit people a lot. No unnecessary movements.<br />
<br />
Support Style probably like 3 Kings. Lots of reply and auto-win init techs I suspect.<br />
<BR><BR><br />
Ok, so notes. Invariably the first 3 should be commons and the last 2 should be uncommons, though I shudder to think the point cost of having to buy your way into 3+ commons, then hit an uncommon so probably their training tree won't work nicely unless you have them "forget" their earlier styles and relearn Snake and Crane. And incidentally, having 2 uncommons if they meshed nicely would be pretty sweet.<br />
47839723504839234720248</div>219.240.12.173https://wiki.rpg.net/index.php?title=WotG:Main_Page&diff=28161WotG:Main Page2006-07-17T21:41:43Z<p>219.240.12.173: /* Celestial Engineering */</p>
<hr />
<div>[[category:Weapons of the Gods]]<br />
<br />
The goal with this project is to provide non BB working space for fan created supplementary materials for Weapons of the Gods. When completed this material will probably make its way to http://www.wulinrealm.com/content.php?content.6 which is Fu!. Also provided is an errata base to supplement the canon errata mostly as Brad isn't capable of being everywhere on the net at once. Hopefully the stuff here will keep the interest in WotG alive past its possibly short printed materials run. - Jonathan<br />
<br />
== Links ==<br />
[[Wotgtechdiscussion]]<BR><br />
[[GodWeapons]]<BR><br />
[[Wotgmodern]]<BR><br />
[[GenericWuxiaAction]]<BR><br />
[[WeaponsofSpace]]<BR><br />
[[BendingStyles]]<BR><br />
<BR><BR><br />
544635476469919335280410<br />
<br />
= Celestial Engineering =<br />
<br />
This section will provide for some ramblings on mechanical issues in WotG.<br />
<br />
<br />
C: It's possible to put together a damage 40, disorienting, armour piercing, 5-colour flow loss, unblockable attack just from 3 Kings. Let's use that for an example.<br />
<br />
C: Since it's possible to use a leech to make a perfect attack, while you can't make a comparable perfect defense.<br />
<br />
C: With the style roll 'perfect attacks' in the companion, this becomes even more important.<br />
<br />
C: Therefore, there should be a counter to Leech Attack Guaranteed Hit + On Hit Win Combat Effect.<br />
<br />
C: As it stands, there is none.<br />
<br />
C: What the engine really needs is some way to prevent the above from happening. Then players will only pull out those attacks if they're reasonably sure of getting them to connect.<br />
<br />
C: Which means, after you've depleted the enemy's defensive chi techs.<br />
<br />
C: Another thing with WotG is that you can activate damage-fu after rolling the attack.<br />
<br />
<br />
C: WotG's system is very cool, but when munchkined up to the max, is more breakable than Exalted.<br />
<br />
B: mmm, well it has less checks and balances<br />
<br />
C: Yep. Like the Walking In Shadows ninja being able to kill whoever he wants.<br />
<br />
C: Or someone putting 15 destiny into Doctor-Fu being able to make himself an inexhaustible well of infinite chi.<br />
<br />
<br />
B: so basically this is a destiny efficiency issue?<br />
<br />
C: Yes! Basically, if someone knows what they're doing with their destiny resources, they can pump out characters that are effectively higher rank than the others, for the same amount.<br />
<br />
<br />
Static bonuses are very effective. Better than getting extra dice.<br />
<br />
Super combos at the beginning are good because unlike say Iron Heroes, the resource one uses to power super attacks starts at full and then becomes depleted as the battle continues, as opposed to here where the power levels get depleted the more you fight.<br />
85415240999650730395899<br />
<br />
= God Weapons and You! =<br />
<br />
Something Jonathan said reaffirmed a thought I was having some time ago regarding God Weapons. These items are the namesake of the game, and like most RPGs, you want to have giant shiny weapons of ultimate doom, as we are programmed by D&D to like. However I've come to think perhaps that some of such weapons are actually detrimental to fun in WotG. These thoughts also apply somewhat to Rare Kungfu styles. Here's my reasoning:<br />
<br />
<br />
*REAL ULTIMATE POWER!!: A weapon of the gods represents a mechanical step above most normal characters. In fact its an insurmountable step without a comparable god weapon. God weapons shatter normal or quality weapons by degrading their strike, and have unique and useful powers. Since God weapons are tiered in power these effects scale upwards in their disparity. Rank 3 weapons aren't too far up from normal or quality weapons, despite their weapon shattering ability. Rank 2 weapons are a wide gamut of extremity. Some are only somewhat above high rank 3 weapons, though most others are moderately to staggeringly powerful, like Bone Blinder, which as written is THE most mechanically powerful God weapon in the game.<br />
<br />
<br />
*Bling of the Gods: One thing that is somewhat striking about the WotG system, is that gear is for the most part less important than personal skills. Stuff is important to a degree, for instance fighting someone while you are naked is markedly harder than when you have armour and weapons, but it is doable. The escalation in statistics in God Weapons brings to mind other games where higher level characters are essentially defined by their bling, hint hint. I don't think this is what wuxia is about, in fact I think that is opposed to what wuxia is about. Green destiny aside, having an uberweapon rarely spawns good game playing.<br />
<BR><br />
<b><i>Brad Comments</i></b>: <i>See below for my comments on the breakability of god-weapons preventing this problem.</i><br />
<br />
*Kungfu Tangent: Same thoughts applies for Rare styles. They cost a lot, do a bunch and are horrifyingly powerful. In some cases they lead to effects, which are essentially *perfect* in their application on the opponent, which I think begins to break down the game as it escalates what you need to do to keep the game running.<br />
<BR><br />
<b><i>Brad Comments</i></b>: <i>The horrifying power of the Rare Styles is deliberate; the<br />
difficulty of acquiring them, and their high cost and few forms, keeps them within the realm<br />
of manageability, if only just. An opponent with a Rare Style is worthy of a Wulin Army Summons. You will almost never meet multiple parties with Rare Styles in a single group; such is very rare, like the Disrespectful Sages. To defeat such a group would require either Uncommon-to-Rare Styles of Kung Fu, powerful god-weapons, or both.</i><br />
<br />
<B>Comment:</B> Mmm, I see that. This isn't really to dump on Rare styles, its just that there may need to exist a "half step" style between Rares and Uncommons so you can get wierd above uncommon powers that you can slot into your fighting combos<br />
<br />
*<b>Errata:</B> Ok, dumbing down Bone Blinder is a good idea. Make the sense roll required to nullify the tech something like 20 or 25. Since your opponent can bad joss you down to 1 or 2d, this low number is a lot better than the 60s you'll be tossing about on the attack. Secondly, strike off the "you can't use strike to defend" from the first power. That bit basically makes it able to strike down Class 1 GW users with impunity.<br />
<BR><br />
<b><i>Brad Comments</i></b>: <i>These points are taken and under consideration.</i><br />
<br />
<br />
*<B>Further Errata:</B> Alrighty, another good idea pointed out on the WotG forums is to take away the weapon shattering ability on parry of God Weapons. This is a somewhat fundamental change, it means you don't need a bag of swords to deal with the God Weapon dude though one is still up a bad way in the statistical comparison. This seems to be a good thing as I think shattering God weapons is a rather tetchy subject and you know, having to go find new ones or reforge old ones are good plot points, but not something you have to encounter half the time you get into a big arsed duel.<br />
<BR><br />
<br />
<b><i>Brad Comments</i></b>: <i>As to this last, I cannot back removing the weapon-shattering ability of god-weapons. The breaking of a treasured weapon and the consequences thereof are part of what <b>keeps</b> the game from having the god-weapons be the 'Bling of the Gods'. Ultimately, it's not one's weapons that define a character; if anything does that, it's their kung fu.</i><br />
<br />
<b>Rebuttal:</b> There's a game interaction problem here. The desires of a game have to be expressed through the mechanics. As of current stacking rules and all, God Weapons are the one way to get an insurmountable edge on your opponent. One that cannot be equalled without a comparable God Weapon. Therein lies the problem personally, because once you start up with PCs and God Weapons it sort of snowballs, and snowballing tends to be bad. (Jonathan)<br />
<br />
= THE SNOW MAIDEN'S REAVER =<br />
<br />
<br />
Class II Heavenly Greatsword <br />
<br />
Speed +15, Strike +25, Damage +25 <br />
<br />
Effortless Power: Cloak of Frost: Enemies within Favoured Chi in yards lose 10 from Strike. <br />
<br />
Greater Power: Aegis of Rime: +10 armour. <br />
Lesser Power: Icy Hand: Entangle critical effect available.<br />
<br />
Celestial Chi<br />
<br />
Gain a Great Victory, pay for it later.<br />
<br />
Jai Lei = Girl, barbarian princess<br />
<br />
Jing Ning = wastrel sent north to smarten up.<br />
<br />
<br />
To say Jing Ning was a wastrel would be like calling water wet. His abilities at wine and women exceeded many mortal men much to the consternation of his father. His nights out were things of legend like a barbarian invasion. Wine houses both feared and clamoured for his patronage, for he and his friends would empty their cellars within a week and leave them with enough gold to rebuild their destroyed shops with much left over. This state of affairs ended abruptly one summer when after a tryst with a visiting noble's daughter while her father was in the room. This almost caused the burning down of his Jing's father's estate by the irate noble. Jing was sent north to the border in hopes to keep him out of trouble, more cynically perhaps to get him killed nobly, who knows.<br />
<br />
<br />
Well Jing did, and it was a rather covert purpose, however for his own personal good Jing's death did not happen. Despite being a besotted lush, he was quite adept at Kung fu, defeating four assassins while dead drunk. This did however did lead him to getting lost in the mountains. Jing's story would have ended here had it not been for a barbarian warrior who happened across Jing as he stumbled around the mountains. Jing awoke pleasantly wrapped by a lithe barbarian woman and a fur coat. There seemed to be some benefits for being almost assassinated and then getting lost in the mountains.<br />
<br />
<br />
When she awoke they both had a heart to heart discussion on the matter at hand. The fact that they did not speak each other's language well was only but a minor hinderance. They soon discovered that to each other's dismay or delight that they were both equal in debauchery and also martial skills. Their battles rang through the snow covered peaks of the mountains which provoked people to avoid them for fear of the horrible ghosts that warred during the day and the horrible animals that did horrible things during the night.<br />
<br />
<br />
This state of affairs ended one day with Jing accidentally tumbling down the mountain and into a patrol who whisked him back to a border fort where he was commended on not dying horribly to his father's great dismay. From that point on Jing vowed to be less extreme in his debauchery and to be more martially and socially focused.<br />
<br />
<br />
Jing spent ten years at the border, earning his way to his position and neatly trouncing all the barbarians who were to come to threaten his section of the border. Soon all across all the barbarian tribes his section of the Great Wall became feared as the "Stone that chips the Fang" His heroic deeds and a gift from the Gods themselves allowed Jing to forge the golden spear Rising Majesty, which he used to singlehandedly defend the gates of the Wall earning him the name Undeterrable Jing. <br />
<br />
<br />
Another ten years passed in this manner. During this time the barbarian attacks against the wall got worse and worse however Jing's prowess martially and tactically kept Shen Zhou safe. Also during this time, legends of the "Warrior" began to arise. This person was gathering forces, uniting the barbarian tribes against the Middle Kingdom. Lavish gifts and promises came from the capital to Jing to get him to move against the barbarians. However what did seem not forthcoming were the additional men or weapons that would assure him victory. With his gifts he marched on the capital and presented them to the emperor. The emperor pleased at Jing's gifts, sent him a detachment of his greatest soldiers to bolster his ranks.<br />
<br />
<br />
So bolstered, Jing marched north. He and his men hewed their way through the barbarian hordes all the while searching for their so called leader. In his heart he knew who he would find, yet he hoped that it would not come down to it. In the end, lost and without his men he came face to face with the barbarian girl he met so long ago. She was not as she was, being older and harder much like the mountains around this harsh land. When she spoke her voice sounded like the whispering of the wind through the mountains and her eyes were the colour of ice. They both sat down while she told him her story.<br />
<br />
<br />
<br />
=Jai's Story=<br />
<br />
When you left I wandered amongst the mountains for a time. This was unsightly for the daughter of a chieftain, so I killed those sent to bring me back to make sure they did not have to report that travesty.<br />
<br />
= Kungfu Ideas =<br />
Yeah yeah, I have non-mechanics stuff in the works. This is the last spillover from my first big Fu! push.<br />
<BR><BR><br />
<br />
== Style Definitions ==<br />
<I>Note:</I> I am changing Primary to Principal due to the overlay with Pigeon's Dozen Style Manual terms :P Not sure yet if this is differentiated enough. <br />
<br />
I'm recalling something imperfectly but I will attempt to do so. Pigeon I believe once worked on a classification of kung-fu that separated them into groups by their purpose. This is a rough and will eventually be expounded on the Fu! wiki, wherever that may be. Also people writing styles may find this useful. <br />
<br />
The first major divide is whether the style is Principle or Support. I think this is the main divide. Principle styles are mostly simple no nonsense bonuses to your main combat abilities, Strike, Damage, Armor, etc. You can subdivide Principles into their specific uses either, Offensive, Defensive or Utility. The third category is generally a combination of offensive and defensive bonuses. A very specific case of a Principle style is a Primary style, defined by Pigeon as a Strike Adder. Most good fighting people will tend to have such a beast.<br />
<br />
Support styles offer effects, things that don't mechanically enhance your capabilities but instead allow you to do things that you normally can't do, stuff like second attacks, disorienting, etc. These also come in Offensive, Defensive and Utility flavors exactly as Principle styles are deliniated. <br />
<br />
And the ultimate hodgepodge style is the general Utility style, something that offers a grab bag of effects, some Principle, some Support. These I find lack focus and either could be useful or not so great depending on the effects packaged together. <br />
<br />
• You'll note the term Utility is used a lot. Right now I seem to be terrible with words but I figure if you get a classification for a style that is purely Utility, that should mean that it is a grab bag, which may or may not be good depending. Its sort of how Neutral is used in D&D Alignment I guess. <br />
<br />
<B>Golden Temple Bells (Common, Utility Style): </B><BR><br />
Alright this is ever tanker's favorite style, you lift better and you are armoured better. Its effects are generally defensive in nature, at least the more popular ones. It does have some offensive techs, those of which are odd. The general dispersion (despite the defensive bent of the style) makes me think it is a showcase for the general Utility style. Some people will like certain bits, some will like others. <br />
<br />
<B>Three Kings (Uncommon, Support Utility Style): </B><BR><br />
Well we know for certain it is an Uncommon and that its an Artful style. What this definition allows us to say is that it is a Support style, which is part of the reason why it kicks ass, since it gives you access to some pretty awesome abilities, like a channeled roundlong disorient and 2nd attack, wicked stuff. Its probably also a Utility style as it provides for offensive and defensive support abilities. <br />
<BR><BR><br />
<br />
== Resplendent Pheonix ==<br />
<br />
[15:05] Jon: Not having a 6th tech can also be seen as a balance point for having all those SFX in one handy package.<br />
<br />
[15:05] Jon: Channelable strike adding, extra attacks, initiative, replies, area attack, leech.<br />
<br />
[15:05] Jon: That is a *lot* of stuff.<br />
<br />
[15:14] Jon: No. You don't need to. The fact that it doesn't combo that well is another point.<br />
<br />
[15:14] Jon: If you have this style and nothing but this style, notice that you actually don't *need* anything else other than lightfoot?<br />
<br />
[15:15] Jon: Except maybe an armour style.<br />
<br />
[15:15] Jon: But I get along fine without that.<br />
<br />
[15:15] Jon: For damage, if you can afford the stupidly high cost, get Heart Sword.<br />
<br />
[15:16] Jon: That one does *lots* of damage. :)<br />
<br />
[15:18] Jon: Now that the style doesn't channel silver anymore, HMtB makes a good combo.<br />
<br />
[15:18] Jon: Ambition and Clear are straight damage-adders, and Heartless is an excellent debuff.<br />
<br />
<br />
The common conception is that virtue stems from righteous action. Those who follow the Resplendent Falcon way feel that martial virtue stems from quick and decisive maneuvers. The focus on this style is on fast weapons of all sorts, for a good strike delivered quickly may be the best solution to a conflict. Practitioners of this style often also practice some other skill requiring grace, from pickpocketing to dance. This reinforces their mindset in combat that says speed and grace can easily defeat raw power. <I>Signature:</I> your weapon leaves trails of white feathers when you activate a technique. Some people have modified the colour of their signature to reflect their own personal tastes.<br />
<br />
<br />
<I>Note:</I> This style may be somewhat more high powered than most of my uncommons but I think this should be fine due to the particulars of the weapon restrictions. Yes it goes to the pot when God Weapons come into play, however the weapon restriction applies to the base weapon (though quality can count towards it). GM descretion is advised as always. And also yeah, there are init dependant condition in techs, so being fast is good here.<br />
<br />
<br />
Uncommon Crimson Chi Style<BR><br />
Type: Artful/Brutal (+10 init or greater weapons only)<BR><br />
(Offensive, Primary/Support)<br />
<br />
<br />
<B>1. Falcon Takes Flight (1 Crimson):</B> The first step towards flight is to stretch your wings towards the sky. The first form of this style increases the speed of your hands and your feet so that it seems as if for a short moment that you are flying.<br />
* Add your Crimson Chi modifier to Speed and Strike<br />
* Double your distance traveled from Athletics rolls<br />
* You may draw a weapon as a free action<br />
<br />
<br />
<B>2. Wings Rebuke the Earthbound (2 Crimson):</B> The act of flight is a conscious rejection of the earthbound. Your weapon make this sentiment abundantly clear to those who stray too near.<br />
* Add your Crimson Chi modifier as a round long defensive Strike adder<br />
* You may make Replies on a Critical Success on Defence.<br />
* Channel 2 White to continue this tech for another round.<br />
<br />
<br />
<B>3. Diving Strike, Swooping Talons (3 Crimson):</B> Like a bird stooping out of the sky you rush at your opponent giving them no chance to defend themselves.<br />
* You may lower your opponent's defensive pool by 1 die per 1 point of Gold Chi channeled<br />
<br />
<br />
<B>4. Sudden Aggression (4 Crimson):</B> You move from stillness into violent action before your opponent can react.<br />
* You may attack as if you have Ambushed your target if your initiative is higher than theirs, once per combat. This effect cannot be used while the tech is being channeled, only during initial activation<br />
* Otherwise the tech lets you:<br />
* Add your Crimson Chi modifier to Speed and as a round long Offensive Strike Adder<br />
* You may make a second attack<br />
* Channel 2 Jade to continue this tech for another round.<br />
<br />
<br />
<B>5. Hundred Handed Presence (5 Crimson):</B> Your speed is so great that you can attack multiple places at once.<br />
* Make an Area Attack against [skill level] opponents within 3x Favoured Chi in yards<br />
* Move anywhere within this range upon the completion of the attack. This counts as your movement for the round<br />
* Add 2 result dice to each successful attack.<br />
<br />
<br />
<B>6. Flight of Falcons (6 Crimson + 4 Any):</B> The final refinement of ultimate speed is to attack before an opponent desires to attack you. With this ability armies do not stand a chance against your wrath.<br />
* Add your Crimson Chi modifier as a round long Strike Adder, Speed and to Athletics<br />
* You may make a Secondary Attack<br />
* You may Reply on any successful Defence<br />
* Channel 2 White to continue this tech for another round.<br />
<br />
<BR><BR><br />
<br />
== Iron Pole Devil ==<br />
<br />
<I>Concept:</I> Similar in idea to Hurricane Sword or Heart Moves the Blade, awesome offensive style for blunt weapons<br />
<br />
Uncommon Silver Style<BR><br />
Brutal (Staff, Wolf-tooth Mace)<br />
<br />
<br />
1. Devil's Roar (1 Silver):<br />
* Attack counts as an attempt to Terrify<br />
* You may call your weapon to your hand if its within your Favored Chi in yards.<br />
<br />
<br />
2. (2 Silver):<br />
* Damage roll of attack counts as a style roll vs weapon to break it. Base number is 25, for every 5 points above 25, target weapon loses 5 strike. For quality Weapons the base number is 35. For god Weapons, it only works if your weapon is of greater quality than the other. Armor or Chi aura doesn't count for this particular damage roll.<br />
<br />
<br />
3. (3 Silver):<br />
* You may make an Area Attack with a radius of your Favored Chi<br />
* You can channel Jade chi to increase damage, 1 damage die per point of chi<br />
* + Strike<br />
<br />
<br />
4. (4 Silver): <br />
* You may redirect attacks<br />
* Defensive Strike adder, + 5 armor?<br />
* 2 crimson channel<br />
<br />
<br />
<B>5. Water of Trancendance (5 Silver): </B> This technique invokes the water of forgetfullness which one bathes in before one is reborn into the world. Being affected by this technique washes away your current memories of the world and brings you closer to the next.<br />
* Perma-damage. Lost skills are converted into destiny and returned into pool. each result die of damage becomes a skill lost of 1 pt, only 1 point lost per skill per attack.<br />
<br />
<br />
6. (6 Silver + 4 Any):<br />
* Efficient Die Leach<br />
* + Strike, + Damage, - armor<br />
<br />
<br />
<br />
== Ba Gua Zhang ==<br />
This is a style designed for bodyguards according to one account and also designed to fight multiple attackers. From the three main students of the first teacher there are 3 major variants which are:<BR><br />
<br />
1) Explosive/Percussion (Offensive)<BR><br />
2) Evasive/Smooth (Defensive/Mobility)<BR><br />
3) Combo of the 2<BR><br />
<br />
I could take this into account with design which would be neat, or I could not. Nevertheless the placeholder description I think I'll use for Ba Gua is as an <B>Support Utility style</B>, much like 3 Kings but featuring the two notes I mentioned earlier. <br />
<br />
Okaydokay.<br />
<br />
Gold Uncommon Style (Artful/Brutal)<br />
<br />
1. + athletics, escape multiple attackers, + init?<br />
<br />
2. increased test penalties. and Offensive Strike adder?<br />
<br />
3. Area attack + down.<br />
<br />
4.<br />
<br />
5.<br />
<BR><BR><br />
<br />
== Hsien-I Quan ==<br />
<B>Xing Yi Quan (Hsien-I Quan)</B><br />
*By: Jonathan <br />
*Uncommon Crimson Chi Style <br />
*Brutal (Unarmed Only and/or Thrusting Weapons see below) <br />
*Default Criticals: Maim, Stun <br />
*Signature: <br />
<br />
<br />
<B>1. Three Bodies Power (1 Crimson):</B> Disorient on a standard success, for 1 hit Standard Damage still applies. <br />
<br />
<br />
<B>2. Classics of Fighting (2 Crimson):</B> + Crimson to Strike and Damage roundlong. <br />
<br />
<br />
<B>3. Axe Crushes the Mountain (3 Crimson):</B> Standard Maim, + Damage, + Strike. <br />
<br />
<br />
<B>4. Classics of Stepping (4 Crimson):</B> auto-win init, Stun on a standard success. + Damage <br />
<br />
<br />
<B>5. Classics of Six Harmonies (5 Crimson):</B> deny River, <br />
<br />
<br />
*Destiny Costs:<br />
*3: Weapons form training. You get to learn how to use the Jian, the staff and the spear with this form. <br />
<BR><BR><br />
<br />
<br />
<B>Concepts</B><BR><br />
One of the three major internal styles in China, Xing Yi Quan differs from current concepts of "self-defence" martial arts in that it was formerly used on the battlefield, eliciting a more "warrior" mentality which looks at the feasibility of combat techniques on the battlefield. Consequently the style focuses on the quick subdual and takedowns of the opponent as prolonged exchanges on a battlefield is somewhat dangerous. Mythologically it originates from Yue Fei (1103 - 1141) of the Song Dynasty who was a great patriot and hero of the time. More likely the origin is from near the end of the Ming Dynasty with Ji Long Feng of Shan Xi Province who was a master spear fighter. <BR><br />
<br />
Xing Yi is a linear style with major focus on the upper body. One of the main ideas is to generate power with the whole body and focus it into a single burst, probably something like Karate. <br />
<br />
<br />
<B>Hsien-I (Mind Boxing) (Uncommon Crimson Unarmed Only): </B><BR><br />
So to assist me in my Hsien-I wanderings I have denoted the style as a Crimson Uncommon which happens to be Primary in nature, focused mostly on Offensive techs with maybe some other effects.<br />
<br />
One of the three major internal martial arts in China is Hsien-I. Reading its history its focused on quick takedowns and otherwise efficiently removing the opponent's ability to fight. So we could do this a couple of ways. Firstly the speed component suggests that it should be Crimson. Power level wise we can slot it as a common or uncommon, its stature within the martial arts society may merit an uncommon. Now we can figure how you want to do the effects. <br />
<br />
Ok, so its a very offensively minded style, not a self defence style so we can peg this as a something Offensive. Simplicity's sake suggests that we go with a Principle, but I may find some neat mechanics to dump in, so we'll slot it as a Offensive/Utility for now. <br />
So to assist me in my Hsien-I wanderings I have denoted the style as a Crimson Uncommon which happens to be Primary in nature, focused mostly on Offensive techs with maybe some other effects. <br />
<br />
<BR><br />
<B>Style Type:</B> Principle Offensive (Uncommon Crimson, Unarmed only) <BR><br />
Fast / quick - + init, Auto-win init, no second attacks, no duration techs, high strike and damage<br />
Maim and Stun as criticals, powerful techs to account for lack of duration techs<br />
<br />
<B>Ideas</B><BR><br />
Style is divided into 2 main systems, the 10 animals and the 5 elements. <br />
<br />
10 Animals: Dragon, Tiger, Monkey, Horse, Chicken, Hawk, Snake, Bear, Eagle, Swallow.<br />
Five Element forms: Splitting, Drilling, Crushing, Pounding and Crossing. (Use as tech names?) <br />
<br />
"The powerful 'shocking' strikes of Xing Yi Quan will damage and disorient the opponent no matter where they connect. These blows are generally not aimed at specific 'vital points,' but rather through the enemy's center of mass; this insures maximum shock and transfer of energy into the opponent. Xing Yi Quan grappling techniques involve rapid, bone jarring takedowns." <br />
<br />
"The overall flow of the typical Xing Yi Quan technique generally follows the pattern of first making a physical connection with the opponent, then immediately (or simultaneously) setting up a shocking strike and ending the fight with finishing strikes and/or a fast and hard takedown. " <br />
<br />
<B>Sources:</B><BR><br />
http://www.shenwu.com/hsingi.htm<BR><br />
http://chineseculture.about.com/library/weekly/aa041301a.htm (Yue Fei)<BR><br />
http://en.wikipedia.org/wiki/Hsing_Yi<BR><br />
<BR><BR><br />
<br />
== Shaolin School ==<br />
<br />
So, I never really kept a lot of stock in Buddist theology, which meant I have somewhat of a blind eye towards it. I have 1 article I am working out of which suggests this pathway.<br />
<br />
1) Dragon Style - much like what was portrayed in the Comic version of Heaven Sword and Dragon Sabre. First style that is learned, and is all about grappling. It seems to be the fundamental dealie for Shaolin, hmm.<br />
<br />
Grappling Style, Common Crimson? - The Comic used predominantly Red to colour this style, however this should mean that this is a strike adder as long as a grappling style if its the base for all Shaolin Kungfu Action. <br />
<BR><BR><br />
<br />
2) Tiger - using some Dragon principles and the Dragon claw, now the Tiger claw, you rip at people.<br />
<br />
Unarmed/Armed Style Jade Style - Strength Based style, maybe a support? Maybe a Principle style?<br />
<BR><BR><br />
<br />
3) Leopard - instead of ripping at people with pure strength, you learn how to fight with skill.<br />
<br />
Unarmed/Armed Style - Should be crimson but might work if it is Silver, most probably a support style.<br />
<BR><BR><br />
<br />
<br />
After mastering these 3 styles, the really well trusted students go to some other place in the monastary to learn the secret forms namely:<br />
<br />
4) Snake - like waves like water. Snake around and hit people in their vital points. The Basis for some of the internal martial arts<br />
<br />
This will probably be the Principle/Primary Style for the Combo - For this, all you need to do is modify up Waves like Water into a mid-high level uncommon as opposed its current status as a high level common.<br />
<BR><BR><br />
<br />
5) Crane - Like Karate kid oddly enough. Stand there and hit people a lot. No unnecessary movements.<br />
<br />
Support Style probably like 3 Kings. Lots of reply and auto-win init techs I suspect.<br />
<BR><BR><br />
Ok, so notes. Invariably the first 3 should be commons and the last 2 should be uncommons, though I shudder to think the point cost of having to buy your way into 3+ commons, then hit an uncommon so probably their training tree won't work nicely unless you have them "forget" their earlier styles and relearn Snake and Crane. And incidentally, having 2 uncommons if they meshed nicely would be pretty sweet.</div>219.240.12.173https://wiki.rpg.net/index.php?title=Meamnar:Main_Page&diff=28159Meamnar:Main Page2006-07-17T21:37:04Z<p>219.240.12.173: /* Credits */</p>
<hr />
<div>Meamnar is a classic fantasy campaign setting for the d20 system.<br />
<br />
==Introduction==<br />
Welcome, traveler, to the lands of Meamnar. I am the Misfit and I shall be your guide throughout your exploration of this beautiful realm.<br />
<br />
I have spent the better part of a century learning some of the things that I will share with you here. Much of my knowledge, though, has been gained just in the past two seasons, as a humble guest of Vasha Elventree, the legendary sage of the Northern Kingdoms. It is with deepest appreciation that I thank my beautiful hostess for the wealth of knowledge that she has shared with me, so that I may, in my turn, share it here with you.<br />
<br />
The guide you hold before you contains, to the best of my ability, a description of all the known wonders of Meamnar. With some exception, I have penned it myself. Sidebars are attributed to their original authors, when known. Some also are direct transcripts by yours truly of digressions and mental wanderings of the ancient sage that were simply too rich in their original form to paraphrase.<br />
<br />
It is my genuine hope that you will find this guide entertaining, and perhaps even useful. May it aid you in your travels, wherever they may lead.<br />
<br />
The Misfit<br />
<br />
18th of Garamond, 1429, Northern Reckoning<br />
954882979760898239137741<br />
7995454168100861825174<br />
<br />
==Credits==<br />
I wrote this. However, I did not create it, at least not solely. I know not yet what part God has played; only that it is through him that all things come to pass.<br />
<br />
Many of the concepts, ideas, people, places, and names originate from the Realms of the Dragon LpMud, where I have been a player off and on since 1994. Many others are from countless other sources, some remembered, but most forgotten. It is not my intent to steal their work, but to honor their existence, and in some cases their memory. I hope I accomplish that.<br />
<br />
Of course, this is a wiki, after all, so I can only hope that others will contribute here, and I have no idea from where their inspiration comes.<br />
521347946242256896512<br />
<br />
==The World==<br />
===Geography===<br />
The planet of Meamnar, which is about 25,000 miles in circumference, has a surface similar to our own, composed of vast oceans separated by several continents. The foremost of these is called [[Meamnar:Alu'drial|Alu'drial]] in the elven tongue, though humans native to the continent have no name for it other than [[Meamnar:Alu'drial|Meamnar]]. In contrast to our own world, Meamnar's northern polar ice cap covers a land mass, while its southern extreme is oceanic.<br />
<br />
===Religion===<br />
The pantheon of Meamnar is polytheistic, although a single entity known as the Creator is the sole Overlord of the pantheon.<br />
* [[Meamnar:Deities|Dieties of Meamnar]]<br />
<br />
===History===<br />
[[Meamnar:Timeline|Timeline of Meamnar]]<br />
<br />
===Characters===<br />
The setting is the home of several characters played by Misfit, including:<br />
<br />
* Collin Phyffe<br />
* Cymbiir Velethuil<br />
* The Misfit<br />
* [[Meamnar:Obryn_Stoneshoulder|Obryn Stoneshoulder]]<br />
* Rose<br />
* Tomte "Marbles" Barbaloot<br />
* Vasha Elventree<br />
<br />
==Adventuring==<br />
* [[Meamnar:Races|Intelligent Races of Meamnar]]<br />
* [[Meamnar:Feats|Feats]]<br />
<br />
===Adventures===<br />
The following adventures are set in the campaign setting of Meamnar:<br />
<br />
* [[Meamnar:For_Mariah|For Mariah]]<br />
* [[Meamnar:Forgotten_Rose|Forgotten Rose]]<br />
* [[Meamnar:Little_Shop_Of_Horrors|Little Shop of Horrors]]<br />
<br />
==External links==<br />
*[http://d20srd.org/ The Hypertext d20 SRD]<br />
*[http://www.rod.org/ Realms of the Dragon]</div>219.240.12.173https://wiki.rpg.net/index.php?title=L5R:Main_Page&diff=28153L5R:Main Page2006-07-17T21:27:40Z<p>219.240.12.173: /* Introduction */</p>
<hr />
<div>[[Category: Legend of the Five Rings]]<br />
<br />
=Legend of the Five Rings Wiki=<br />
<br />
==Introduction==<br />
This is intended as a fan-sharing resource for Legend of the Five Rings from Alderac Entertainment Group. Look for homebrewed mechanics, Challenge-Focus-Strike story seeds, NPCs, setting material and more!<br />
<br />
Note: Legend of the Five Rings has appeared in 4 different versions at this point, and this wiki is intended for all of them. When posting material, be sure to mark which version the material is for, like so: (3e) or (d20).<br />
11027340526668282547437<br />
<br />
==Resources==<br />
[[L5R_Player_Resources|Player Resources]]<br />
<br />
* This area is intended for all readers. This is the place to find and post new Schools, spells, kata, kiho, Paths, dojo or any other player-friendly material.<br />
<br />
[[GM_Resources|GM Resources]]<br />
<br />
* This area is intended for GM information only: NPCs, locations, CFS ideas or campaign backgrounds.<br />
<br />
[[Winter_Court|Winter Court: Kyuden Bayushi]]<br />
* A collaborative periodical on the courts of the Lotus Era, as well as information on the intrigues of early Rokugan.<br />
<br />
----<br />
===Disclaimer:===<br />
Legend of the Five Rings is a copyright of Alderac Entertainment Group. No material associated with this site should be construed as a challenge to AEG's copyright or anyone else's.<br />
692119984158443565818280<br />
595604328200666174493328</div>219.240.12.173https://wiki.rpg.net/index.php?title=L5R:Main_Page&diff=28152L5R:Main Page2006-07-17T21:27:32Z<p>219.240.12.173: /* Legend of the Five Rings Wiki */</p>
<hr />
<div>[[Category: Legend of the Five Rings]]<br />
<br />
=Legend of the Five Rings Wiki=<br />
<br />
==Introduction==<br />
This is intended as a fan-sharing resource for Legend of the Five Rings from Alderac Entertainment Group. Look for homebrewed mechanics, Challenge-Focus-Strike story seeds, NPCs, setting material and more!<br />
<br />
Note: Legend of the Five Rings has appeared in 4 different versions at this point, and this wiki is intended for all of them. When posting material, be sure to mark which version the material is for, like so: (3e) or (d20).<br />
<br />
==Resources==<br />
[[L5R_Player_Resources|Player Resources]]<br />
<br />
* This area is intended for all readers. This is the place to find and post new Schools, spells, kata, kiho, Paths, dojo or any other player-friendly material.<br />
<br />
[[GM_Resources|GM Resources]]<br />
<br />
* This area is intended for GM information only: NPCs, locations, CFS ideas or campaign backgrounds.<br />
<br />
[[Winter_Court|Winter Court: Kyuden Bayushi]]<br />
* A collaborative periodical on the courts of the Lotus Era, as well as information on the intrigues of early Rokugan.<br />
<br />
----<br />
===Disclaimer:===<br />
Legend of the Five Rings is a copyright of Alderac Entertainment Group. No material associated with this site should be construed as a challenge to AEG's copyright or anyone else's.<br />
692119984158443565818280<br />
595604328200666174493328</div>219.240.12.173https://wiki.rpg.net/index.php?title=Encyclopedia_Galactica:Main_Page&diff=28151Encyclopedia Galactica:Main Page2006-07-17T21:26:40Z<p>219.240.12.173: /* Introduction */</p>
<hr />
<div>[[Category: Locations]]<br />
[[Category: Setting]]<br />
[[Category: Hard Sci-Fi]]<br />
[[Category: Space]]<br />
<br />
=The Encyclopedia Galactica=<br />
<br />
[[Encyclopedia_Galactica:Table_of_Contents|The Current Catalog of Entries]]<br />
<br />
==Introduction==<br />
<br />
The main goal of this project is to create a free database of solar systems, planets and, if necessary, the life forms that inhabit them. Unlike the other projects currently in the Wiki, the aim of the project is to create these locations and inhabitants using a natural philosophy, without the use of science-fiction "gimmes". The intent is to create a bedrock of material that others an use (and abuse) with a minimum of translation and extrapolation.<br />
<br />
This is not to say that the results will be generic or dull. Contributors are encouraged to "bend" their creations a bit, and to create active, dynamic environments, lifeforms and cultures.<br />
31113575880669323220289<br />
<br />
==Structure==<br />
<br />
Entries in the Encyclopedia fall into four broad categories:<br />
<br />
===Solar Systems===<br />
<br />
Solar Systems are entries that describe an entire collection of planets that revolve around a central body (or bodies), known as the system's ''primary''. Solar system entries should contain information about the type, age, and mass of the primary, a list of the major planets in the solar system, and any other features and global environmental concerns obvious to a casual observer (i.e. the solar system is on the edge of a large nebula that dominates the sky of any planet.)<br />
<br />
===Planets & Planetoids===<br />
<br />
Planetary entries describe a single member of a solar system. Entries should include such basic data as the mass, radius, mean distance from the primary, plus the existence and composition of any atmosphere or hydrosphere (oceans) that may be present. Detailed chemical compositions aren't necessary, but could be included.<br />
<br />
===Lifeforms===<br />
<br />
Lifeform entries describe either sentient or non-sentient inhabitants of a planet. Contributors should not feel constrained in creating animals, but should consider creating entries for plants, microscopic life and other interesting critters. Entries should include comparative data, such as average height and mass, lifespan, preferred climate and other ecological data, such as known sources of food and known predators.<br />
<br />
===Societies===<br />
<br />
Societal entries describe the cultural, political and sociological aspects of sentient lifeforms. Only one page per sentient should be created, with any and all aspects of the society confined to that page. Entries need not be immediately exhaustive - if a contributor only has an idea for an alien religion, create a page with only that information on it. Be sure to at least include "hooks" that other contributors can use to flesh out the rest of the society.<br />
<br />
==Conventions==<br />
<br />
# Entries in the Menagerie follow a heirarchy: solar system -> planet -> lifeform -> societal. If a page is created for a society, it should contain at least cursory information about the solar system, planet, and the sentient lifeform that the society refers to, with links to any appropriate, existing entries. For example, an entry describing the cultural practices of the Yanomami Indians of South America would include at least pointers to the page for the Solar System, Earth, and humans.<br />
# References to unfamiliar scientific terminology should include a link to the appropriate entry in [http://en.wikipedia.org Wikipedia], or some other disambiguation page.<br />
# As the project evolves, "stat blocks" using the Wiki definition tag will be created for each of the four types of entries, and these should be included in each entry just after the title and an introductory paragraph.<br />
# Finally, the naming convention for any page associated with the project should contain "Encyclopedia_Galatica:" before the name of the entry, and should follow Wiki conventions (i.e. capitalizing each word in the title, underscores instead of spaces.)<br />
<br />
==Contributors==<br />
<br />
[[User:Kuma|Kuma]] 04:31, 15 Jun 2005 (PDT)<br />
586233205541627602195299</div>219.240.12.173https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&diff=28148Gangwars:Main Page2006-07-17T21:23:50Z<p>219.240.12.173: /* Physical Attributes */</p>
<hr />
<div>A [[Gangwars|short description]] might give you some answers. <br />
<br />
Here is [[Gangwars_Story|the story so far]].<br />
<br />
So far, I just transferred what I wrote about this system. The system is point-based and uses body scores (primary attributes) and attributes (secondary attributes).<br />
<br />
== Physical Attributes ==<br />
<br />
Only the physical attributes of a creature are modeled in this system. They are described as "body" attributes. Secondary attributes are composed of body parts and are simply called attributes. (So there are "body" scores and "attributes").<br />
<br />
Why? Well, for starters, mental and social attributes can almost never be accurately portrayed by the players. I think that it's simply bettter to let them play and change their characters as they see fit. Furthermore, rolling dice for social interaction when one is supposed to roleplay it just doesn't cut it.<br />
<br />
There are, of course, ramifications of dropping mental and social values. See below for that.<br />
<br />
Note: how relevant is the modeling of physical state? Is it important to have this distinction or would a simpler system be enough? Consider a simple separation to: Strength, Agility, Health and Reflex. Additional Attributes might be Magic and Cyber (come only to play if appropriate advantage is chosen).<br />
<br />
=== Structure ===<br />
<br />
This score model the muscles and bones (or other structural features) of a creature. It is used to calculate strength, constitution, hitpoints and other secondary attributes. <br />
<br />
=== Organs ===<br />
<br />
The inner workings of a creature: heart, lungs, liver, intestines etc. Used to calculate hitpoints, disease resistance, breathing etc.<br />
<br />
=== Cardio ===<br />
<br />
The cardio-vascular system of a creature. Used to calculate breathing, reflexes, resistance to shock etc. Also states the amount of time it will take a creature to bleed out. <br />
<br />
=== Neural ===<br />
<br />
The sympathetic and central nervous systems of a creature. Used to calculate initiative, Dexterity etc.<br />
<br />
=== Perception ===<br />
<br />
The periphery nervous system including the sensory organs of a creature. Used for sense-related checks and Initative.<br />
<br />
=== Comment so far ===<br />
<br />
This granulation of physical attributes is also possible for constructs / machines and magical creatures. Consider the example of a drone:<br />
<br />
* Structure = outer structure of the machine, moving parts<br />
* Organs = internal structure of the machine, circuitry<br />
* Cardio = energy / fluid flow of the machine, i.e. power cables etc.<br />
* Neural = the cpu / controlling unit / connecting circuitry / radio signal etc<br />
* Perception = cameras, microphones etc.<br />
<br />
Does this make sense? Well, it makes targeting of single systems of a creature possible. Also, it allows for further modifications on the body of the creature. In a cyberpunk setting, integrating cyberware is always a bit of a problem. However, trying to (more or less) accurately describing the body composition allows for simple cyberware integration:<br />
<br />
=== Cyberware ===<br />
<br />
To insert cyberware into a being, one simply puts it into the according system. This way, that system may be enhanced. In rpg terms: Your cyberware may only cost up to a number equal to the according system number. So, if you have Organs 7, you can only replace a total of 7 points of Organs with Cyberware. With avarage humans, an artifical heart, stomach and kidneys is all a body can tolerate.<br />
<br />
A creature that has exchanged half or more of all Body points with cyberware is called a cyborg. A creature that has exchanged all of its Body points with cyberware is considered "burned out" and can no longer conjure magic and will be treated as a machine for all rule issues.<br />
<br />
By inserting cyberware, attributes may rise. The body scores however will remain the same until they are trained. Consider this example:<br />
<br />
- B with structure 8 may insert 8 cyberware points<br />
<br />
- B's bones are strengthened with metal. he also gets artificial ligaments. This costs 5 structure points, so now B's structure score is 8(5)<br />
<br />
- This cyberware gives +4 to strength. B's strength score rises accordingly<br />
<br />
- B could insert additional 3 points of structural cyberware.<br />
<br />
One last addition: body scores may only be raised by training or medical intervention (like a laser op for eyesight correction). Once a characters body score is completely gone cyberware, i.e. structure 8(8), that score can no longer be raised normally but has to be raised via artifical means during the game (more surgery).<br />
<br />
Body scores / physical / main attributes may be targeted directly in an attack. Dropping to zero in one system disables that system and may result in fatality. A cardio 0 means a cardio-vascular breakdown (bleeding out - dead). Same is true for organs 0 (heart attack or lungs failure - dead). A neural 0 is either unconsiousness if its temporary or a brain flatline (brain dead). As long as neural is above 0, there is still a chance to revive the character.<br />
507744585130356267976988<br />
973609197670885603972605<br />
<br />
== Attributes ==<br />
<br />
These are the secondary attributes (or simply: attributes) within this system. I'll have to clear up on the naming later on. Attributes (and ONLY those, not body scores) may be raised / lowered by characteristics (perks, (dis)advantages).<br />
<br />
=== Strength and Endurance ===<br />
<br />
Structure + Cardio = Strength and Endurance. You'll have to assign the numbers according to your own discretion. Are you strong, arduous or balanced? Lets make an example:<br />
<br />
* structure 9, cardio 8 = total of 17, assigning 10 to strength and 7 to endurance<br />
* the perk "strong bastard" gives +2 to strength, so thats 12 strength and 7 endurance<br />
* the perk "one hit wonder" allows you to raise your strength by +2 in one attempt, but you have to make an endurance roll -2 after that or you will collapse<br />
<br />
So thats how strength and endurance are used in this system. You can't raise (secondary) attributes by assigning points to them. You have to buy perks or raise your body scores.<br />
<br />
=== Dexterity ===<br />
<br />
(Structure + Neural) / 2 = Dexterity<br />
<br />
=== Health ===<br />
Structure + Organs + Cardio = Health (Hitpoints)<br />
<br />
=== Initiative ===<br />
Neural + Perception = Initiative<br />
<br />
=== Breath ===<br />
Organs + Cardio = Breath<br />
<br />
=== Resistance ===<br />
Nerves + Cardio = Resistance (to Shock)<br />
<br />
=== other attributes ===<br />
Disease Resistance = Organs<br />
etc.<br />
Other attributes are not listed on the character sheet, but will be used according to situation.<br />
<br />
=== scale ===<br />
<br />
so far, scores and attributes are scaled 1-20. it's a nonlinear scale. the average / starting score will be 8. there won't be boni / mali associated with attributes. there will only be comparitive rolls. i'm going to use the probability distributions for dice rolls to determine further details.<br />
<br />
== Races ==<br />
<br />
I like the idea that magic might get back into a modern world. I also like cyberpunk settings, so I am simply combining these two. You're saying: wait- that's shadowrun now, right? Well, no, not really. You see, there won't really be different races but only humans that are changed by magic and called "orks" and "elves" etc. by others. But essentially, they will be humans with a few defects and a few advantages.<br />
<br />
Essentially, there will be no playable race but that of a human. All other "races" such as trolls, elves etc. Are humans with a preset of defects and adavantages. However, these also may be chosen separately without the accompanying change of appearance. You can for example pick the perk "nightsight" as an advantage - if you have the points. Example:<br />
<br />
Preset Ork (total of 9 points):<br />
+ superiour structure (+2)<br />
+ nightsight (see in lowlight conditions)<br />
+ bloodlust (+2 close-combat)<br />
- social outcast (GM's discretion)<br />
- aggression (impatient, -1 on long / fiddly skills)<br />
<br />
Picking these advantages separately would cost more points those of the preset. Each preset has a "GM disadvantage" that is only effective in roleplaying situations (social outcast).<br />
<br />
== Classes == <br />
<br />
There are no classes in gangwars but there will be presets to make fast play possible. These presets will also help to define what kind of characters will be roaming the streets.<br />
<br />
== Features ==<br />
<br />
The characters attributes may define his physical facilities but the features include physical and psychological particularities that may be of advantage or disadvantage to the person. Obviously, disadvantages will gain points for the character creation.<br />
<br />
Some features may only be chosen during character creation. Others cost more during regular play or will have to be integrated into the storyline.<br />
<br />
Most features will be related to a particular skill or attribute, i.e. "strong bastard": gives +2 to strength. You're a person who'll ignore his pain treshold and grit his teeth to achieve a feat that involves using strength. Maybe you're a contestant in the world stronges man competition or just a woodworker who's been swinging the axe for years. In any case, you're pretty strong.<br />
<br />
As races will be presets of features, the list of features will be quite extensive. To put some kind of structure into this, I've grouped the features into:<br />
<br />
* modifies attributes<br />
* modifies skills<br />
* gives extra ability<br />
* gift / affinities<br />
* unlocks skill / ability<br />
<br />
The last point is quite interesting: something like "spellcaster" is also considered a feature- one that enables the character to cast spells. Note that it only enables spellcasting, but does not do anything else. So, a person with that feature would have the facility to cast spells but might not be aware of that.<br />
<br />
There will be an extensive feature list.<br />
<br />
== Skills ==<br />
<br />
Everything you learn will be a skill. From Knowledge Skills (i.e. Archeology, History) to Combat Skills (Shooting a gun) you'll have to use skills to achieve success. <br />
<br />
How do we model the fact that some people are better at math or languages than others? We use features. Affinity features are actually combinations of advantages and disadventages. A person with an affinity to languages will get +2 on all language skills, but -2 on natural sciences. The gift "lingo" feature will reduce the number of points a character has to spend to gain languages. Other features may negate the negative effects of some affinities.<br />
<br />
What do we do if we don't have a skill? Nothing. If you don't know anything about the History of China, making an intelligence roll won't do any good. If you don't know how to fly a plane, you will crash. Easy as that. Some skills like "shooting a weapon" might be used without the necessary skill- but how much effect will your dexterity really have in that case?<br />
<br />
Success is determined by rolling a d20 and adding the skill (and eventually the appropriate attribute) number to that. Some skills require a certain attribute or score number to be used effectively. Skilled and unskilled attempts have different difficulties to be achieved. so, if a skilled gunman has a difficulty number of 20, a non-skilled person will have a number of 30 to hit. Also, the non-skilled person will only be able to add his according attribute / score to the roll (always stated next to skill- perception for shooting).<br />
<br />
== Experience ==<br />
<br />
Good model would be small incremental improvement depending on actions in play. As that would be far too miniscule, maybe a simple separation in exp classes would suffice: combat, non-combat and magic experience. this would also enable mixture of exps to raise certain abilities.<br />
<br />
Some thoughts on exp, levels and advancement: I think players need both steady advancement and discrete steps. If everything changes very gradually, it feels as if it's not changing at all, even if it is. Adding descriptions might help, but actually including some special bonus for the levels would help more. The problem is: skillbased systems dont really allow for discrete jumps. Maybe it would be interesting to connect skill levels with some kind of level advancement? This way, a character could have "core skills" which define him and which would get discrete boni as they rise in level. However, that would mean spreading the skill levels a bit more.<br />
<br />
Another problem: Skill-based systems are much easier to min-max, and a high level of knowledge of the rules becomes incredibly important. So, maybe graphical trees of skill development might become an issue here? Maybe some concepts from trading card games or computer games might also be adapted for advancement. At any rate, the system should allow for great customisation of the character.</div>219.240.12.173https://wiki.rpg.net/index.php?title=HorizonVirtual:Main_Page&diff=28146HorizonVirtual:Main Page2006-07-17T21:20:41Z<p>219.240.12.173: /* About Horizon: Virtual */</p>
<hr />
<div>= About ''Horizon: Virtual'' =<br />
[http://www.fantasyflightgames.com/hr03.html ''Virtual''] is one of the five books that comprise the [http://www.fantasyflightgames.com/horizon.html ''Horizon''] product line, a series of "mini-roleplaying games" by [http://www.fantasyflightgames.com/ Fantasy Flight Games]. The line is intended to work with the [http://www.wizards.com/default.asp?x=d20/welcome D20 System] with the aim of providing a short campaign in an alternate setting. ''Virtual'' uses the D20 System as presented in the Version 3.5 Core Rulebooks to create a playable world inspired by the movie [http://disney.go.com/vault/archives/movies/tron/tron.html ''TRON''] and the animated TV series [http://www.reboot.com/ ''ReBoot''], a world where sentient programs called 'wakers' roam an electronic world that exists inside our computer networks.<br />
<br />
== About the ''Horizon: Virtual'' WikiProject ==<br />
<br />
This WikiProject has been set up and is being run by myself, [[User:IMAGinES|IMAGinES]]. Ever since I purchased ''Horizon: Virtual'', I’ve wanted to develop the ideas, rules and setting and contained therein a bit more.<br />
<br />
''Virtual'' can only do so much in sixty-four pages, and although it tries to not be Another Fantasy Setting, its very reliance on the D20 SRD winds up being rather constraining.As a virtual world can look like anything, it starts to look like a fantasy wilderness so it can use the regular environments and beasts rules. And although the classes known as Programmers and Thinkers have been able to gain some level of universal Admin privileges due to their intuitive understanding of programming languages, use of said privileges is accomplished by using the standard D&D magic spells (with some of the names changed).<br />
<br />
Now don’t get me wrong, I think it’s a very natty idea, not to mention one of the best explanations I’ve seen for “magic” in any given setting. But I think the re-skinning needs to go a bit deeper, so that immersion in the game isn’t wrecked by having to leaf through the spells lists in the Magic section of the Dungeons & Dragons Player’s Handbook v3.5 and trying to remember that Magic Missile is called "Code Bolt" in ''Virtual''.<br />
<br />
Thankfully, the [[HorizonVirtual:Main_Page#Open Game License|Open Game License]] allows one to do just that. In other words, chunks of the System Reference Document (such as the Skills, Feats and Magic Spells lists) can be re-worked to fit in more with the world of ''Horizon: Virtual'' and posted on the Web. Such re-working still takes time, but using a Wiki allows other interested parties to check the work in progress and make their own suggestions and corrections.<br />
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930633673911643102391174<br />
<br />
= The Aim of the WikiProject =<br />
<br />
This WikiProject has two aims:<br />
# To develop the ideas, rules and setting and contained in Fantasy Flight Games’ ''Horizon: Virtual'' mini-RPG in order to assist ease of play and extended campaigning (without infringing the Closed Content and Product Identity of Fantasy Flight Games).<br />
# To "re-skin" the [http://www.wizards.com/default.asp?x=d20/article/20040121a D20 System Reference Document] for direct use with ''Horizon: Virtual'' without infringing the Open Game License that the D20 SRD is published under or the Closed Content and Product Identity of Fantasy Flight Games.<br />
<br />
== Project Want List ==<br />
<br />
This is the list of the main items that require development work in this project. Also, the discussion tab for each main section of the site will have its own "want list", specific issues or potential changes that have yet to be addressed.<br />
<br />
I'd also like to see the discussion feature used by modifiers to post and/or discuss any such ideas or suggestions for additions and alterations. If the idea survives peer-review, the Project moderator will post it into the page's Want List.<br />
<br />
=== Updates Required ===<br />
<br />
* [[Talk:HorizonVirtual:Terminology_Conversion_Guide|Renaming the D20 SRD's common system terms]] to more closely match the Program Space of ''Horizon: Virtual''.<br />
* [[Talk:HorizonVirtual:Rewrite_Lists_By_Class|Renaming of the D20 SRD spells as ''Horizon: Virtual'' rewrites]] and appropriate revision of their descriptive texts.<br />
<br />
=== Groupthink ===<br />
<br />
Although this project is concieved as a group effort, there are certain updates that we think require special attention from as many people as possible, mainly becuase not only does the original text need revision, but the concepts behind that text also need some rethinking to ensure they fit ''Horizon: Virtual'' before the updates can be done.<br />
<br />
At the moment, these are:<br />
<br />
* The overhaul of the Astral Plane required to turn it into [[Talk:HorizonVirtual:Places#Wireless_Space|Wireless Space]].<br />
* The overhaul of the descriptive text of the rewrites Contact User, Programmer Circle against Chaos/Evil/Law/Good, and Detect/Hide Alignment.<br />
<br />
== Guidelines for Contributors ==<br />
If you'd like to contribute to this project, I do ask you have the following:<br />
* A familiarity with the ''Horizon: Virtual'' RPG and the D20 System in general.<br />
* A willingness to discuss any changes you plan to make to an article on the discussion tab for that article prior to making your changes.<br />
<br />
= Content =<br />
<br />
== The Hitch Hiker's Guide to Program Space ==<br />
<br />
This section is intended as an encyclopaedia of the electronic world of ''Horizon: Virtual''. It's meant to provide a springboard of general and coherent ideas (guidelines and plot-hooks, for example) rather than a developed-down-to-the-bolts world, thus allowing players and GMs to mix and match to their taste.<br />
<br />
# '''[[HorizonVirtual:Places|Places]]'''<br />
## [[HorizonVirtual:Places#Major_Systems|Major Systems]]: Life in the Big City<br />
## [[HorizonVirtual:Places#Timekeeping|Timekeeping]]<br />
## [[HorizonVirtual:Places#Travel|Travel]]<br />
## [[HorizonVirtual:Places#Planes|Planes]]<br />
### Electron (Ethereal) Plane<br />
### Wireless (Astral) Plane<br />
# '''[[HorizonVirtual:Things|Things]]'''<br />
## [[HorizonVirtual:Things#Sleepers|Sleepers]]<br />
## [[HorizonVirtual:Things#Dreamers|Dreamers]]<br />
## [[HorizonVirtual:Things#Equipment|Equipment]]<br />
## [[HorizonVirtual:Things#Subroutines|Subroutines]] (Magic Items)<br />
# '''[[HorizonVirtual:Wakers|Wakers]]'''<br />
## [[HorizonVirtual:Wakers#Waker_Physiology|Waker Physiology]]: So what do they eat?<br />
## [[HorizonVirtual:Wakers#Waker_Psychology|Waker Psychology]]: Suggestions for Roleplaying a Sentient Computer Program<br />
## [[HorizonVirtual:Wakers#Razors|Razors]]<br />
## [[HorizonVirtual:The_Waker_Dictionary|The Waker Dictionary]]<br />
# '''[[HorizonVirtual:Organisations|Organisations]]'''<br />
## [[HorizonVirtual:Organisations#Détente|Détente]]<br />
## [[HorizonVirtual:Organisations#The_Snake_Eaters|The Snake Eaters]]<br />
## [[HorizonVirtual:Organisations#Fox_&_Gekko|Fox & Gekko]]<br />
## [[HorizonVirtual:Organisations#The_Pontifex_Group|The Pontifex Group]]<br />
## [[HorizonVirtual:Organisations#User_Cults|User Cults]]<br />
# '''[[HorizonVirtual:Progenitor_Viruses|Progenitor Viruses]]'''<br />
# '''[[HorizonVirtual:User_Space|User Space]]'''<br />
## What do the Programs know of User Space?<br />
## [[HorizonVirtual:User_Space#Contacting_A_User|Contacting a User]]<br />
# '''[[HorizonVirtual:Inspiration|Inspiration for ''Virtual'']]'''<br />
<br />
== The ''Virtual'' Skin for D20 ==<br />
<br />
* '''[[HorizonVirtual:Skill_Grid|Skill Grid for Virtual]]''' <br />
<br />
* '''[[HorizonVirtual:Terminology_Conversion_Guide|Terminology Conversion Guide]]:''' ''Virtual''-ised re-naming of standard D20 SRD terms. To be referenced when re-writing any part of the D20 SRD for ''Virtual''.<br />
<br />
* '''[[HorizonVirtual:Rewrites_And_Rewriting|Rewrites and Rewriting]]'''<br />
** [[HorizonVirtual:Rewrite_Lists_By_Class|Rewrite Lists By Class]]<br />
* '''Master Rewrite Datapad'''<br />
** [[HorizonVirtual:Master_Rewrite_Datapad_A-E|Master Rewrite Datapad A-E]]<br />
** [[HorizonVirtual:Master_Rewrite_Datapad_F-J|Master Rewrite Datapad F-J]]<br />
** [[HorizonVirtual:Master_Rewrite_Datapad_K-O|Master Rewrite Datapad K-O]]<br />
** [[HorizonVirtual:Master_Rewrite_Datapad_P-T|Master Rewrite Datapad P-T]]<br />
** [[HorizonVirtual:Master_Rewrite_Datapad_U-Z|Master Rewrite Datapad U-Z]]<br />
<br />
== Patches and Mods==<br />
<br />
A section for any new material for ''Virtual'' that falls outside the bounds of the Project. <br />
<br />
* '''[[HorizonVirtual:Patches|Patches]]:''' new heritages, classes, forms, skills, feats, equipment and rewrites, as well as [[HorizonVirtual:Patches#Official_Errata|official errata]] for ''Virtual''.<br />
* '''[[HorizonVirtual:Mods|Mods]]:''' Changes to the core of ''Virtual'', such as ports of other material to the setting or switching the core rule set.<br />
<br />
= Open Game License =<br />
<br />
Both standard and modified [http://www.wizards.com/default.asp?x=d20/article/20040121a D20 System Reference Document] content has been posted under the terms of the [[HorizonVirtual:OpenGameLicenseV1.0a|Open Game License v1.0a]] and is Open Content.<br />
<br />
If you find any Closed Content or Product Identity or any other copyrighted material posted to these pages, please [mailto:imagines@bigpond.net.au inform IMAGinES] immediately.<br />
<br />
[[Category:D20 System]]<br />
[[Category:Horizon]]<br />
[[Category:Setting]]</div>219.240.12.173https://wiki.rpg.net/index.php?title=IrradiatedFur:Main_Page&diff=28143IrradiatedFur:Main Page2006-07-17T21:19:50Z<p>219.240.12.173: </p>
<hr />
<div><center><b>Irradiated Fur</b></center><br />
<br />
<br />
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'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's worth of income when the newest Star Wars remake was about to come out?<br />
<br />
Imagine this paradise, without need or want, dead in a day.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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'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...<br />
<br />
It's now sometime in the early 22nd century. Survival of the fittest has had four generations to work, and humanity's long sunset is being overtaken by the rising moon of the furry race. There's a new world awaiting those who have the intestinal fortitude to rise up from the squalor and go take a chance.<br />
<br />
== Sections ==<br />
*[[IrradiatedFur:Elements|Elements Of A Good Irradiated Fur Game]]<br />
*[[IrradiatedFur:Chargen|Character Generation]]<br />
**[[IrradiatedFur:Races|Player races]]<br />
**[[IrradiatedFur:Skills|Skills]]<br />
**[[IrradiatedFur:Perks-Flaws|Perks & Flaws]]<br />
*[[IrradiatedFur:Resolution|Basic tests and combat]]<br />
*[[IrradiatedFur:Equipment|Equipment lists]]<br />
*[[IrradiatedFur:Hazards|Hazards]]<br />
*[[IrradiatedFur:Experience|"Experience"]]<br />
<br />
[[Category:Irradiated Fur]]<br />
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584941394622334793545841</div>219.240.12.173https://wiki.rpg.net/index.php?title=Anime_for_HERO:Main_Page&diff=28139Anime for HERO:Main Page2006-07-17T21:02:06Z<p>219.240.12.173: /* Character Submission Guidelines */</p>
<hr />
<div>'''Anime for HERO''', The HERO System Anime RPG Wiki Resource, is a wiki open for game groups to provide resources for Characters created with the HERO SYSTEM 5th Edition rules for settings in the stlye of Japanese animation and manga, as well as for animation characters in general. This wiki is intended as an example of characters, campaigns and resources for anime-style RPGs using the HERO System.<br />
<br />
==Character Submission Guidelines==<br />
Anyone can submit characters, mecha, vehicles, Powers, Spells, and anything else HERO-related to this Wiki with some connection to anime or anime fandom. Frequently multiple versions of the same character or items will be submitted, at different point levels -- this is perfectly OK. The caterogies below are not intended to be arbitrary, but they are all general categories. I would like to avoid having cateogires for specific series of films if at all possible.<br />
<br />
Writeups should, whenever possible, include as substantial an amount of flavor text as can be managed. However, due care should be used in writing this text. If the flavor text for the character you are submitting is likely to be inappropriate for a teenage audience, you should include a warning in both the categoty index and in the entry itself, preferably near the top. NOTE: Bceause of the nature of the genres being discussed in anime fandom, discussion of gay or lesbian relationships does not require a warning unless it involves descriptions of explicitly described CONDUCT.<br />
<br />
The articles themselves, including stat listings, should of course be 100% Wiki-compliant. If you have any doubts, I recommend that you preview each article before saving it.<br />
<br />
Because of concerns over "fair use" and copyright issues, the following cannot be posted to this Wiki:<br />
* Images of any kind, including fanart<br />
* Links to any outside website from which files of any kind can be downloaded, with the exception of Hero Designer data files<br />
* Links to fanfiction stories. Fanfiction characters have a section of their own and are permitted, but do not link to the stories themselves. Direct quotation from fanwork is not permitted on this Wiki without the explicit permission of the writer.<br />
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<br />
==Writeup Categories==<br />
These are the categories for writups. If there is a category you do not see that needs to be added, you may do so.<br />
<br />
* [[Fantasy Anime Characters]]<br />
* [[Historical Anime Characters]]<br />
* [[Samurai, Ninja and other Feudal Japanese Characters]]<br />
* [[Contemporary Action Characters]]<br />
* [[Contemporary Comedy Characters]]<br />
* [[Contemporary Romance Characters]]<br />
* [[Characters from Mecha Series]]<br />
* [[Cyberpunk Characters]]<br />
* [[Space Opera Characters]]<br />
* [[Characters from Fanwork]] (fan fiction, fan doujinshi, etc.)<br />
* [[Anime Racial and Professional Templates]]<br />
<br />
* [[Spacefaring Humanoid Mecha]]<br />
* [[Other Humanoid Mecha]]<br />
* [[Ground vehicles]]<br />
* [[Aircraft]]<br />
* [[Spacecraft]]<br />
* [[Watercraft]]<br />
* [[Other vehicles]] (dimensional bridgers, time machines, etc.)<br />
<br />
* [[Fantasy Creatures]]<br />
* [[Gods and Demons]]<br />
* [[Science Fiction Aliens]]<br />
* [[Humanoid Robot and Android Types]] (as opposed to individuals)<br />
<br />
* [[Bases]]<br />
* [[Spells and Power Constructions]]<br />
<br />
* [[Campaign Notes: Fantasy Series]]<br />
* [[Campaign Notes: Contemporary Action Series]]<br />
* [[Campaign Notes: Contemporary Comedy Series]]<br />
* [[Campaign Notes: Contemporary Romance Series]]<br />
* [[Campaign Notes: Mecha Series]]<br />
* [[Campaign Notes: Cyberpunk Series]]<br />
* [[Campaign Notes: Space Opera Series]]<br />
* [[Campaign Notes: Fanwork]]</div>219.240.12.173https://wiki.rpg.net/index.php?title=Samsara:Main_Page&diff=28138Samsara:Main Page2006-07-17T20:53:59Z<p>219.240.12.173: </p>
<hr />
<div>[[Category:Samsara]]<br />
[[Category:Game Mechanic]]<br />
[[Category:Game System]]<br />
<br />
This is the work-in-progress home of '''SAMSARA''', a rules-light game mechanic. The design goal is to produce a mechanic that is<br />
*unified, without any dedicated subsystems required; but<br />
*with modular applications to tweak the rules to support your style of play; and <br />
*plays well with others<br />
<br />
Added a page with some conversion notes for the <i>al-Qadim</i> setting.--[[User:The Fiendish Dr. Samsara|The Fiendish Dr. Samsara]] 19:03, 14 October 2005 (PDT)<br />
<br />
==Introduction== <br />
'''SAMSARA''' is a role-playing game rules-set; a system of mechanics. It is not an RPG in itself. You will find no setting materials herein, although there are some broad, setting applications and the rules are more generally applicable to roughly human-levels of power. There is no theme or premise, although '''SAMSARA’s''' mechanics tend to support play which rests upon social interactions and internal struggles at least as much as combat, which is correspondingly downplayed. It is, however, not a “generic” system, since I’m not sure that there can be any such beast. <br />
<br />
'''SAMSARA''' is based upon the resolution of contests, rather than of actions, and is a rules-light, abstract engine of play. <br />
<br />
There are also no inviolate rules. The game belongs to whoever is playing it and they can do what they want to change or modify it. To that end, you will find a number of rules implementations which are marked as ''Variations''. They are possible modifications which can change the nature of play and so be more aptly suited to your own preferred game. For example, if you don’t care much about specifying character’s attributes, the default number of attributes, which is twelve, can be easily reduced to six or three or even one. If you don’t care to differentiate between weapons and tactics, then the rules for Effect rating can be simply ignored. If you prefer a less flat probability distribution, the default twelve-side die can be replaced by two six-sided. Or use three six-sided, so as to increase the curve, but also increase the potential dynamic range of outcomes. <br />
<br />
These are merely suggestions. Please do what you will most enjoy. Again, it is your game. <br />
<br />
<br />
[[Samsara:Main Page|Main Page]] <br />
<br />
1.[[Samsara:Fundamentals|Fundamentals]] <br />
<br />
2.[[Samsara:Contests|Contests]] <br />
<br />
3.[[Samsara:Modifiers|Modifiers and the Character]] <br />
<br />
4.[[Samsara:Attributes|Attributes]] <br />
<br />
5.[[Samsara:Abilities|Abilities]] <br />
<br />
6.[[Samsara:Motives|Motives]] <br />
<br />
7.[[Samsara:Checks|Checks]] <br />
<br />
8.[[Samsara:Character generation|Character Generation]] <br />
<br />
9.[[Samsara:Samsara points|Samsara Points]] <br />
<br />
10.[[Samsara:Long term play|Long Term Play]] <br />
<br />
11.[[Samsara:Examples of play|Examples of Play]] <br />
<br />
12.[[Samsara:Ultramundane abilities|Appendix A - Ultramundane Abilities]] <br />
<br />
13.[[Samsara:Settings|Appendix B – Settings]]<br />
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204474568266752689931430</div>219.240.12.173https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&diff=28134EternalEmpire:Main Page2006-07-17T20:52:50Z<p>219.240.12.173: /* Material */</p>
<hr />
<div><br />
== Introduction ==<br />
<br />
<br />
It is ''Pergo'', the nest where protean man landed on his issue from the heavens and there dwelt in the unceasing delight of ''Epani'', the unspoiled, the pure and perfect world. Epani was forsaken, and the grief of its passing is the only vestige which remains.<br />
<br />
Pergo, as it is blessed in the tongue of the Arqi, is a world seeded by humanity in the unremembered past, one more node in the vast, cosmic network of that prolific race. Cataclysm and long isolation have since reduced the monuments of this glorious past to ruins and dimmed the memory of their great legacy to a fading ember. After millennia of primitive existence on the margins of savagery, the diverse Terran progeny has returned to civilization. Not all had entirely forgotten the ancient times; titillating hints of past grandeur were uncovered in ritual, religion, and epics. Peoples were nurtured by strange forces from beyond the veil of the universe, converging upon the world for a reason that all mortals must be ignorant of - Pergo is the sole remaining refuge of humanity in the universe.<br />
<br />
Here is the age of glorious Arqualan! Though a thousand eons have passed since the Great Ruin destroyed Epani, a new golden age is in the offing. The vast and populous commonwealth of Arqualan spans the greater part of three continents and comprises more than 100 million souls. In all things, the Arqi believe themselves the pinnacle of humanity, supreme in the arts and sciences, renown in their history, and the exemplars of morality and high civilization. Who can dispute them? For the Eternal Empire possesses wealth undreamed and might unmatched, and in this age when the very Gods walk amongst men, they are shepherded by their Illuminarch, Ionomîs, greatest of the deities, the incarnation of the Divine Wisdom of God-Most-High! <br />
<br />
''But Epani was forsaken'' – and the bliss of the elder days is not yet recovered. From the north of the world the inscrutable and powerful nations of the Hangriti, in the thrall of their ruthless and terrible Gods, ravenously eyes the jewel of the southlands. To the west are the humbled yet devious sorcerer states of Lostram and Keom, rich with knowledge of deviltry and hordes of potent archaeotech. In the deeps of the southern oceans dwell the recalcitrant corsair kingdoms and the scarcely penetrated mystery of Anducydo, the fourth continent. Within Arqualan are more perils, perhaps deadlier: corruption, betrayal, and the machinations of dark and insidious powers. <br />
<br />
You are one among the great mass of divers humanity or, perhaps, a more singular being - a child of Gods, a spawn of Devils, bound to Spirits, or illuminated by Prophets. Will you labor to sustain the Eternal Empire or to tear it down for its enemies? Or, will you harness this special favor by building your own majesty among the inglorious nations of the world, commanding powerful armies, leading great religions, and forging a new order in preparation for the great trials which must come?<br />
45516973826528407698366<br />
<br />
== Overview ==<br />
<br />
The ''Eternal Empire'' setting is a synthesis of Dark Fantasy and Science Fiction. Its centuries spanning background is drawn from a reimagining of our own world's history in a fantastic context, projecting the rise of societies, movement of peoples, development of religions, growth of languages and spread of learning. Each of these, once woven together, constitutes the fabric of the contemporary setting. Because of ''Eternal Empire's'' historical conception, a campaign can be played in a variety of time periods if the group would prefer a world of sailing ships, slashing swords, candle light, and squabbling proto-states to one of iron clads, lever action rifles, nuclear batteries and world girdling empires. Alternatively, a group might be interested in playing as their characters' ancestors or heroes of the past, the results of their actions having far-reaching consequences in the current time period.<br />
<br />
While this foundation aids the player and game master by creating an immediate familiarity with the world through its internal consistency and analogies to our own past, other, more fantastic aspects of the setting provide the necessary counterbalance of mystery, horror, and a chance to achieve the impossible. Enigmatic post-human entities in the guise of the mighty and fell Gods of mythology roam the world, often at the head of whole civilizations, directing their followers with supernatural wisdom and unleashing their prodigious powers in the cause of ruin and salvation. Such deities often bestow ''charismas'' on their devoted followers, granting mortals a taste of divinity. Some individuals, usually deranged and power-mad malefactors, attempt to sunder the boundaries of reality of their own power, calling upon other supernatural entities to aid them in their sorcerous gambits. Unusual creatures, some remnants of mankind's distant past, others created through the powers of the Gods, confront humanity at the fringes of civilization. Finally, the progression of science has revealed new wonders and horrors to be used by man and his divine overlords, merging societies deeply rooted in the traditions of antiquity with the advancements of an age of machinery and industry, an age whose capstone encompasses barely understood devices that blur the line between the possible and the impossible. Here, technology is a pastiche of ruggedly functional tools created through years of evolutionary experimentation and wondrous devices sprung from the craft of the ancients, recovered from beneath the mantle of time. <br />
<br />
I think you will enjoy this offering and come to believe as I have that ''Eternal Empire'' is 'Gun & Sorcery' at its finest. --[[User:Illuminarch|Mike]] 20:57, 20 Jul 2005 (PDT)<br />
<br />
== Material ==<br />
<br />
[[EternalEmpire:Races|Player Races]]<br />
<br />
[[EternalEmpire:Arqualan|Arqi Society & Politics]]<br />
<br />
Language <br />
<br />
[[EternalEmpire:Naming_Conventions|Naming Conventions]]<br />
<br />
[[EternalEmpire:Gazetteer|Gazetteer]]<br />
<br />
[[EternalEmpire:Theology|Religions and Theology]]<br />
<br />
Sorcery and the Supernatural<br />
<br />
Technology & Infrastructure<br />
<br />
Weaponry<br />
334300148490319917664963</div>219.240.12.173https://wiki.rpg.net/index.php?title=GURPS:Main_Page&diff=28133GURPS:Main Page2006-07-17T20:52:25Z<p>219.240.12.173: /* How to contribute */</p>
<hr />
<div>[[Image:G4ec.jpg|frame|right|GURPS Fourth Edition Basic Set]]<br />
This annotation project is intended to provide a cross-referenced source of information about the GURPS 4th Edition roleplaying system. It is ''not'' intended to replace the core books, nor should information from the core books be copied to any page on the wiki.<br />
<br />
==About GURPS==<br />
[[GURPS|A complete description of the GURPS system can be found on the GURPS page.]]<br />
<br />
All information on GURPS rules and systems has been moved to that page.<br />
85244248393247504863954<br />
<br />
==About this project==<br />
The goal of this project is to create an annotated guide for selection and interpretation of the rules of GURPS depending on the style of game your group wants to play. It was started on 02 June 2005 by [[User:Adalger|Adalger]].<br />
987935532381351695613132<br />
<br />
==How to contribute==<br />
Most new pages should fall into one of the following categories:<br />
<br />
===[[GURPS Character Points|Character Points]]===<br />
The heart of character generation in GURPS are Character Points, or CP. Points can be ''spent'' to purchase traits for the character. And negative traits can be taken to generate additional CP to make more purchases. <br />
<br />
The Game Master of a game decides on how many points players may have to generate characters. <br />
<br />
===[[GURPS Attributes|Attributes]]===<br />
New rules or information on GURPS attributes (Strength (ST), Dexterity (DX), Intelligence (IQ), and Health (HT)) or Secondary Characteristics (Perception (PER), Will (WILL), Hit Points (HP), Fatigue Points (FP), Basic Speed (SPEED), and Movement) should be placed on that page.<br />
<br />
===[[GURPS Advantages|Advantages]]===<br />
Advantages are quite simply abilities, traits, or powers that have a positive overall impact on the character. They range from simple (and low-cost) things like improved vision, or hearing, all the way up to Super Powers. Advantages, like disadvantages are divided into several categories. Physical, Mental, and Social. They are also divided into Exotic, Supernatural, and Mundane. These categories help the referee decide which advantages will be allowed in his campaign.<br />
<br />
Any new, renamed, or combinations of advantages should be placed on that page.<br />
<br />
===[[GURPS Disadvantages|Disadvantages]]===<br />
Disadvantages are traits that have a negative impact overall on the character. Some disadvantages have minor benefits. A person who is Honest is restricted from doing illegal acts but can become known for honesty and net a positive reaction bonus for it. For the most part Disadvantages are going to be more restrictive than beneficial and in those cases where the disadvantage does not negatively impact a character it's value can be reduced or even removed.<br />
<br />
Any new, renamed, or combinations of disadvantages should be placed on that page.<br />
<br />
===[[GURPS Skills|Skills]]===<br />
Any new skills or skill conversions from other systems should be placed on that page.<br />
<br />
===[[GURPS Magic|Magic]]===<br />
GURPS third edition had a number of magic systems built to suit a variety of settings. What was called "Standard Magic" was built for Fantasy genres and deals with casting spells in tactical time units. Standard Magic is little changed.<br />
<br />
If you have rules on different types of magic systems or new spells they should be placed on that page.<br />
<br />
===[[GURPS Powers|Powers]]===<br />
If you have used the rules (especially those from the Powers book) to create specific powers they should be placed on that page.<br />
<br />
===[[GURPS Psionics|Psionics]]===<br />
Psionics have changed dramatically in Fourth Edition. Whereas previous editions had a variety of powers and skills specifically under the psionic umbrella, these powers are now generic in nature, and classified as advantages. <br />
<br />
Any new powers that are Psionic in nature should be placed on that page.<br />
<br />
===[[GURPS House Rules|House Rules]]===<br />
If you have any suggestions on how to interpret the GURPS fourth edition rules in certain situations, or rules that you use that are altogether new they should go on that page.<br />
<br />
===[[GURPS Templates|Templates]]===<br />
Templates and Meta-Traits (which are really just certain types of templates) should go on that page.<br />
<br />
===[[GURPS Weapons|Weapons]]===<br />
One of the biggest complaints about the Fourth Edition is that the copious amounts of weapons data haven't been converted yet. Conversions are here.<br />
<br />
===[[GURPS Armor|Armor]]===<br />
We have the same problem with armor as we do with weapons. In addition, many people feel the armor stats (particularly weight) in the Fourth Edition Basic book is just wrong.<br />
<br />
===[[GURPS Equipment|Equipment]]===<br />
Any new stats or conversions of equipment or vehicles should go here.<br />
<br />
===[[GURPS Genres|Genres]]===<br />
If you have information (such as a review on a specific genre book), or helpful information about running a specific genre with GURPS it should go on that page.<br />
<br />
Alternatively, a new page might fall into a subcategory -- e.g., ''GURPS: Cyberpunk'' might be a subcategory of ''GURPS: Genres'', and you might want to create a page on Cyberpunk terminology, which would logically be most at home within the ''GURPS: Cyberpunk'' category. However, ''please'' avoid creating additional subcategories unless there is a ''compelling'' reason. If you have any doubt, please solicit discussion on the Talk page for the category where you're considering creating a subcategory.<br />
<br />
If you’re creating an article about a specific GURPS world, please include a link to it from the GURPS Genre page.<br />
<br />
===[[GURPS Tactics|Tactics]]===<br />
An article about general tactics would be very useful to any player that finds his character in a violent situation. Especially if that article includes tips and tricks for using the GURPS Fourth Edition rules and techniques during combat.<br />
<br />
===[[GURPS Terminology|Terminology]]===<br />
An extensive article on specific GURPS terms, both official and otherwise should go on that page.<br />
88871356438211157819865<br />
<br />
==What to do==<br />
Don’t feel that you have to write a long article. If you have an idea, even a small one, go to the appropriate page and add it.<br />
<br />
A good start would be to pick your favorite genre. If a page for it exists, see if it says everything that needs to be said. If not, start it!<br />
<br />
Other things that need to be done:<br />
*Clarifications of rules that you think are hard to understand.<br />
*Lists of limitations and enhancements people use, with value modifiers, per skill/advantage/disadvantage.<br />
*Observed/common abuses of rules/skills/advantages/disadvantages/enhancements/limitations.<br />
<br />
==See also==<br />
*[[GURPS|The GURPS game system]]<br />
*[[Steve Jackson Games]]<br />
*[[List of unofficial GURPS Netbooks]]<br />
<br />
==External links==<br />
*[http://www.sjgames.com/gurps/ Official website]<br />
*[http://en.wikipedia.org/wiki/List_of_GURPS_books List of published GURPS books.]<br />
*[http://e23.sjgames.com/item.html?id=SJG02-0004 Free printable PDF] version of the "lite" rulebook (4th edition)<br />
*[http://www.sjgames.com/gurps/faq/ 4th Edition FAQ]<br />
*[http://e23.sjgames.com/item.html?id=SJG82-0106 Free printable PDF] version of the "lite" rulebook (3rd edition)<br />
*[http://www.sjgames.com/gurps/faq/FAQ-5.4.html 3rd Edition FAQ]<br />
*[http://www.krommnotes.org/ Kromm Notes (3rd edition)] The collected rulings of Dr. Kromm, GURPS Line Editor at [[Steve Jackson Games]].<br />
*[http://www.sjgames.com/gurps/resources.html GURPS Resources] Free forms, errata, updates, and software for GURPS on Steve Jackson Games website.<br />
*[http://gcs.roleplayer.com/ GURPS Character Sheet], a free character creation program (4th edition).<br />
*[http://www.sjgames.com/pyramid/ Pyramid Magazine], a weekly online magazine devoted to supporting GURPS.<br />
*[http://www.warehouse23.com/ Warehouse 23], Steve Jackson Games' online store.<br />
*[http://e23.sjgames.com/ The e23 site] - sells PDF files; some are of out-of-print books, and some are free.<br />
*[http://j.webring.com/hub?ring=gurps GURPS Webring], containing over 75 fansites.<br />
<br />
[[Category:GURPS|Main Page]]</div>219.240.12.173https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&diff=28127Gangwars:Main Page2006-07-17T14:57:14Z<p>219.240.12.173: /* Physical Attributes */</p>
<hr />
<div>A [[Gangwars|short description]] might give you some answers. <br />
<br />
Here is [[Gangwars_Story|the story so far]].<br />
<br />
So far, I just transferred what I wrote about this system. The system is point-based and uses body scores (primary attributes) and attributes (secondary attributes).<br />
<br />
== Physical Attributes ==<br />
<br />
Only the physical attributes of a creature are modeled in this system. They are described as "body" attributes. Secondary attributes are composed of body parts and are simply called attributes. (So there are "body" scores and "attributes").<br />
<br />
Why? Well, for starters, mental and social attributes can almost never be accurately portrayed by the players. I think that it's simply bettter to let them play and change their characters as they see fit. Furthermore, rolling dice for social interaction when one is supposed to roleplay it just doesn't cut it.<br />
<br />
There are, of course, ramifications of dropping mental and social values. See below for that.<br />
<br />
Note: how relevant is the modeling of physical state? Is it important to have this distinction or would a simpler system be enough? Consider a simple separation to: Strength, Agility, Health and Reflex. Additional Attributes might be Magic and Cyber (come only to play if appropriate advantage is chosen).<br />
<br />
=== Structure ===<br />
<br />
This score model the muscles and bones (or other structural features) of a creature. It is used to calculate strength, constitution, hitpoints and other secondary attributes. <br />
<br />
=== Organs ===<br />
<br />
The inner workings of a creature: heart, lungs, liver, intestines etc. Used to calculate hitpoints, disease resistance, breathing etc.<br />
<br />
=== Cardio ===<br />
<br />
The cardio-vascular system of a creature. Used to calculate breathing, reflexes, resistance to shock etc. Also states the amount of time it will take a creature to bleed out. <br />
<br />
=== Neural ===<br />
<br />
The sympathetic and central nervous systems of a creature. Used to calculate initiative, Dexterity etc.<br />
<br />
=== Perception ===<br />
<br />
The periphery nervous system including the sensory organs of a creature. Used for sense-related checks and Initative.<br />
<br />
=== Comment so far ===<br />
<br />
This granulation of physical attributes is also possible for constructs / machines and magical creatures. Consider the example of a drone:<br />
<br />
* Structure = outer structure of the machine, moving parts<br />
* Organs = internal structure of the machine, circuitry<br />
* Cardio = energy / fluid flow of the machine, i.e. power cables etc.<br />
* Neural = the cpu / controlling unit / connecting circuitry / radio signal etc<br />
* Perception = cameras, microphones etc.<br />
<br />
Does this make sense? Well, it makes targeting of single systems of a creature possible. Also, it allows for further modifications on the body of the creature. In a cyberpunk setting, integrating cyberware is always a bit of a problem. However, trying to (more or less) accurately describing the body composition allows for simple cyberware integration:<br />
<br />
=== Cyberware ===<br />
<br />
To insert cyberware into a being, one simply puts it into the according system. This way, that system may be enhanced. In rpg terms: Your cyberware may only cost up to a number equal to the according system number. So, if you have Organs 7, you can only replace a total of 7 points of Organs with Cyberware. With avarage humans, an artifical heart, stomach and kidneys is all a body can tolerate.<br />
<br />
A creature that has exchanged half or more of all Body points with cyberware is called a cyborg. A creature that has exchanged all of its Body points with cyberware is considered "burned out" and can no longer conjure magic and will be treated as a machine for all rule issues.<br />
<br />
By inserting cyberware, attributes may rise. The body scores however will remain the same until they are trained. Consider this example:<br />
<br />
- B with structure 8 may insert 8 cyberware points<br />
<br />
- B's bones are strengthened with metal. he also gets artificial ligaments. This costs 5 structure points, so now B's structure score is 8(5)<br />
<br />
- This cyberware gives +4 to strength. B's strength score rises accordingly<br />
<br />
- B could insert additional 3 points of structural cyberware.<br />
<br />
One last addition: body scores may only be raised by training or medical intervention (like a laser op for eyesight correction). Once a characters body score is completely gone cyberware, i.e. structure 8(8), that score can no longer be raised normally but has to be raised via artifical means during the game (more surgery).<br />
<br />
Body scores / physical / main attributes may be targeted directly in an attack. Dropping to zero in one system disables that system and may result in fatality. A cardio 0 means a cardio-vascular breakdown (bleeding out - dead). Same is true for organs 0 (heart attack or lungs failure - dead). A neural 0 is either unconsiousness if its temporary or a brain flatline (brain dead). As long as neural is above 0, there is still a chance to revive the character.<br />
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<br />
== Attributes ==<br />
<br />
These are the secondary attributes (or simply: attributes) within this system. I'll have to clear up on the naming later on. Attributes (and ONLY those, not body scores) may be raised / lowered by characteristics (perks, (dis)advantages).<br />
<br />
=== Strength and Endurance ===<br />
<br />
Structure + Cardio = Strength and Endurance. You'll have to assign the numbers according to your own discretion. Are you strong, arduous or balanced? Lets make an example:<br />
<br />
* structure 9, cardio 8 = total of 17, assigning 10 to strength and 7 to endurance<br />
* the perk "strong bastard" gives +2 to strength, so thats 12 strength and 7 endurance<br />
* the perk "one hit wonder" allows you to raise your strength by +2 in one attempt, but you have to make an endurance roll -2 after that or you will collapse<br />
<br />
So thats how strength and endurance are used in this system. You can't raise (secondary) attributes by assigning points to them. You have to buy perks or raise your body scores.<br />
<br />
=== Dexterity ===<br />
<br />
(Structure + Neural) / 2 = Dexterity<br />
<br />
=== Health ===<br />
Structure + Organs + Cardio = Health (Hitpoints)<br />
<br />
=== Initiative ===<br />
Neural + Perception = Initiative<br />
<br />
=== Breath ===<br />
Organs + Cardio = Breath<br />
<br />
=== Resistance ===<br />
Nerves + Cardio = Resistance (to Shock)<br />
<br />
=== other attributes ===<br />
Disease Resistance = Organs<br />
etc.<br />
Other attributes are not listed on the character sheet, but will be used according to situation.<br />
<br />
=== scale ===<br />
<br />
so far, scores and attributes are scaled 1-20. it's a nonlinear scale. the average / starting score will be 8. there won't be boni / mali associated with attributes. there will only be comparitive rolls. i'm going to use the probability distributions for dice rolls to determine further details.<br />
<br />
== Races ==<br />
<br />
I like the idea that magic might get back into a modern world. I also like cyberpunk settings, so I am simply combining these two. You're saying: wait- that's shadowrun now, right? Well, no, not really. You see, there won't really be different races but only humans that are changed by magic and called "orks" and "elves" etc. by others. But essentially, they will be humans with a few defects and a few advantages.<br />
<br />
Essentially, there will be no playable race but that of a human. All other "races" such as trolls, elves etc. Are humans with a preset of defects and adavantages. However, these also may be chosen separately without the accompanying change of appearance. You can for example pick the perk "nightsight" as an advantage - if you have the points. Example:<br />
<br />
Preset Ork (total of 9 points):<br />
+ superiour structure (+2)<br />
+ nightsight (see in lowlight conditions)<br />
+ bloodlust (+2 close-combat)<br />
- social outcast (GM's discretion)<br />
- aggression (impatient, -1 on long / fiddly skills)<br />
<br />
Picking these advantages separately would cost more points those of the preset. Each preset has a "GM disadvantage" that is only effective in roleplaying situations (social outcast).<br />
<br />
== Classes == <br />
<br />
There are no classes in gangwars but there will be presets to make fast play possible. These presets will also help to define what kind of characters will be roaming the streets.<br />
<br />
== Features ==<br />
<br />
The characters attributes may define his physical facilities but the features include physical and psychological particularities that may be of advantage or disadvantage to the person. Obviously, disadvantages will gain points for the character creation.<br />
<br />
Some features may only be chosen during character creation. Others cost more during regular play or will have to be integrated into the storyline.<br />
<br />
Most features will be related to a particular skill or attribute, i.e. "strong bastard": gives +2 to strength. You're a person who'll ignore his pain treshold and grit his teeth to achieve a feat that involves using strength. Maybe you're a contestant in the world stronges man competition or just a woodworker who's been swinging the axe for years. In any case, you're pretty strong.<br />
<br />
As races will be presets of features, the list of features will be quite extensive. To put some kind of structure into this, I've grouped the features into:<br />
<br />
* modifies attributes<br />
* modifies skills<br />
* gives extra ability<br />
* gift / affinities<br />
* unlocks skill / ability<br />
<br />
The last point is quite interesting: something like "spellcaster" is also considered a feature- one that enables the character to cast spells. Note that it only enables spellcasting, but does not do anything else. So, a person with that feature would have the facility to cast spells but might not be aware of that.<br />
<br />
There will be an extensive feature list.<br />
<br />
== Skills ==<br />
<br />
Everything you learn will be a skill. From Knowledge Skills (i.e. Archeology, History) to Combat Skills (Shooting a gun) you'll have to use skills to achieve success. <br />
<br />
How do we model the fact that some people are better at math or languages than others? We use features. Affinity features are actually combinations of advantages and disadventages. A person with an affinity to languages will get +2 on all language skills, but -2 on natural sciences. The gift "lingo" feature will reduce the number of points a character has to spend to gain languages. Other features may negate the negative effects of some affinities.<br />
<br />
What do we do if we don't have a skill? Nothing. If you don't know anything about the History of China, making an intelligence roll won't do any good. If you don't know how to fly a plane, you will crash. Easy as that. Some skills like "shooting a weapon" might be used without the necessary skill- but how much effect will your dexterity really have in that case?<br />
<br />
Success is determined by rolling a d20 and adding the skill (and eventually the appropriate attribute) number to that. Some skills require a certain attribute or score number to be used effectively. Skilled and unskilled attempts have different difficulties to be achieved. so, if a skilled gunman has a difficulty number of 20, a non-skilled person will have a number of 30 to hit. Also, the non-skilled person will only be able to add his according attribute / score to the roll (always stated next to skill- perception for shooting).<br />
<br />
== Experience ==<br />
<br />
Good model would be small incremental improvement depending on actions in play. As that would be far too miniscule, maybe a simple separation in exp classes would suffice: combat, non-combat and magic experience. this would also enable mixture of exps to raise certain abilities.<br />
<br />
Some thoughts on exp, levels and advancement: I think players need both steady advancement and discrete steps. If everything changes very gradually, it feels as if it's not changing at all, even if it is. Adding descriptions might help, but actually including some special bonus for the levels would help more. The problem is: skillbased systems dont really allow for discrete jumps. Maybe it would be interesting to connect skill levels with some kind of level advancement? This way, a character could have "core skills" which define him and which would get discrete boni as they rise in level. However, that would mean spreading the skill levels a bit more.<br />
<br />
Another problem: Skill-based systems are much easier to min-max, and a high level of knowledge of the rules becomes incredibly important. So, maybe graphical trees of skill development might become an issue here? Maybe some concepts from trading card games or computer games might also be adapted for advancement. At any rate, the system should allow for great customisation of the character.</div>219.240.12.173https://wiki.rpg.net/index.php?title=Marvel_Realtime:Main_Page&diff=28122Marvel Realtime:Main Page2006-07-17T14:42:45Z<p>219.240.12.173: /* Concept */</p>
<hr />
<div>[[Category:Setting]]<br />
[[Category:Supers]]<br />
=Concept=<br />
<br />
Marvel Comics has a long history in our world, stretching back to Timely Comics and WWII. In the Marvel Universe, though, time exists in a sort of smear. No matter what the present day is, the Fantastic Four always took their fateful flight ten years ago. The more time passes and the more stories are told in Marvel Comics, the more events have to be pressed into that single decade which stretches from 1961 until whatever today happens to be.<br />
<br />
But not in the universe here, which I'm calling either "Marvel Realtime" or "Marvel-2" (after Earth-2 in DC Comics where, pre-Crisis, characters grew old and had kids who grew up). In the Marvel-2 Universe, the Fantastic Four went into space in 1961--almost 45 years ago.<br />
75448971755213862864959<br />
<br />
=Timeline=<br />
<br />
This timeline is compiled from a number of sources, including The Official Handbook of the Marvel Universe, <u>Marvel: Five Fabulous Decades of the World's Greatest Comics</u> by Les Daniels, the 1998 Fantastic Four Annual (which had Ben Grimm travelling to a world where time had progressed normally since 1961), [http://www.toonopedia.com Don Markstein's Toonopedia], and plain old eyeballing and guesswork based on what looks right.<br />
<br />
When possible, characters and events show up when they were first printed, but in some cases, due to the "smear" of Marvel time, the date on a story doesn't make sense with respect to the age of a character, so adjustments are inevitable. In other cases, moving the events around just felt right. It's not an exact science.<br />
<br />
Incidentally, James Nostack is planning on running a semi-historical Marvel FASERIP game set during the 1960s sometime in the fall or winter of 2005. Until August, 2005 he can be reached at nostack [at] comcast.net if anyone is interested.<br />
<br />
[[Marvel_Realtime:Pre_1900]]<br><br />
[[Marvel_Realtime:1900_1920]]<br><br />
[[Marvel_Realtime:1921_1940]]<br><br />
[[Marvel_Realtime:1941_1960]]<br><br />
[[Marvel_Realtime:1961_1980]]<br><br />
[[Marvel_Realtime:1981_2000]]<br><br />
[[Marvel_Realtime:2001_Present]]<br><br />
<br />
=Character Writeups=<br />
<br />
This is a generic supplement, but there's no reason not to offer write-ups for characters (or, heck, <i>possible</i> characters) in various systems.</div>219.240.12.173https://wiki.rpg.net/index.php?title=ShatteredPrism:Main_Page&diff=28121ShatteredPrism:Main Page2006-07-17T14:41:44Z<p>219.240.12.173: /* Contents */</p>
<hr />
<div><center><b><h1>Shattered Prism</h1></b></center><br />
<br />
<br />
----<br />
=Contents=<br />
#[[ShatteredPrism:Mechanics_Main|System Mechanics (WIP)]]<br />
##[[ShatteredPrism:Rules Book|Current Play Rules]]<br />
#[[ShatteredPrism:Setting_Details|Setting Details]]<br />
##[[ShatteredPrism:Races|Races]]<br />
##[[ShatteredPrism:Technology|Technology]]<br />
##[[ShatteredPrism:Worlds|Worlds]]<br />
##[[ShatteredPrism:Factions|Factions/Societies]]<br />
----<br />
[[RPGnetWiki:Help|Editing Help]]<br />
[[Category:Shattered Prism]]<br />
48746681910803832908144</div>219.240.12.173https://wiki.rpg.net/index.php?title=WotG:Main_Page&diff=28119WotG:Main Page2006-07-17T14:37:14Z<p>219.240.12.173: /* Links */</p>
<hr />
<div>[[category:Weapons of the Gods]]<br />
<br />
The goal with this project is to provide non BB working space for fan created supplementary materials for Weapons of the Gods. When completed this material will probably make its way to http://www.wulinrealm.com/content.php?content.6 which is Fu!. Also provided is an errata base to supplement the canon errata mostly as Brad isn't capable of being everywhere on the net at once. Hopefully the stuff here will keep the interest in WotG alive past its possibly short printed materials run. - Jonathan<br />
<br />
== Links ==<br />
[[Wotgtechdiscussion]]<BR><br />
[[GodWeapons]]<BR><br />
[[Wotgmodern]]<BR><br />
[[GenericWuxiaAction]]<BR><br />
[[WeaponsofSpace]]<BR><br />
[[BendingStyles]]<BR><br />
<BR><BR><br />
544635476469919335280410<br />
<br />
= Celestial Engineering =<br />
<br />
This section will provide for some ramblings on mechanical issues in WotG.<br />
<br />
<br />
C: It's possible to put together a damage 40, disorienting, armour piercing, 5-colour flow loss, unblockable attack just from 3 Kings. Let's use that for an example.<br />
<br />
C: Since it's possible to use a leech to make a perfect attack, while you can't make a comparable perfect defense.<br />
<br />
C: With the style roll 'perfect attacks' in the companion, this becomes even more important.<br />
<br />
C: Therefore, there should be a counter to Leech Attack Guaranteed Hit + On Hit Win Combat Effect.<br />
<br />
C: As it stands, there is none.<br />
<br />
C: What the engine really needs is some way to prevent the above from happening. Then players will only pull out those attacks if they're reasonably sure of getting them to connect.<br />
<br />
C: Which means, after you've depleted the enemy's defensive chi techs.<br />
<br />
C: Another thing with WotG is that you can activate damage-fu after rolling the attack.<br />
<br />
<br />
C: WotG's system is very cool, but when munchkined up to the max, is more breakable than Exalted.<br />
<br />
B: mmm, well it has less checks and balances<br />
<br />
C: Yep. Like the Walking In Shadows ninja being able to kill whoever he wants.<br />
<br />
C: Or someone putting 15 destiny into Doctor-Fu being able to make himself an inexhaustible well of infinite chi.<br />
<br />
<br />
B: so basically this is a destiny efficiency issue?<br />
<br />
C: Yes! Basically, if someone knows what they're doing with their destiny resources, they can pump out characters that are effectively higher rank than the others, for the same amount.<br />
<br />
<br />
Static bonuses are very effective. Better than getting extra dice.<br />
<br />
Super combos at the beginning are good because unlike say Iron Heroes, the resource one uses to power super attacks starts at full and then becomes depleted as the battle continues, as opposed to here where the power levels get depleted the more you fight.<br />
<br />
= God Weapons and You! =<br />
<br />
Something Jonathan said reaffirmed a thought I was having some time ago regarding God Weapons. These items are the namesake of the game, and like most RPGs, you want to have giant shiny weapons of ultimate doom, as we are programmed by D&D to like. However I've come to think perhaps that some of such weapons are actually detrimental to fun in WotG. These thoughts also apply somewhat to Rare Kungfu styles. Here's my reasoning:<br />
<br />
<br />
*REAL ULTIMATE POWER!!: A weapon of the gods represents a mechanical step above most normal characters. In fact its an insurmountable step without a comparable god weapon. God weapons shatter normal or quality weapons by degrading their strike, and have unique and useful powers. Since God weapons are tiered in power these effects scale upwards in their disparity. Rank 3 weapons aren't too far up from normal or quality weapons, despite their weapon shattering ability. Rank 2 weapons are a wide gamut of extremity. Some are only somewhat above high rank 3 weapons, though most others are moderately to staggeringly powerful, like Bone Blinder, which as written is THE most mechanically powerful God weapon in the game.<br />
<br />
<br />
*Bling of the Gods: One thing that is somewhat striking about the WotG system, is that gear is for the most part less important than personal skills. Stuff is important to a degree, for instance fighting someone while you are naked is markedly harder than when you have armour and weapons, but it is doable. The escalation in statistics in God Weapons brings to mind other games where higher level characters are essentially defined by their bling, hint hint. I don't think this is what wuxia is about, in fact I think that is opposed to what wuxia is about. Green destiny aside, having an uberweapon rarely spawns good game playing.<br />
<BR><br />
<b><i>Brad Comments</i></b>: <i>See below for my comments on the breakability of god-weapons preventing this problem.</i><br />
<br />
*Kungfu Tangent: Same thoughts applies for Rare styles. They cost a lot, do a bunch and are horrifyingly powerful. In some cases they lead to effects, which are essentially *perfect* in their application on the opponent, which I think begins to break down the game as it escalates what you need to do to keep the game running.<br />
<BR><br />
<b><i>Brad Comments</i></b>: <i>The horrifying power of the Rare Styles is deliberate; the<br />
difficulty of acquiring them, and their high cost and few forms, keeps them within the realm<br />
of manageability, if only just. An opponent with a Rare Style is worthy of a Wulin Army Summons. You will almost never meet multiple parties with Rare Styles in a single group; such is very rare, like the Disrespectful Sages. To defeat such a group would require either Uncommon-to-Rare Styles of Kung Fu, powerful god-weapons, or both.</i><br />
<br />
<B>Comment:</B> Mmm, I see that. This isn't really to dump on Rare styles, its just that there may need to exist a "half step" style between Rares and Uncommons so you can get wierd above uncommon powers that you can slot into your fighting combos<br />
<br />
*<b>Errata:</B> Ok, dumbing down Bone Blinder is a good idea. Make the sense roll required to nullify the tech something like 20 or 25. Since your opponent can bad joss you down to 1 or 2d, this low number is a lot better than the 60s you'll be tossing about on the attack. Secondly, strike off the "you can't use strike to defend" from the first power. That bit basically makes it able to strike down Class 1 GW users with impunity.<br />
<BR><br />
<b><i>Brad Comments</i></b>: <i>These points are taken and under consideration.</i><br />
<br />
<br />
*<B>Further Errata:</B> Alrighty, another good idea pointed out on the WotG forums is to take away the weapon shattering ability on parry of God Weapons. This is a somewhat fundamental change, it means you don't need a bag of swords to deal with the God Weapon dude though one is still up a bad way in the statistical comparison. This seems to be a good thing as I think shattering God weapons is a rather tetchy subject and you know, having to go find new ones or reforge old ones are good plot points, but not something you have to encounter half the time you get into a big arsed duel.<br />
<BR><br />
<br />
<b><i>Brad Comments</i></b>: <i>As to this last, I cannot back removing the weapon-shattering ability of god-weapons. The breaking of a treasured weapon and the consequences thereof are part of what <b>keeps</b> the game from having the god-weapons be the 'Bling of the Gods'. Ultimately, it's not one's weapons that define a character; if anything does that, it's their kung fu.</i><br />
<br />
<b>Rebuttal:</b> There's a game interaction problem here. The desires of a game have to be expressed through the mechanics. As of current stacking rules and all, God Weapons are the one way to get an insurmountable edge on your opponent. One that cannot be equalled without a comparable God Weapon. Therein lies the problem personally, because once you start up with PCs and God Weapons it sort of snowballs, and snowballing tends to be bad. (Jonathan)<br />
<br />
= THE SNOW MAIDEN'S REAVER =<br />
<br />
<br />
Class II Heavenly Greatsword <br />
<br />
Speed +15, Strike +25, Damage +25 <br />
<br />
Effortless Power: Cloak of Frost: Enemies within Favoured Chi in yards lose 10 from Strike. <br />
<br />
Greater Power: Aegis of Rime: +10 armour. <br />
Lesser Power: Icy Hand: Entangle critical effect available.<br />
<br />
Celestial Chi<br />
<br />
Gain a Great Victory, pay for it later.<br />
<br />
Jai Lei = Girl, barbarian princess<br />
<br />
Jing Ning = wastrel sent north to smarten up.<br />
<br />
<br />
To say Jing Ning was a wastrel would be like calling water wet. His abilities at wine and women exceeded many mortal men much to the consternation of his father. His nights out were things of legend like a barbarian invasion. Wine houses both feared and clamoured for his patronage, for he and his friends would empty their cellars within a week and leave them with enough gold to rebuild their destroyed shops with much left over. This state of affairs ended abruptly one summer when after a tryst with a visiting noble's daughter while her father was in the room. This almost caused the burning down of his Jing's father's estate by the irate noble. Jing was sent north to the border in hopes to keep him out of trouble, more cynically perhaps to get him killed nobly, who knows.<br />
<br />
<br />
Well Jing did, and it was a rather covert purpose, however for his own personal good Jing's death did not happen. Despite being a besotted lush, he was quite adept at Kung fu, defeating four assassins while dead drunk. This did however did lead him to getting lost in the mountains. Jing's story would have ended here had it not been for a barbarian warrior who happened across Jing as he stumbled around the mountains. Jing awoke pleasantly wrapped by a lithe barbarian woman and a fur coat. There seemed to be some benefits for being almost assassinated and then getting lost in the mountains.<br />
<br />
<br />
When she awoke they both had a heart to heart discussion on the matter at hand. The fact that they did not speak each other's language well was only but a minor hinderance. They soon discovered that to each other's dismay or delight that they were both equal in debauchery and also martial skills. Their battles rang through the snow covered peaks of the mountains which provoked people to avoid them for fear of the horrible ghosts that warred during the day and the horrible animals that did horrible things during the night.<br />
<br />
<br />
This state of affairs ended one day with Jing accidentally tumbling down the mountain and into a patrol who whisked him back to a border fort where he was commended on not dying horribly to his father's great dismay. From that point on Jing vowed to be less extreme in his debauchery and to be more martially and socially focused.<br />
<br />
<br />
Jing spent ten years at the border, earning his way to his position and neatly trouncing all the barbarians who were to come to threaten his section of the border. Soon all across all the barbarian tribes his section of the Great Wall became feared as the "Stone that chips the Fang" His heroic deeds and a gift from the Gods themselves allowed Jing to forge the golden spear Rising Majesty, which he used to singlehandedly defend the gates of the Wall earning him the name Undeterrable Jing. <br />
<br />
<br />
Another ten years passed in this manner. During this time the barbarian attacks against the wall got worse and worse however Jing's prowess martially and tactically kept Shen Zhou safe. Also during this time, legends of the "Warrior" began to arise. This person was gathering forces, uniting the barbarian tribes against the Middle Kingdom. Lavish gifts and promises came from the capital to Jing to get him to move against the barbarians. However what did seem not forthcoming were the additional men or weapons that would assure him victory. With his gifts he marched on the capital and presented them to the emperor. The emperor pleased at Jing's gifts, sent him a detachment of his greatest soldiers to bolster his ranks.<br />
<br />
<br />
So bolstered, Jing marched north. He and his men hewed their way through the barbarian hordes all the while searching for their so called leader. In his heart he knew who he would find, yet he hoped that it would not come down to it. In the end, lost and without his men he came face to face with the barbarian girl he met so long ago. She was not as she was, being older and harder much like the mountains around this harsh land. When she spoke her voice sounded like the whispering of the wind through the mountains and her eyes were the colour of ice. They both sat down while she told him her story.<br />
<br />
<br />
<br />
=Jai's Story=<br />
<br />
When you left I wandered amongst the mountains for a time. This was unsightly for the daughter of a chieftain, so I killed those sent to bring me back to make sure they did not have to report that travesty.<br />
<br />
= Kungfu Ideas =<br />
Yeah yeah, I have non-mechanics stuff in the works. This is the last spillover from my first big Fu! push.<br />
<BR><BR><br />
<br />
== Style Definitions ==<br />
<I>Note:</I> I am changing Primary to Principal due to the overlay with Pigeon's Dozen Style Manual terms :P Not sure yet if this is differentiated enough. <br />
<br />
I'm recalling something imperfectly but I will attempt to do so. Pigeon I believe once worked on a classification of kung-fu that separated them into groups by their purpose. This is a rough and will eventually be expounded on the Fu! wiki, wherever that may be. Also people writing styles may find this useful. <br />
<br />
The first major divide is whether the style is Principle or Support. I think this is the main divide. Principle styles are mostly simple no nonsense bonuses to your main combat abilities, Strike, Damage, Armor, etc. You can subdivide Principles into their specific uses either, Offensive, Defensive or Utility. The third category is generally a combination of offensive and defensive bonuses. A very specific case of a Principle style is a Primary style, defined by Pigeon as a Strike Adder. Most good fighting people will tend to have such a beast.<br />
<br />
Support styles offer effects, things that don't mechanically enhance your capabilities but instead allow you to do things that you normally can't do, stuff like second attacks, disorienting, etc. These also come in Offensive, Defensive and Utility flavors exactly as Principle styles are deliniated. <br />
<br />
And the ultimate hodgepodge style is the general Utility style, something that offers a grab bag of effects, some Principle, some Support. These I find lack focus and either could be useful or not so great depending on the effects packaged together. <br />
<br />
• You'll note the term Utility is used a lot. Right now I seem to be terrible with words but I figure if you get a classification for a style that is purely Utility, that should mean that it is a grab bag, which may or may not be good depending. Its sort of how Neutral is used in D&D Alignment I guess. <br />
<br />
<B>Golden Temple Bells (Common, Utility Style): </B><BR><br />
Alright this is ever tanker's favorite style, you lift better and you are armoured better. Its effects are generally defensive in nature, at least the more popular ones. It does have some offensive techs, those of which are odd. The general dispersion (despite the defensive bent of the style) makes me think it is a showcase for the general Utility style. Some people will like certain bits, some will like others. <br />
<br />
<B>Three Kings (Uncommon, Support Utility Style): </B><BR><br />
Well we know for certain it is an Uncommon and that its an Artful style. What this definition allows us to say is that it is a Support style, which is part of the reason why it kicks ass, since it gives you access to some pretty awesome abilities, like a channeled roundlong disorient and 2nd attack, wicked stuff. Its probably also a Utility style as it provides for offensive and defensive support abilities. <br />
<BR><BR><br />
<br />
== Resplendent Pheonix ==<br />
<br />
[15:05] Jon: Not having a 6th tech can also be seen as a balance point for having all those SFX in one handy package.<br />
<br />
[15:05] Jon: Channelable strike adding, extra attacks, initiative, replies, area attack, leech.<br />
<br />
[15:05] Jon: That is a *lot* of stuff.<br />
<br />
[15:14] Jon: No. You don't need to. The fact that it doesn't combo that well is another point.<br />
<br />
[15:14] Jon: If you have this style and nothing but this style, notice that you actually don't *need* anything else other than lightfoot?<br />
<br />
[15:15] Jon: Except maybe an armour style.<br />
<br />
[15:15] Jon: But I get along fine without that.<br />
<br />
[15:15] Jon: For damage, if you can afford the stupidly high cost, get Heart Sword.<br />
<br />
[15:16] Jon: That one does *lots* of damage. :)<br />
<br />
[15:18] Jon: Now that the style doesn't channel silver anymore, HMtB makes a good combo.<br />
<br />
[15:18] Jon: Ambition and Clear are straight damage-adders, and Heartless is an excellent debuff.<br />
<br />
<br />
The common conception is that virtue stems from righteous action. Those who follow the Resplendent Falcon way feel that martial virtue stems from quick and decisive maneuvers. The focus on this style is on fast weapons of all sorts, for a good strike delivered quickly may be the best solution to a conflict. Practitioners of this style often also practice some other skill requiring grace, from pickpocketing to dance. This reinforces their mindset in combat that says speed and grace can easily defeat raw power. <I>Signature:</I> your weapon leaves trails of white feathers when you activate a technique. Some people have modified the colour of their signature to reflect their own personal tastes.<br />
<br />
<br />
<I>Note:</I> This style may be somewhat more high powered than most of my uncommons but I think this should be fine due to the particulars of the weapon restrictions. Yes it goes to the pot when God Weapons come into play, however the weapon restriction applies to the base weapon (though quality can count towards it). GM descretion is advised as always. And also yeah, there are init dependant condition in techs, so being fast is good here.<br />
<br />
<br />
Uncommon Crimson Chi Style<BR><br />
Type: Artful/Brutal (+10 init or greater weapons only)<BR><br />
(Offensive, Primary/Support)<br />
<br />
<br />
<B>1. Falcon Takes Flight (1 Crimson):</B> The first step towards flight is to stretch your wings towards the sky. The first form of this style increases the speed of your hands and your feet so that it seems as if for a short moment that you are flying.<br />
* Add your Crimson Chi modifier to Speed and Strike<br />
* Double your distance traveled from Athletics rolls<br />
* You may draw a weapon as a free action<br />
<br />
<br />
<B>2. Wings Rebuke the Earthbound (2 Crimson):</B> The act of flight is a conscious rejection of the earthbound. Your weapon make this sentiment abundantly clear to those who stray too near.<br />
* Add your Crimson Chi modifier as a round long defensive Strike adder<br />
* You may make Replies on a Critical Success on Defence.<br />
* Channel 2 White to continue this tech for another round.<br />
<br />
<br />
<B>3. Diving Strike, Swooping Talons (3 Crimson):</B> Like a bird stooping out of the sky you rush at your opponent giving them no chance to defend themselves.<br />
* You may lower your opponent's defensive pool by 1 die per 1 point of Gold Chi channeled<br />
<br />
<br />
<B>4. Sudden Aggression (4 Crimson):</B> You move from stillness into violent action before your opponent can react.<br />
* You may attack as if you have Ambushed your target if your initiative is higher than theirs, once per combat. This effect cannot be used while the tech is being channeled, only during initial activation<br />
* Otherwise the tech lets you:<br />
* Add your Crimson Chi modifier to Speed and as a round long Offensive Strike Adder<br />
* You may make a second attack<br />
* Channel 2 Jade to continue this tech for another round.<br />
<br />
<br />
<B>5. Hundred Handed Presence (5 Crimson):</B> Your speed is so great that you can attack multiple places at once.<br />
* Make an Area Attack against [skill level] opponents within 3x Favoured Chi in yards<br />
* Move anywhere within this range upon the completion of the attack. This counts as your movement for the round<br />
* Add 2 result dice to each successful attack.<br />
<br />
<br />
<B>6. Flight of Falcons (6 Crimson + 4 Any):</B> The final refinement of ultimate speed is to attack before an opponent desires to attack you. With this ability armies do not stand a chance against your wrath.<br />
* Add your Crimson Chi modifier as a round long Strike Adder, Speed and to Athletics<br />
* You may make a Secondary Attack<br />
* You may Reply on any successful Defence<br />
* Channel 2 White to continue this tech for another round.<br />
<br />
<BR><BR><br />
<br />
== Iron Pole Devil ==<br />
<br />
<I>Concept:</I> Similar in idea to Hurricane Sword or Heart Moves the Blade, awesome offensive style for blunt weapons<br />
<br />
Uncommon Silver Style<BR><br />
Brutal (Staff, Wolf-tooth Mace)<br />
<br />
<br />
1. Devil's Roar (1 Silver):<br />
* Attack counts as an attempt to Terrify<br />
* You may call your weapon to your hand if its within your Favored Chi in yards.<br />
<br />
<br />
2. (2 Silver):<br />
* Damage roll of attack counts as a style roll vs weapon to break it. Base number is 25, for every 5 points above 25, target weapon loses 5 strike. For quality Weapons the base number is 35. For god Weapons, it only works if your weapon is of greater quality than the other. Armor or Chi aura doesn't count for this particular damage roll.<br />
<br />
<br />
3. (3 Silver):<br />
* You may make an Area Attack with a radius of your Favored Chi<br />
* You can channel Jade chi to increase damage, 1 damage die per point of chi<br />
* + Strike<br />
<br />
<br />
4. (4 Silver): <br />
* You may redirect attacks<br />
* Defensive Strike adder, + 5 armor?<br />
* 2 crimson channel<br />
<br />
<br />
<B>5. Water of Trancendance (5 Silver): </B> This technique invokes the water of forgetfullness which one bathes in before one is reborn into the world. Being affected by this technique washes away your current memories of the world and brings you closer to the next.<br />
* Perma-damage. Lost skills are converted into destiny and returned into pool. each result die of damage becomes a skill lost of 1 pt, only 1 point lost per skill per attack.<br />
<br />
<br />
6. (6 Silver + 4 Any):<br />
* Efficient Die Leach<br />
* + Strike, + Damage, - armor<br />
<br />
<br />
<br />
== Ba Gua Zhang ==<br />
This is a style designed for bodyguards according to one account and also designed to fight multiple attackers. From the three main students of the first teacher there are 3 major variants which are:<BR><br />
<br />
1) Explosive/Percussion (Offensive)<BR><br />
2) Evasive/Smooth (Defensive/Mobility)<BR><br />
3) Combo of the 2<BR><br />
<br />
I could take this into account with design which would be neat, or I could not. Nevertheless the placeholder description I think I'll use for Ba Gua is as an <B>Support Utility style</B>, much like 3 Kings but featuring the two notes I mentioned earlier. <br />
<br />
Okaydokay.<br />
<br />
Gold Uncommon Style (Artful/Brutal)<br />
<br />
1. + athletics, escape multiple attackers, + init?<br />
<br />
2. increased test penalties. and Offensive Strike adder?<br />
<br />
3. Area attack + down.<br />
<br />
4.<br />
<br />
5.<br />
<BR><BR><br />
<br />
== Hsien-I Quan ==<br />
<B>Xing Yi Quan (Hsien-I Quan)</B><br />
*By: Jonathan <br />
*Uncommon Crimson Chi Style <br />
*Brutal (Unarmed Only and/or Thrusting Weapons see below) <br />
*Default Criticals: Maim, Stun <br />
*Signature: <br />
<br />
<br />
<B>1. Three Bodies Power (1 Crimson):</B> Disorient on a standard success, for 1 hit Standard Damage still applies. <br />
<br />
<br />
<B>2. Classics of Fighting (2 Crimson):</B> + Crimson to Strike and Damage roundlong. <br />
<br />
<br />
<B>3. Axe Crushes the Mountain (3 Crimson):</B> Standard Maim, + Damage, + Strike. <br />
<br />
<br />
<B>4. Classics of Stepping (4 Crimson):</B> auto-win init, Stun on a standard success. + Damage <br />
<br />
<br />
<B>5. Classics of Six Harmonies (5 Crimson):</B> deny River, <br />
<br />
<br />
*Destiny Costs:<br />
*3: Weapons form training. You get to learn how to use the Jian, the staff and the spear with this form. <br />
<BR><BR><br />
<br />
<br />
<B>Concepts</B><BR><br />
One of the three major internal styles in China, Xing Yi Quan differs from current concepts of "self-defence" martial arts in that it was formerly used on the battlefield, eliciting a more "warrior" mentality which looks at the feasibility of combat techniques on the battlefield. Consequently the style focuses on the quick subdual and takedowns of the opponent as prolonged exchanges on a battlefield is somewhat dangerous. Mythologically it originates from Yue Fei (1103 - 1141) of the Song Dynasty who was a great patriot and hero of the time. More likely the origin is from near the end of the Ming Dynasty with Ji Long Feng of Shan Xi Province who was a master spear fighter. <BR><br />
<br />
Xing Yi is a linear style with major focus on the upper body. One of the main ideas is to generate power with the whole body and focus it into a single burst, probably something like Karate. <br />
<br />
<br />
<B>Hsien-I (Mind Boxing) (Uncommon Crimson Unarmed Only): </B><BR><br />
So to assist me in my Hsien-I wanderings I have denoted the style as a Crimson Uncommon which happens to be Primary in nature, focused mostly on Offensive techs with maybe some other effects.<br />
<br />
One of the three major internal martial arts in China is Hsien-I. Reading its history its focused on quick takedowns and otherwise efficiently removing the opponent's ability to fight. So we could do this a couple of ways. Firstly the speed component suggests that it should be Crimson. Power level wise we can slot it as a common or uncommon, its stature within the martial arts society may merit an uncommon. Now we can figure how you want to do the effects. <br />
<br />
Ok, so its a very offensively minded style, not a self defence style so we can peg this as a something Offensive. Simplicity's sake suggests that we go with a Principle, but I may find some neat mechanics to dump in, so we'll slot it as a Offensive/Utility for now. <br />
So to assist me in my Hsien-I wanderings I have denoted the style as a Crimson Uncommon which happens to be Primary in nature, focused mostly on Offensive techs with maybe some other effects. <br />
<br />
<BR><br />
<B>Style Type:</B> Principle Offensive (Uncommon Crimson, Unarmed only) <BR><br />
Fast / quick - + init, Auto-win init, no second attacks, no duration techs, high strike and damage<br />
Maim and Stun as criticals, powerful techs to account for lack of duration techs<br />
<br />
<B>Ideas</B><BR><br />
Style is divided into 2 main systems, the 10 animals and the 5 elements. <br />
<br />
10 Animals: Dragon, Tiger, Monkey, Horse, Chicken, Hawk, Snake, Bear, Eagle, Swallow.<br />
Five Element forms: Splitting, Drilling, Crushing, Pounding and Crossing. (Use as tech names?) <br />
<br />
"The powerful 'shocking' strikes of Xing Yi Quan will damage and disorient the opponent no matter where they connect. These blows are generally not aimed at specific 'vital points,' but rather through the enemy's center of mass; this insures maximum shock and transfer of energy into the opponent. Xing Yi Quan grappling techniques involve rapid, bone jarring takedowns." <br />
<br />
"The overall flow of the typical Xing Yi Quan technique generally follows the pattern of first making a physical connection with the opponent, then immediately (or simultaneously) setting up a shocking strike and ending the fight with finishing strikes and/or a fast and hard takedown. " <br />
<br />
<B>Sources:</B><BR><br />
http://www.shenwu.com/hsingi.htm<BR><br />
http://chineseculture.about.com/library/weekly/aa041301a.htm (Yue Fei)<BR><br />
http://en.wikipedia.org/wiki/Hsing_Yi<BR><br />
<BR><BR><br />
<br />
== Shaolin School ==<br />
<br />
So, I never really kept a lot of stock in Buddist theology, which meant I have somewhat of a blind eye towards it. I have 1 article I am working out of which suggests this pathway.<br />
<br />
1) Dragon Style - much like what was portrayed in the Comic version of Heaven Sword and Dragon Sabre. First style that is learned, and is all about grappling. It seems to be the fundamental dealie for Shaolin, hmm.<br />
<br />
Grappling Style, Common Crimson? - The Comic used predominantly Red to colour this style, however this should mean that this is a strike adder as long as a grappling style if its the base for all Shaolin Kungfu Action. <br />
<BR><BR><br />
<br />
2) Tiger - using some Dragon principles and the Dragon claw, now the Tiger claw, you rip at people.<br />
<br />
Unarmed/Armed Style Jade Style - Strength Based style, maybe a support? Maybe a Principle style?<br />
<BR><BR><br />
<br />
3) Leopard - instead of ripping at people with pure strength, you learn how to fight with skill.<br />
<br />
Unarmed/Armed Style - Should be crimson but might work if it is Silver, most probably a support style.<br />
<BR><BR><br />
<br />
<br />
After mastering these 3 styles, the really well trusted students go to some other place in the monastary to learn the secret forms namely:<br />
<br />
4) Snake - like waves like water. Snake around and hit people in their vital points. The Basis for some of the internal martial arts<br />
<br />
This will probably be the Principle/Primary Style for the Combo - For this, all you need to do is modify up Waves like Water into a mid-high level uncommon as opposed its current status as a high level common.<br />
<BR><BR><br />
<br />
5) Crane - Like Karate kid oddly enough. Stand there and hit people a lot. No unnecessary movements.<br />
<br />
Support Style probably like 3 Kings. Lots of reply and auto-win init techs I suspect.<br />
<BR><BR><br />
Ok, so notes. Invariably the first 3 should be commons and the last 2 should be uncommons, though I shudder to think the point cost of having to buy your way into 3+ commons, then hit an uncommon so probably their training tree won't work nicely unless you have them "forget" their earlier styles and relearn Snake and Crane. And incidentally, having 2 uncommons if they meshed nicely would be pretty sweet.</div>219.240.12.173https://wiki.rpg.net/index.php?title=Magipunk:Main_Page&diff=28118Magipunk:Main Page2006-07-17T14:35:23Z<p>219.240.12.173: /* Table of Contents */</p>
<hr />
<div>A fantasy world "seventy-five years later," Magipunk is a game-setting for those who want to marry traditional fantasy with the cyber/steam/whatever-punk genres. It is a world in the throes of a painful change as a magic-based industrial revolution shakes society to its core.<br />
<br />
Magipunk is not tied to any one system at present. However, in a few cases, pseudo-game mechanics are included in the text of the project, in order to explain ideas to a level of specificity needed for conversion into a viable RPG setting.<br />
<br />
== Table of Contents ==<br />
<br />
* [[Magipunk:Setting|Setting and Introduction]]<br />
** [[Magipunk:Setting:Atathorn|Atathorn]]<br />
* [[Magipunk:Species|Species]]<br />
* [[Magipunk:Organizations|Organizations]]<br />
* [[Magipunk:Religion|Religion]]<br />
* [[Magipunk:Magic|Magic]]<br />
* [[Magipunk:Campaigns|Campaigns and GM Advice]]<br />
** [[Magipunk:Campaigns:Characters|Characters]]<br />
13630415562580836751866<br />
<br />
== Project Notes ==<br />
<br />
I (Mike "Epoch" Sullivan) initially conceived Magipunk as a project that would take input from a variety of people, but of which I would ultimately retain editorial control. I think that kind of approach has a lot of merit to it, but it does tie everything to me, and it's clear that I haven't made a lot of forward progress in the recent months. As such, that philosophy is officially out the window. If you want to add something, this is a wiki, go ahead.<br />
<br />
I created a little navigation template to help tie the project pages together. It can be found at [[Template:Magipunk_Template]], and can be included in any new pages you create by using the syntax: <b><nowiki>{{Magipunk_Template}}</nowiki></b> right at the top of the page (just copy and paste the bold text to the very top of your new page, and the navigation menu will show up. I promise).<br />
<br />
Pages in this project should have their titles of the form Magipunk:Whatever, where Whatever is what the page is about.<br />
<br />
A note on style:<br />
<br />
Magipunk endeavours to sound like the hybrid of antique and modern concepts that it is. As such, we use a few deliberate archaisms and affectations of speech in describing it.<br />
<br />
We use the term "Mill" in place of "factory" or similar words. Any place where industrial work is done is a Mill, whether it produces actual milled products like flour, worked hard-goods like wagon-wheels, or magical goods like power-tokens (the Church-Mills being the place for that last production). We avoid referring to businesses as "companies" or "corporations" -- they're either Alliances if they're big enough, or "shops," "businesses," or the like. There is no concept of incorporation in the laws of Magipunk. Minor medical work is done not by doctors but by barbers or chirurgeons. You don't call any particular group of people the Police as a proper noun -- the Watch, the Alliance enforcers, and the Royal Guard all sometimes police the city, but they aren't the Police. Something I haven't been good at doing, but should have, is to refer to the Alliance police forces as "enforcers," rather than "guards." This terminology plays up the antagonistic nature of the Alliance forces.</div>219.240.12.173https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&diff=28117Exalted101:Main Page2006-07-17T14:34:38Z<p>219.240.12.173: /* Introduction */</p>
<hr />
<div>Note to contributers: Please read the discussion tab before adding new pages.<br />
<br />
==Introduction==<br />
<br />
[[Exalted]] is huge. It's big enough to make me want to reach for lame Hitchiker's Guide to the Galaxy quotes about space while I'm writing this. There are many books, the system, while not huge in of itself, supports a vast array of powers for the Exalted to bring to bear, and the setting itself is huge, with more landmass than Earth - and that's just what's left after the Fair Folk ate half of it!<br />
<br />
Luckily, that's not a big problem - you absolutely do not need to use all of that vastness - but it can be intimidating, especially when first coming to the game, and even for experienced Exalted players looking to change from parts of the game they're familiar with to more confusing territory (Sidereals, we're looking at you).<br />
<br />
This guide is to help people cope and have fun - it's really not as hard as it looks, and while nobody has really mastered the entirety of the game, between the number of kickass gamers who have contributed to this guide, there's lots of great advice on every aspect of the game in this document, which should help you play Exalted in the way you want to play it with the minimum of overhead and fuss. Specifically, this is a guide for:<br />
<br />
- Those new to the game, either eager to dive straight in to a particular type of game, or not knowing where to start<br><br />
- Those considering entering new territory in the game, and looking for advice (About to run a Sidereals game after Solars, switching from Classic to Power Combat, wanting to introduce Akuma as adversaries and wondering how deadly they are)<br><br />
- Those wanting to see how other gamers have gone with a specific point (Should I buy Savant & Sorcerer? What happens when my Solars get to ~200XP?)<br />
<br />
We've done our best to organise the guide so it's helpful to everyone, though we've taken care to make it not confusing for beginners especially.<br />
<br />
This guide is the accumulated wisdom of a great number of successful Exalted games, from those run with just the corebook, to kitchen-sink games with piles of books. Exalted can work fantastically with any of them, and we're here to help your Exalted games be an almost illegal amount of fun, no matter how much material you want to use.<br />
98755717102261869888699<br />
<br />
==Sections==<br />
<br />
*[[Exalted101:Storytelling_advice]]<br />
**Advice on running [[Solar Exalted]] games<br />
**Advice on running a [[Lunar Exalted]] game<br />
**Let's talk [[Dragon Blooded]]!<br />
*Advice on specific systems<br />
**[[Exalted Combat]]<br />
**[[Exalted Sorcery]]<br />
**[[Exalted Martial Arts]]<br />
**Chejop Kejak explains [[Martial Arts (for Solars)]]<br />
**Arianna Explains [[Exalted Specialties]]<br />
**Arianna Explains [[Exalted Stunts]]<br />
**Arianna Explains [[Exalted Combos]] (aren't you glad Arianna's here to explain it all to us?)<br />
**[[Sidereal Astrology For Dummies]]<br />
*General Advice<br />
**General [[Tips for Storytelling Exalted]]<br />
**[[Setting Difficulties in Exalted]]<br />
**[[Exalted isn't the World of Darkness]]<br />
*The Library (this entire section is mostly empty - see Kingdom of Halta under Settings & Adventures for an example of "how to do it")<br />
**[[Exalted Core Rulebooks]]<br />
**[[Exalted Sub-game Books]] (aka fatsplats)<br />
**[[Exalted Topical Supplements]]<br />
**[[Exalted Settings & Adventures]]<br />
**[[Caste and Aspect Books]]<br />
*Random Bits<br />
**[[What happens when I die?]]<br />
<br />
Opinions expressed in these articles do not necessarily represent those of the management and are solely the opnions of the original authors of the articles.<br />
<br />
[[Category:Exalted]]</div>219.240.12.173https://wiki.rpg.net/index.php?title=Dungeonpalooza:Main_Page&diff=28115Dungeonpalooza:Main Page2006-07-17T14:33:36Z<p>219.240.12.173: /* The Continents of Dungeonpalooza */</p>
<hr />
<div>==Dungeonpalooza==<br />
<br />
'''Dungeonpalooza''' is a collectively-created world for any version of Dungeons and Dragons, Castles and Crusades, or just about any fantasy system where the GM wants to add a bit of levity -- and dungeons. LOTS AND LOTS OF DUNGEONS.<br />
<br />
<br />
Dunegeonpalooza is designed to be a "living system" -- constantly in flux, with enough freedom for GMs to throw in just about any creature, location and dungeon their minds can create. The tone is generally humorous, although there are opportunities for drama and even terror. It is safe to say that if you aren't playing the setting at least some for laughs, though, that you are missing the point.<br />
<br />
<br />
Read Thoth93's [[DungeonpaloozaIntro]] for a general introduction to the ideas behind Dungeonpalooza, or check out Dungeonpalooza's continents and deities to get it straight from the horse's mouth (but watch out, this is Gygaxian D&D; that might turn out to be a Vorpal Horse).<br />
<br />
<br />
Enjoy what we've created so far, and add your own ideas -- either to the offical thread in the forums, or here.<br />
<br />
<br />
<br />
<br />
=The Continents of Dungeonpalooza=<br />
<br />
[[Cretaton]], where gnome meets dinosaur in a land of savage, one-sided battle.<br />
<br />
[[Kas-Turaaal]], now with every type of climate for your adventuring convenience.<br />
<br />
[[Pagurus]]; In Pagurus, the crabs scratch you!<br />
<br />
[[Schlackengravva]], storied birthplace of dwarven surliness.<br />
<br />
[[S'yar Wan]], a rainy, depressing and rodent-infested haven for adventurers too low-level to fight real monsters.<br />
<br />
<br />
''[http://www.geocities.com/sailorkris/dungeonpalooza.jpg A Low-Rent, Black and White Map of Dungeonpalooza]''<br />
72119556643667498933436<br />
<br />
=Prestige Classes=<br />
<br />
The [[Axemaster]] is a student from Urferberf's Academy of Axemanship who emulates his mentor's axe-based combat style.<br />
<br />
The [[Dino-Tamer]] has attuned his spirit to the dinosaurs of western Cretaton, granting him a dinosaur companion, special skill at defending himself from dino predators, and even a few spells and quirks derived from his link with nature.<br />
<br />
The [[Dwarven_Widow]] is a member of the elite Dwarven Widow Corps, a [[Schlackengravva]] security force that employs widows as front-line warriors against criminals and invaders.<br />
<br />
<br />
=Gods and the Afterworld=<br />
<br />
'''Gods'''<br />
<br />
[[Bloat]], Chaotic Neutral god of reproduction voted "Fertility god least likely to put you in the mood"<br />
<br />
[[Dwarven_Ancestors]], great heroes, sages, and glove-makers worshipped by their living descendants in the Dwarven Empire<br />
<br />
[[Elro_Mittin]], Neutral Good greater deity and crazy old father of the halfling race<br />
<br />
[[Festus]], Chaotic Neutral god of weather and agriculture<br />
<br />
[[Galfyndwr]], Chaotic Evil god of fire and healing (to keep those peasants burning hotter, longer)<br />
<br />
[[Girek]], Neutral Evil Lord of the Damned<br />
<br />
[[The_God_Of_Irony]], Neutral god of irony and poetic justice<br />
<br />
[[Harus]], (arguably) Neutral god (arguably) of hotly-debated jurisdiction<br />
<br />
[[Kyrb]], Chaotic Neutral, sworn enemy of architecture (yes, he is Orcish, how did you know?)<br />
<br />
[[Lulham]], Chaotic Neutral demigod of twisted traps, cursed items and messy pranks<br />
<br />
[[The_Laughing_Goddess]], Chaotic Neutral goddess of adventure<br />
<br />
[[The_Lurker_Beneath]], Chaotic Evil cthuloid horror worshipped by parrot-wielding cultists<br />
<br />
[[Melathea]], Chaotic Good goddess of elves and unfathomable, horrific kindness<br />
<br />
[[Polaza]], Chaotic Good child-god of toys, now offering the magic of childhood in <br />
convenient spell list format<br />
<br />
[[The_Red_Handed]], Lawful Evil god of military might<br />
<br />
[[Saint_Arkeos]], Lawful Neutral god of architecture and master of the Flying Buttress<br />
<br />
[[The_Shining_One]], Lawful Good sun god and patron of spelunkers<br />
<br />
[[Singsong_Slingswinger]], Chaotic Good goddess of gnomes, song and trade<br />
<br />
[[Vashar]], Neutral Good goddess of relaxation, putting in a half-day in the fight against evil<br />
<br />
[[Vermilax]], Neutral Evil lord of creeping things</div>219.240.12.173https://wiki.rpg.net/index.php?title=Conan_RPG_Campaigns:Main_Page&diff=28114Conan RPG Campaigns:Main Page2006-07-17T14:32:38Z<p>219.240.12.173: </p>
<hr />
<div>[[Category:Conan]]<br />
<br />
'''ConanRPG Campaign''' is intended as an example campaigns and resources for '''the Conan RPG'''. It includes information specific to table-top role-playing group's campaign on notable people, places, items, and creatures across Hyboria of the world of Conan! <br />
<br />
This role-playing campaign takes place on Earth at the time of Conan. There is plenty of action and gory battle scenes but the most exciting part of this storyline are the protagonists who go from outcasts to heroes and leaders. Sword and sorcery fans as well as readers who love the Conan stories will have a lot of fun reading and utilizing this resource for your own exceptional tales. <br />
<br />
I'd like to think that the material I'm including here is high enough quality for publication, my goal is to create a repository for Game Masters to list their specific campaign background, ideas and resources so that all may find inspiration to enjoy the Conan setting and we offer this material freely here.<br />
<br />
NOTE: CURRENTLY the below is listed for example (to me and my group) for suggestions on implementing this Wiki Page... Details to come soon.<br />
<br />
<br />
The Name of MY game campaign... '''Brotherhood of the Wolfe''' - Recently I've started running a new ''Conan'' game for my local group, and I'll be adding some of the locales and other background material from that campaign here, as I go along. Material from other folks is of course welcome, though I might edit it.<br />
<br />
* The Islands<br />
** [[YkAdventures:PurpleTowns|Adventures on the Island of the Purple Towns]]<br />
* The Nothern Continent<br />
** [[YKAdventures:Ilmiora|Adventures in Ilmiora]]<br />
*** [[YKAdventures:Bakshaan|Adventures in Bakshaan]]<br />
** Vilmir<br />
*** [[YKAdventures:Rignariom|Adventures in Rignariom]]<br />
408391635104156598834250</div>219.240.12.173https://wiki.rpg.net/index.php?title=M%26M_Star_Wars:Main_Page&diff=28112M&M Star Wars:Main Page2006-07-17T14:28:36Z<p>219.240.12.173: /* Sections */</p>
<hr />
<div>=Purpose=<br />
<br />
This wiki is for those who are interested in converting Star Wars to Green Ronin's Mutants & Masterminds system, or those who want to use such conversions. Hopefully, entries will include characters from the movies (and other sources), equipment, templates for races and NPCs, ships, droids, and Force powers.<br />
<br />
=Sections=<br />
[[M&M_Star_Wars:Characters]] - Guidelines for character creation, NPC and racial templates, and write-ups of the characters from the movies.<br />
<br />
[[M&M_Star_Wars:Equipment]] - Various equipment from lightsabers to blasters to armor.<br />
<br />
[[M&M_Star_Wars:Creatures]] - The place for monsters, sentient, and nonsentient aliens of all sorts.<br />
<br />
[[M&M_Star_Wars:The_Force]] - How to use the M&M system to make Jedi and other Force users.<br />
2441445482525086292950</div>219.240.12.173https://wiki.rpg.net/index.php?title=HorizonVirtual:Main_Page&diff=28111HorizonVirtual:Main Page2006-07-17T14:28:14Z<p>219.240.12.173: /* About Horizon: Virtual */</p>
<hr />
<div>= About ''Horizon: Virtual'' =<br />
[http://www.fantasyflightgames.com/hr03.html ''Virtual''] is one of the five books that comprise the [http://www.fantasyflightgames.com/horizon.html ''Horizon''] product line, a series of "mini-roleplaying games" by [http://www.fantasyflightgames.com/ Fantasy Flight Games]. The line is intended to work with the [http://www.wizards.com/default.asp?x=d20/welcome D20 System] with the aim of providing a short campaign in an alternate setting. ''Virtual'' uses the D20 System as presented in the Version 3.5 Core Rulebooks to create a playable world inspired by the movie [http://disney.go.com/vault/archives/movies/tron/tron.html ''TRON''] and the animated TV series [http://www.reboot.com/ ''ReBoot''], a world where sentient programs called 'wakers' roam an electronic world that exists inside our computer networks.<br />
<br />
== About the ''Horizon: Virtual'' WikiProject ==<br />
<br />
This WikiProject has been set up and is being run by myself, [[User:IMAGinES|IMAGinES]]. Ever since I purchased ''Horizon: Virtual'', I’ve wanted to develop the ideas, rules and setting and contained therein a bit more.<br />
<br />
''Virtual'' can only do so much in sixty-four pages, and although it tries to not be Another Fantasy Setting, its very reliance on the D20 SRD winds up being rather constraining.As a virtual world can look like anything, it starts to look like a fantasy wilderness so it can use the regular environments and beasts rules. And although the classes known as Programmers and Thinkers have been able to gain some level of universal Admin privileges due to their intuitive understanding of programming languages, use of said privileges is accomplished by using the standard D&D magic spells (with some of the names changed).<br />
<br />
Now don’t get me wrong, I think it’s a very natty idea, not to mention one of the best explanations I’ve seen for “magic” in any given setting. But I think the re-skinning needs to go a bit deeper, so that immersion in the game isn’t wrecked by having to leaf through the spells lists in the Magic section of the Dungeons & Dragons Player’s Handbook v3.5 and trying to remember that Magic Missile is called "Code Bolt" in ''Virtual''.<br />
<br />
Thankfully, the [[HorizonVirtual:Main_Page#Open Game License|Open Game License]] allows one to do just that. In other words, chunks of the System Reference Document (such as the Skills, Feats and Magic Spells lists) can be re-worked to fit in more with the world of ''Horizon: Virtual'' and posted on the Web. Such re-working still takes time, but using a Wiki allows other interested parties to check the work in progress and make their own suggestions and corrections.<br />
744421793658271424238740<br />
<br />
= The Aim of the WikiProject =<br />
<br />
This WikiProject has two aims:<br />
# To develop the ideas, rules and setting and contained in Fantasy Flight Games’ ''Horizon: Virtual'' mini-RPG in order to assist ease of play and extended campaigning (without infringing the Closed Content and Product Identity of Fantasy Flight Games).<br />
# To "re-skin" the [http://www.wizards.com/default.asp?x=d20/article/20040121a D20 System Reference Document] for direct use with ''Horizon: Virtual'' without infringing the Open Game License that the D20 SRD is published under or the Closed Content and Product Identity of Fantasy Flight Games.<br />
<br />
== Project Want List ==<br />
<br />
This is the list of the main items that require development work in this project. Also, the discussion tab for each main section of the site will have its own "want list", specific issues or potential changes that have yet to be addressed.<br />
<br />
I'd also like to see the discussion feature used by modifiers to post and/or discuss any such ideas or suggestions for additions and alterations. If the idea survives peer-review, the Project moderator will post it into the page's Want List.<br />
<br />
=== Updates Required ===<br />
<br />
* [[Talk:HorizonVirtual:Terminology_Conversion_Guide|Renaming the D20 SRD's common system terms]] to more closely match the Program Space of ''Horizon: Virtual''.<br />
* [[Talk:HorizonVirtual:Rewrite_Lists_By_Class|Renaming of the D20 SRD spells as ''Horizon: Virtual'' rewrites]] and appropriate revision of their descriptive texts.<br />
<br />
=== Groupthink ===<br />
<br />
Although this project is concieved as a group effort, there are certain updates that we think require special attention from as many people as possible, mainly becuase not only does the original text need revision, but the concepts behind that text also need some rethinking to ensure they fit ''Horizon: Virtual'' before the updates can be done.<br />
<br />
At the moment, these are:<br />
<br />
* The overhaul of the Astral Plane required to turn it into [[Talk:HorizonVirtual:Places#Wireless_Space|Wireless Space]].<br />
* The overhaul of the descriptive text of the rewrites Contact User, Programmer Circle against Chaos/Evil/Law/Good, and Detect/Hide Alignment.<br />
<br />
== Guidelines for Contributors ==<br />
If you'd like to contribute to this project, I do ask you have the following:<br />
* A familiarity with the ''Horizon: Virtual'' RPG and the D20 System in general.<br />
* A willingness to discuss any changes you plan to make to an article on the discussion tab for that article prior to making your changes.<br />
<br />
= Content =<br />
<br />
== The Hitch Hiker's Guide to Program Space ==<br />
<br />
This section is intended as an encyclopaedia of the electronic world of ''Horizon: Virtual''. It's meant to provide a springboard of general and coherent ideas (guidelines and plot-hooks, for example) rather than a developed-down-to-the-bolts world, thus allowing players and GMs to mix and match to their taste.<br />
<br />
# '''[[HorizonVirtual:Places|Places]]'''<br />
## [[HorizonVirtual:Places#Major_Systems|Major Systems]]: Life in the Big City<br />
## [[HorizonVirtual:Places#Timekeeping|Timekeeping]]<br />
## [[HorizonVirtual:Places#Travel|Travel]]<br />
## [[HorizonVirtual:Places#Planes|Planes]]<br />
### Electron (Ethereal) Plane<br />
### Wireless (Astral) Plane<br />
# '''[[HorizonVirtual:Things|Things]]'''<br />
## [[HorizonVirtual:Things#Sleepers|Sleepers]]<br />
## [[HorizonVirtual:Things#Dreamers|Dreamers]]<br />
## [[HorizonVirtual:Things#Equipment|Equipment]]<br />
## [[HorizonVirtual:Things#Subroutines|Subroutines]] (Magic Items)<br />
# '''[[HorizonVirtual:Wakers|Wakers]]'''<br />
## [[HorizonVirtual:Wakers#Waker_Physiology|Waker Physiology]]: So what do they eat?<br />
## [[HorizonVirtual:Wakers#Waker_Psychology|Waker Psychology]]: Suggestions for Roleplaying a Sentient Computer Program<br />
## [[HorizonVirtual:Wakers#Razors|Razors]]<br />
## [[HorizonVirtual:The_Waker_Dictionary|The Waker Dictionary]]<br />
# '''[[HorizonVirtual:Organisations|Organisations]]'''<br />
## [[HorizonVirtual:Organisations#Détente|Détente]]<br />
## [[HorizonVirtual:Organisations#The_Snake_Eaters|The Snake Eaters]]<br />
## [[HorizonVirtual:Organisations#Fox_&_Gekko|Fox & Gekko]]<br />
## [[HorizonVirtual:Organisations#The_Pontifex_Group|The Pontifex Group]]<br />
## [[HorizonVirtual:Organisations#User_Cults|User Cults]]<br />
# '''[[HorizonVirtual:Progenitor_Viruses|Progenitor Viruses]]'''<br />
# '''[[HorizonVirtual:User_Space|User Space]]'''<br />
## What do the Programs know of User Space?<br />
## [[HorizonVirtual:User_Space#Contacting_A_User|Contacting a User]]<br />
# '''[[HorizonVirtual:Inspiration|Inspiration for ''Virtual'']]'''<br />
<br />
== The ''Virtual'' Skin for D20 ==<br />
<br />
* '''[[HorizonVirtual:Skill_Grid|Skill Grid for Virtual]]''' <br />
<br />
* '''[[HorizonVirtual:Terminology_Conversion_Guide|Terminology Conversion Guide]]:''' ''Virtual''-ised re-naming of standard D20 SRD terms. To be referenced when re-writing any part of the D20 SRD for ''Virtual''.<br />
<br />
* '''[[HorizonVirtual:Rewrites_And_Rewriting|Rewrites and Rewriting]]'''<br />
** [[HorizonVirtual:Rewrite_Lists_By_Class|Rewrite Lists By Class]]<br />
* '''Master Rewrite Datapad'''<br />
** [[HorizonVirtual:Master_Rewrite_Datapad_A-E|Master Rewrite Datapad A-E]]<br />
** [[HorizonVirtual:Master_Rewrite_Datapad_F-J|Master Rewrite Datapad F-J]]<br />
** [[HorizonVirtual:Master_Rewrite_Datapad_K-O|Master Rewrite Datapad K-O]]<br />
** [[HorizonVirtual:Master_Rewrite_Datapad_P-T|Master Rewrite Datapad P-T]]<br />
** [[HorizonVirtual:Master_Rewrite_Datapad_U-Z|Master Rewrite Datapad U-Z]]<br />
<br />
== Patches and Mods==<br />
<br />
A section for any new material for ''Virtual'' that falls outside the bounds of the Project. <br />
<br />
* '''[[HorizonVirtual:Patches|Patches]]:''' new heritages, classes, forms, skills, feats, equipment and rewrites, as well as [[HorizonVirtual:Patches#Official_Errata|official errata]] for ''Virtual''.<br />
* '''[[HorizonVirtual:Mods|Mods]]:''' Changes to the core of ''Virtual'', such as ports of other material to the setting or switching the core rule set.<br />
<br />
= Open Game License =<br />
<br />
Both standard and modified [http://www.wizards.com/default.asp?x=d20/article/20040121a D20 System Reference Document] content has been posted under the terms of the [[HorizonVirtual:OpenGameLicenseV1.0a|Open Game License v1.0a]] and is Open Content.<br />
<br />
If you find any Closed Content or Product Identity or any other copyrighted material posted to these pages, please [mailto:imagines@bigpond.net.au inform IMAGinES] immediately.<br />
<br />
[[Category:D20 System]]<br />
[[Category:Horizon]]<br />
[[Category:Setting]]</div>219.240.12.173https://wiki.rpg.net/index.php?title=Meamnar:Main_Page&diff=28105Meamnar:Main Page2006-07-17T14:23:47Z<p>219.240.12.173: /* Introduction */</p>
<hr />
<div>Meamnar is a classic fantasy campaign setting for the d20 system.<br />
<br />
==Introduction==<br />
Welcome, traveler, to the lands of Meamnar. I am the Misfit and I shall be your guide throughout your exploration of this beautiful realm.<br />
<br />
I have spent the better part of a century learning some of the things that I will share with you here. Much of my knowledge, though, has been gained just in the past two seasons, as a humble guest of Vasha Elventree, the legendary sage of the Northern Kingdoms. It is with deepest appreciation that I thank my beautiful hostess for the wealth of knowledge that she has shared with me, so that I may, in my turn, share it here with you.<br />
<br />
The guide you hold before you contains, to the best of my ability, a description of all the known wonders of Meamnar. With some exception, I have penned it myself. Sidebars are attributed to their original authors, when known. Some also are direct transcripts by yours truly of digressions and mental wanderings of the ancient sage that were simply too rich in their original form to paraphrase.<br />
<br />
It is my genuine hope that you will find this guide entertaining, and perhaps even useful. May it aid you in your travels, wherever they may lead.<br />
<br />
The Misfit<br />
<br />
18th of Garamond, 1429, Northern Reckoning<br />
954882979760898239137741<br />
7995454168100861825174<br />
<br />
==Credits==<br />
I wrote this. However, I did not create it, at least not solely. I know not yet what part God has played; only that it is through him that all things come to pass.<br />
<br />
Many of the concepts, ideas, people, places, and names originate from the Realms of the Dragon LpMud, where I have been a player off and on since 1994. Many others are from countless other sources, some remembered, but most forgotten. It is not my intent to steal their work, but to honor their existence, and in some cases their memory. I hope I accomplish that.<br />
<br />
Of course, this is a wiki, after all, so I can only hope that others will contribute here, and I have no idea from where their inspiration comes.<br />
<br />
==The World==<br />
===Geography===<br />
The planet of Meamnar, which is about 25,000 miles in circumference, has a surface similar to our own, composed of vast oceans separated by several continents. The foremost of these is called [[Meamnar:Alu'drial|Alu'drial]] in the elven tongue, though humans native to the continent have no name for it other than [[Meamnar:Alu'drial|Meamnar]]. In contrast to our own world, Meamnar's northern polar ice cap covers a land mass, while its southern extreme is oceanic.<br />
<br />
===Religion===<br />
The pantheon of Meamnar is polytheistic, although a single entity known as the Creator is the sole Overlord of the pantheon.<br />
* [[Meamnar:Deities|Dieties of Meamnar]]<br />
<br />
===History===<br />
[[Meamnar:Timeline|Timeline of Meamnar]]<br />
<br />
===Characters===<br />
The setting is the home of several characters played by Misfit, including:<br />
<br />
* Collin Phyffe<br />
* Cymbiir Velethuil<br />
* The Misfit<br />
* [[Meamnar:Obryn_Stoneshoulder|Obryn Stoneshoulder]]<br />
* Rose<br />
* Tomte "Marbles" Barbaloot<br />
* Vasha Elventree<br />
<br />
==Adventuring==<br />
* [[Meamnar:Races|Intelligent Races of Meamnar]]<br />
* [[Meamnar:Feats|Feats]]<br />
<br />
===Adventures===<br />
The following adventures are set in the campaign setting of Meamnar:<br />
<br />
* [[Meamnar:For_Mariah|For Mariah]]<br />
* [[Meamnar:Forgotten_Rose|Forgotten Rose]]<br />
* [[Meamnar:Little_Shop_Of_Horrors|Little Shop of Horrors]]<br />
<br />
==External links==<br />
*[http://d20srd.org/ The Hypertext d20 SRD]<br />
*[http://www.rod.org/ Realms of the Dragon]</div>219.240.12.173https://wiki.rpg.net/index.php?title=TheChicagoChronicles:Main_Page&diff=28103TheChicagoChronicles:Main Page2006-07-17T14:23:43Z<p>219.240.12.173: /* Storytellers */</p>
<hr />
<div>[[Category:PBP]]<br />
<br />
=The Chicago Chronicles=<br />
<br />
A play-by-post game using The World of Darkness supplements, Mage: The Awakening, Vampire: The Requiem, and Werewolf: The Forsaken, all tied together around the city of Chicago.<br />
<br />
* [http://forum.rpg.net/showthread.php?t=247948 Recruitment Thread]<br />
<br />
OOC Threads:<br />
* [http://forum.rpg.net/showthread.php?t=250891 ST Thread]<br />
* [http://forum.rpg.net/showthread.php?t=250894 Mage Thread]<br />
* [http://forum.rpg.net/showthread.php?t=250974 Werewolf Thread]<br />
* [http://forum.rpg.net/showthread.php?t=250987 Vampire Thread]<br />
<br />
IC Threads:<br />
* [http://forum.rpg.net/showthread.php?t=251520 Mage Thread]<br />
* [http://forum.rpg.net/showthread.php?t=251632 Werewolf Thread]<br />
* [http://forum.rpg.net/showthread.php?p=5503154 Vampire Thread]<br />
==Player Characters==<br />
<br />
===Mages - The Frequency===<br />
<br />
[[Nortia]] - Acanthus member of the Mysterium, initiate of the Daoine Legacy (Played by [http://forum.rpg.net/member.php?u=25853 toomuchtoabsorb])<br />
<br />
[[Pendergast]] - Mastigos member of the Guardians of the Veil, initiate of the Vanisher Legacy (Played by [http://forum.rpg.net/member.php?u=18634 Toras])<br />
<br />
[[Static]] - Obrimos member of the Free Council, initiate of the Tempest Legacy (Played by [http://forum.rpg.net/member.php?u=13880 Wolfwood2])<br />
<br />
[[Soter]] - Mastigos member of the Mysterium, initiate of the Threnodist Legacy (Played by [http://forum.rpg.net/member.php?u=6074 Pseudoephedrine])<br />
<br />
[[Wren]] - Thyrsus member of the Mysterium (Played by [http://forum.rpg.net/member.php?u=24267 nbkbruce])<br />
<br />
===Vampires - Gordian's Knots===<br />
<br />
[[Sophia Lebuque]] Carthian Daeva (Played by [http://forum.rpg.net/member.php?u=15629 Lost Demiurge])<br />
<br />
[[Trent Markham]] Circle of The Crone Mekhet (Played by [http://forum.rpg.net/member.php?u=6249 DarkThespian])<br />
<br />
[[Joe Greenier]] Circle of The Crone Gangrel (Played by [http://forum.rpg.net/member.php?u=19308 Omar])<br />
<br />
[[Alexander Maxwell]] Ordo Dracul Mekhet (Played by [http://forum.rpg.net/member.php?u=3183 Dragonmaster_Crono])<br />
<br />
[[Matthew Custodio]] Lancea Sanctum Daeva (Played by [http://forum.rpg.net/member.php?u=10573 Good-looking Garou])<br />
848479619229780461488346<br />
<br />
===Werewolves - Smoke Stalkers===<br />
<br />
[[TheChicagoChronicles:Marten_Seville|Marten Seville]] - Ithaeur Bone Shadow Alpha (played by [http://forum.rpg.net/member.php?u=16462 TygerTyger])<br />
<br />
[[TheChicagoChronicles:Jacob_Burke|Jacob Burke]] - Elodoth Iron Master Beta (played by [http://forum.rpg.net/member.php?u=25483 Sprint])<br />
<br />
[[TheChicagoChronicles:Autumn_Sanders|Autumn Sanders]] - Rahu Blood Talon (played by [http://forum.rpg.net/member.php?u=25912 JLynn])<br />
<br />
[[TheChicagoChronicles:James|James Cahill]] - Irakka Bone Shadow (played by [http://forum.rpg.net/member.php?u=25956 Qooroo])<br />
<br />
[[TheChicagoChronicles:Tina|Tina]] - Cahalith Iron Master Omega (played by [http://forum.rpg.net/member.php?u=18639 Airk])<br />
<br />
[[TheChicagoChronicles:Totem|Rain-That-Falls-Like-Hammers]] - Rain Spirit Totem<br />
<br />
== Storytellers ==<br />
<br />
Mage - [http://forum.rpg.net/member.php?u=8724 Sunrunner]<br />
<br />
Vampire - [http://forum.rpg.net/member.php?u=12950 Mathew Lankard]<br />
<br />
Werewolf - [http://forum.rpg.net/member.php?u=25676 Aethyron]<br />
94391170646228230235198<br />
<br />
== Chapter Summaries ==<br />
<br />
=== Vampire ===<br />
Chapter 1 - [[Weird Chicago]]<br />
<br />
== Tips, Tricks and Tools ==<br />
[http://invisiblecastle.com/index.py Invisble Castle] - Dice Tool</div>219.240.12.173https://wiki.rpg.net/index.php?title=IrradiatedFur:Main_Page&diff=28101IrradiatedFur:Main Page2006-07-17T14:21:28Z<p>219.240.12.173: /* Sections */</p>
<hr />
<div><center><b>Irradiated Fur</b></center><br />
<br />
<br />
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'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's worth of income when the newest Star Wars remake was about to come out?<br />
<br />
Imagine this paradise, without need or want, dead in a day.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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'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...<br />
<br />
It's now sometime in the early 22nd century. Survival of the fittest has had four generations to work, and humanity's long sunset is being overtaken by the rising moon of the furry race. There's a new world awaiting those who have the intestinal fortitude to rise up from the squalor and go take a chance.<br />
<br />
== Sections ==<br />
*[[IrradiatedFur:Elements|Elements Of A Good Irradiated Fur Game]]<br />
*[[IrradiatedFur:Chargen|Character Generation]]<br />
**[[IrradiatedFur:Races|Player races]]<br />
**[[IrradiatedFur:Skills|Skills]]<br />
**[[IrradiatedFur:Perks-Flaws|Perks & Flaws]]<br />
*[[IrradiatedFur:Resolution|Basic tests and combat]]<br />
*[[IrradiatedFur:Equipment|Equipment lists]]<br />
*[[IrradiatedFur:Hazards|Hazards]]<br />
*[[IrradiatedFur:Experience|"Experience"]]<br />
<br />
[[Category:Irradiated Fur]]<br />
805432622879161999784</div>219.240.12.173https://wiki.rpg.net/index.php?title=Forum_Archive:Main_Page&diff=28099Forum Archive:Main Page2006-07-17T14:18:48Z<p>219.240.12.173: /* RPGnet Gaming */</p>
<hr />
<div>Welcome to the RPGnet Forums thread archive. Feel free to add your favorite thread to the appropriate board section, alphabetized with the remainder of the entries.<br />
<br />
<br />
<br />
==RPGnet Gaming==<br />
<br />
[[Forum_Archive:Roleplaying_Open|Roleplaying Open]]<br />
<br />
[[Forum_Archive:Roleplaying_Actual_Play|Roleplaying Actual Play]]<br />
<br />
[[Forum_Archive:Other_Games_Open|Other Games Open]]<br />
<br />
[[Forum_Archive:Play-by-Post|Play-By-Post]]<br />
264874306808566800235183<br />
<br />
==About the Industry==<br />
<br />
[[Forum_Archive:Business/Publishing/Marketing|Business/Publishing/Marketing]]<br />
<br />
[[Forum_Archive:The_Art_Of_Game_Design|The Art of Game Design]]<br />
<br />
[[Forum_Archive:Freelancing_and_Freelancers|Freelancing and Freelancers]]<br />
<br />
==RPGnet Classifieds==<br />
<br />
[[Forum_Archive:Ads/Open_Promo|Ads/Open Promo]]<br />
<br />
[[Forum_Archive:Gaming_Gatherings|Gaming Gatherings]]<br />
<br />
[[Forum_Archive:Sales!_Auctions!|Sales! Auctions!]]<br />
<br />
==Tangency==<br />
<br />
[[Forum_Archive:Tangency_Open|Tangency Open]]<br />
<br />
[[Forum_Archive:Other_Media|Other Media]]<br />
<br />
==My Forums==<br />
<br />
[[Forum_Archive:Creative_Writing_Collective|Creative Writing Collective]]<br />
<br />
[[Forum_Archive:F-Stops_and_Apertures|F-Stops and Apertures]]<br />
<br />
[[Forum_Archive:Health_&_Fitness|Health & Fitness]]<br />
<br />
[[Forum_Archive:Parents_&_Parenting|Parents & Parenting]]<br />
<br />
[[Forum_Archive:Philosophers_and_Philotheists|Philosopher's and Philotheists]]<br />
<br />
[[Forum_Archive:The_Wilde_Side|The Wilde Side]]<br />
<br />
[[Forum_Archive:Toys_and_Collectibles|Toys and Collectables]]<br />
<br />
==RPGnet Appendix==<br />
<br />
[[Forum_Archive:Trouble_Tickets|Trouble Tickets]]<br />
<br />
[[Forum_Archive:RPGnet_Columns|RPGnet Columns]]<br />
<br />
[[Forum_Archive:RPGnet_Reviews|RPGnet Reviews]]<br />
<br />
[[Forum_Archive:RPGnet_Wiki|RPGnet Wiki]]</div>219.240.12.173https://wiki.rpg.net/index.php?title=WS:Main_Page&diff=28098WS:Main Page2006-07-17T14:18:16Z<p>219.240.12.173: /* Continue to the Index Page */</p>
<hr />
<div>[[Category:Campaign Resource]]<br />
[[Category:Fantasy]]<br />
[[Category:Fantasy Hero]]<br />
[[Category:Hero System]]<br />
[[Category:Western Shores]]<br />
<br />
{| border="2" cellpadding="3" align="center"<br />
! [[Media:WScover.jpg|Cover Image]] <br />
! [[Media:WScoversmall1.jpg|Cover Image 2]]<br />
|}<br />
<br />
=[[WS:Index|Continue to the Index Page]]=<br />
47337799760656179263715</div>219.240.12.173https://wiki.rpg.net/index.php?title=How_to_Run:Main_Page&diff=28097How to Run:Main Page2006-07-17T14:17:47Z<p>219.240.12.173: /* How to Run Game X */</p>
<hr />
<div>=How to Run Game X=<br />
<br />
This is the place to put ''specific'' advice on how to run RPGs.<br />
<br />
This project was inspired by the How to Run Game X thread on the RPG Open bboard, in which experienced GMs could pass along their expertise to new GMs. In hopes of continuing and expanding this, and incidentally hoping to increase the number of games played, which is always a good thing.<br />
<br />
The games we currently have advice for (at this point, primarily the advice from the original thread) are listed in the [[:Category:How_to_Run]] page. If you feel you have something substantial to contribute to them, such as the pitfalls and successes you've had running the game, feel free to append your advice to the end of the appropriate game page; for minor tweaks and adds, please consider the Talk: page instead.<br />
<br />
To add a ''new'' game, simply start a new page with the name “How_to_Run:New_game”, which includes the following:<br />
<nowiki>[[Category:How_to_Run|Game_name]]</nowiki><br />
(the last part is to make sure the page is indexed properly on the Category page—otherwise everything would be under H.)<br />
<br />
As for what to put in, think back to when you were first starting Gming, and imagine what you'd say to your younger self. (Besides “Try not to suck”)<br />
<br />
==Game advice here==<br />
<br />
For starters, we've already put up the advice from the original thread, which included [[How_to_Run:Exalted]]<br />
<br />
[[How_to_Run:Feng Shui]]<br />
<br />
[[How_to_Run:Amber]]<br />
<br />
[[How_to_Run:Hunter]]<br />
<br />
[[How_to_Run:Hong Kong Action Theatre]]<br />
<br />
[[How_to_Run:Unknown Armies]]<br />
<br />
[[How_to_Run:Paranoia XP]]<br />
<br />
and (after being necro'd) [[How_to_Run:Iron Heroes]].<br />
<br />
----<br />
NEW: [[How_to_Run:Call_of_Cthulhu]]<br />
<br />
[[How_to_Run:Decipher's_The_Lord_of_the_Rings_Roleplaying_Game]]<br />
<br />
[[How_to_Run:Sorcerer]]<br />
<br />
[[How_to_Run:Primetime_Adventures]]<br />
72036073336639497562446</div>219.240.12.173https://wiki.rpg.net/index.php?title=MTH:Main_Page&diff=28096MTH:Main Page2006-07-17T14:17:00Z<p>219.240.12.173: /* MORE THAN HUMAN: A Storytelling Game of High-Powered Adventure */</p>
<hr />
<div>[[Category: Storytelling System]]<br />
<br />
=MORE THAN HUMAN: A Storytelling Game of High-Powered Adventure=<br />
<br />
Welcome to More Than Human, an attempt to emulate the world of comic book superheroes in White Wolf's Storytelling System. More Than Human draws heavy inspiration from Aberrant, another White Wolf game, but with power level and system adjustments to bring the game more in line with the rest of the World of Darkness. This game requires the World of Darkness core rulebook to play.<br />
<br />
This is a living document; please feel free to send comments, suggestions, or playtest reports to stonerhill at aol dot com (replacing the "at" with @, the "dot" with ., and removing the spaces, of course).<br />
<br />
--Scott Jennings<br />
<br />
<br />
* [[MTH:Character|Character]] - Character creation, the Superhuman template, new advantages, and experience costs.<br />
<br />
* [[MTH:Superpowers|Superpowers]] - Special abilities that make your character . . . well, more than human.<br />
<br />
* [[MTH:Merits|Merits and Flaws]] - New Merits and Flaws for heroic and superhuman characters.<br />
<br />
* [[MTH:Contributors|Contributors]] - Those who have helped contribute to More Than Human.<br />
8359793153552445243546</div>219.240.12.173https://wiki.rpg.net/index.php?title=Encyclopedia_Galactica:Main_Page&diff=28095Encyclopedia Galactica:Main Page2006-07-17T14:14:51Z<p>219.240.12.173: /* The Encyclopedia Galactica */</p>
<hr />
<div>[[Category: Locations]]<br />
[[Category: Setting]]<br />
[[Category: Hard Sci-Fi]]<br />
[[Category: Space]]<br />
<br />
=The Encyclopedia Galactica=<br />
<br />
[[Encyclopedia_Galactica:Table_of_Contents|The Current Catalog of Entries]]<br />
<br />
==Introduction==<br />
<br />
The main goal of this project is to create a free database of solar systems, planets and, if necessary, the life forms that inhabit them. Unlike the other projects currently in the Wiki, the aim of the project is to create these locations and inhabitants using a natural philosophy, without the use of science-fiction "gimmes". The intent is to create a bedrock of material that others an use (and abuse) with a minimum of translation and extrapolation.<br />
<br />
This is not to say that the results will be generic or dull. Contributors are encouraged to "bend" their creations a bit, and to create active, dynamic environments, lifeforms and cultures.<br />
<br />
==Structure==<br />
<br />
Entries in the Encyclopedia fall into four broad categories:<br />
<br />
===Solar Systems===<br />
<br />
Solar Systems are entries that describe an entire collection of planets that revolve around a central body (or bodies), known as the system's ''primary''. Solar system entries should contain information about the type, age, and mass of the primary, a list of the major planets in the solar system, and any other features and global environmental concerns obvious to a casual observer (i.e. the solar system is on the edge of a large nebula that dominates the sky of any planet.)<br />
<br />
===Planets & Planetoids===<br />
<br />
Planetary entries describe a single member of a solar system. Entries should include such basic data as the mass, radius, mean distance from the primary, plus the existence and composition of any atmosphere or hydrosphere (oceans) that may be present. Detailed chemical compositions aren't necessary, but could be included.<br />
<br />
===Lifeforms===<br />
<br />
Lifeform entries describe either sentient or non-sentient inhabitants of a planet. Contributors should not feel constrained in creating animals, but should consider creating entries for plants, microscopic life and other interesting critters. Entries should include comparative data, such as average height and mass, lifespan, preferred climate and other ecological data, such as known sources of food and known predators.<br />
<br />
===Societies===<br />
<br />
Societal entries describe the cultural, political and sociological aspects of sentient lifeforms. Only one page per sentient should be created, with any and all aspects of the society confined to that page. Entries need not be immediately exhaustive - if a contributor only has an idea for an alien religion, create a page with only that information on it. Be sure to at least include "hooks" that other contributors can use to flesh out the rest of the society.<br />
<br />
==Conventions==<br />
<br />
# Entries in the Menagerie follow a heirarchy: solar system -> planet -> lifeform -> societal. If a page is created for a society, it should contain at least cursory information about the solar system, planet, and the sentient lifeform that the society refers to, with links to any appropriate, existing entries. For example, an entry describing the cultural practices of the Yanomami Indians of South America would include at least pointers to the page for the Solar System, Earth, and humans.<br />
# References to unfamiliar scientific terminology should include a link to the appropriate entry in [http://en.wikipedia.org Wikipedia], or some other disambiguation page.<br />
# As the project evolves, "stat blocks" using the Wiki definition tag will be created for each of the four types of entries, and these should be included in each entry just after the title and an introductory paragraph.<br />
# Finally, the naming convention for any page associated with the project should contain "Encyclopedia_Galatica:" before the name of the entry, and should follow Wiki conventions (i.e. capitalizing each word in the title, underscores instead of spaces.)<br />
<br />
==Contributors==<br />
<br />
[[User:Kuma|Kuma]] 04:31, 15 Jun 2005 (PDT)<br />
586233205541627602195299</div>219.240.12.173https://wiki.rpg.net/index.php?title=Anime_for_HERO:Main_Page&diff=28094Anime for HERO:Main Page2006-07-17T14:14:17Z<p>219.240.12.173: /* Character Submission Guidelines */</p>
<hr />
<div>'''Anime for HERO''', The HERO System Anime RPG Wiki Resource, is a wiki open for game groups to provide resources for Characters created with the HERO SYSTEM 5th Edition rules for settings in the stlye of Japanese animation and manga, as well as for animation characters in general. This wiki is intended as an example of characters, campaigns and resources for anime-style RPGs using the HERO System.<br />
<br />
==Character Submission Guidelines==<br />
Anyone can submit characters, mecha, vehicles, Powers, Spells, and anything else HERO-related to this Wiki with some connection to anime or anime fandom. Frequently multiple versions of the same character or items will be submitted, at different point levels -- this is perfectly OK. The caterogies below are not intended to be arbitrary, but they are all general categories. I would like to avoid having cateogires for specific series of films if at all possible.<br />
<br />
Writeups should, whenever possible, include as substantial an amount of flavor text as can be managed. However, due care should be used in writing this text. If the flavor text for the character you are submitting is likely to be inappropriate for a teenage audience, you should include a warning in both the categoty index and in the entry itself, preferably near the top. NOTE: Bceause of the nature of the genres being discussed in anime fandom, discussion of gay or lesbian relationships does not require a warning unless it involves descriptions of explicitly described CONDUCT.<br />
<br />
The articles themselves, including stat listings, should of course be 100% Wiki-compliant. If you have any doubts, I recommend that you preview each article before saving it.<br />
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Because of concerns over "fair use" and copyright issues, the following cannot be posted to this Wiki:<br />
* Images of any kind, including fanart<br />
* Links to any outside website from which files of any kind can be downloaded, with the exception of Hero Designer data files<br />
* Links to fanfiction stories. Fanfiction characters have a section of their own and are permitted, but do not link to the stories themselves. Direct quotation from fanwork is not permitted on this Wiki without the explicit permission of the writer.<br />
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==Writeup Categories==<br />
These are the categories for writups. If there is a category you do not see that needs to be added, you may do so.<br />
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* [[Fantasy Anime Characters]]<br />
* [[Historical Anime Characters]]<br />
* [[Samurai, Ninja and other Feudal Japanese Characters]]<br />
* [[Contemporary Action Characters]]<br />
* [[Contemporary Comedy Characters]]<br />
* [[Contemporary Romance Characters]]<br />
* [[Characters from Mecha Series]]<br />
* [[Cyberpunk Characters]]<br />
* [[Space Opera Characters]]<br />
* [[Characters from Fanwork]] (fan fiction, fan doujinshi, etc.)<br />
* [[Anime Racial and Professional Templates]]<br />
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* [[Spacefaring Humanoid Mecha]]<br />
* [[Other Humanoid Mecha]]<br />
* [[Ground vehicles]]<br />
* [[Aircraft]]<br />
* [[Spacecraft]]<br />
* [[Watercraft]]<br />
* [[Other vehicles]] (dimensional bridgers, time machines, etc.)<br />
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* [[Fantasy Creatures]]<br />
* [[Gods and Demons]]<br />
* [[Science Fiction Aliens]]<br />
* [[Humanoid Robot and Android Types]] (as opposed to individuals)<br />
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* [[Bases]]<br />
* [[Spells and Power Constructions]]<br />
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* [[Campaign Notes: Fantasy Series]]<br />
* [[Campaign Notes: Contemporary Action Series]]<br />
* [[Campaign Notes: Contemporary Comedy Series]]<br />
* [[Campaign Notes: Contemporary Romance Series]]<br />
* [[Campaign Notes: Mecha Series]]<br />
* [[Campaign Notes: Cyberpunk Series]]<br />
* [[Campaign Notes: Space Opera Series]]<br />
* [[Campaign Notes: Fanwork]]</div>219.240.12.173