Seen use by creative abuse

Look to friend me on my facebook page or look at the bottom for my facebook page. Otherwise use my whatsapp number to contact me..it is 1(405)706-2328. If any abuse is there think to stop it then the creator stops what you don't think is necessary or don't need to work better. I think or not and it fits the point, so you see the point you so if you think, then your focus can know what is there by area you think. I figured out you aren't a mental target if you are thinking that your not otherwise thinking your one makes you one. So lets hope that works as you wish.

If you think you're a personal or mental target, stop then think to do something else as long as it's normal. I think i figured out my real illness, If I think to do or write I won't if I panic or if I allow things then I can write the ideal. So I will write as I think or will and I don't have to be there to write it. This is where I think as you want to do things, or work until I don't need to do things as this is use of this. I think this is a blog based off my past life, working with memories that I happen to remember.

Here is an appropriate quote of the day: "Something I realized is that spells and magic don’t work if your soul determines it isn’t best for you or your growth... that’s why some magic works for some people and doesn’t for others. Some can grow wings some can’t, that memory just came to me because I tried to do it." -pup


Just updated; Angel's Magic article.
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Sunday, July 2, 2017

General DnD Stuff

Live dnd
The stats are natural, think to apply what the body can do. This is a point you may live through, work with or not work with if you want to do something else. This game is meant to be play acted out or role played, this is done as you think about it being done. Pick any race and alignment or how you feel to react, this is what you want to call yourself that you feel fits your character.

Otherwise if you want to do things with dice, you may roll and for the stats your using a d20 and if you accept the score you can use the scoring total, that's if you think to cheat the moment. The stats are Intelligence or int, Wisdom or Wis, Constitution or Con, Dexterity or Dex, Strength or Str, Charisma or Cha. However the stats actually aren't used in this version of Live DnD.

Yet Magic starts at 100% as explained in the Intelligence stat. You start out with 100% health as described with the constitution stat. This is true even though you don't have to use the stats, this is where they are based off of your character and you are the character with live action.

The system
The system is based off of sometimes easily gotten through encounters, the encounter if non hostile could prove useful aka conversation with non players and treated like a meeting. Otherwise if hostile, the encounter is used to determine the amount of damage dealt by attack done or otherwise you could have a sustained effect. This is where the sustained effect can either be what you want or damaging or both.

For each encounter you get experience awarded by the gm/dm if you use the experience system, that is true. According to the experience chart this is your level compared to your experience. That is unless you want to use your age as the level and use the experience thereafter.

This is where if after age 10 you are using your age / 3 + 10 rounding up and forgo the whole experience thing. This is where you could by 44 and that is 15 + 10 = level 25 starting 436,000 experience. Optionally you can also use the experience thing and help yourself level up that way. The experience table is at the end of this posting.

The action die is either where every action has a 50/50 chance, or you can use a d20 to determine the chance of success if you want to roll a die for it. This is d20 + 1 point every 4 levels or stat mod suitable for the point. The idea is to roll over 10 get a result.

The area is the mapped out or marked acting place, or the map can show where your "character" is by a marker or some indicator. The encounters just happen by feel. If you want to play it differently then go right ahead, play it as you well please the gm/dm to do so. This is unless you are the gm/dm.

The Stats
The stats are useless by themselves, except to serve as a base amount. What you will need to do is create a stat mod and that is:

Modifier = (ability / 2.1) - 5

Round up to the nearest whole number

So for an ability score of 20 your mod would be 5

Listed as this: Str 20 Mod 5

Treat the mod as a plus to damages or effects, this is a point that go along with the activity. Such as swimming, if you know how to swim then the duration would be lengthened by the mod in amount of seconds or minutes. This would use the str mod. However when trying to unlock a door, the dex mod would come into play. Such as a +4 dex mod + d20 where you roll over 10 to get a result.

The stats themselves

Intelligence comes into play from what you think to allow you to think about what your doing. Magic is unlimited from the creator that uses the energy to make things and that creates. This is represented by percent. This starts by 100% added to this is the intelligence bonus as decimal times the 100 added as percent, otherwise you can roll a 100 sided die to add that total when you start the game. Such as 100 added to 20 or .2 x 100 = 20 + 100 = 120%.

Then you do magic that is 5% each time, recharged by the crystals or gemstones with the planet for 10% per second with battle or per minute outside from battle. For sleep by then is for the full charge sometimes by other things, such as food or drink that is for food is 20% recovered where any drink is 10%. You can go over the 100% or getting over use you recover health with the energy or intelligence is intelligence by intelligence used.

This you create with the thinking that the subconscious creates what you know sometimes by the objects or crystal use you have unlimited energy. Each time the object is used there is a 5% chance of the object cracking or not get effected by breaking, then you replace it or you can get no results represented by die 10 or 5 or lower it didn't crack over 5 then the object cracked. This is a system with thought to exist things that is use by used points, so use by imagination as ideal to create with was where the magic existed what can exist by the things you do. If you think about something, then that idea can viewably create itself.

Other uses are think then use a weapon to create added effect with the energy, so that you think to use the energy with the weapon for improved effected. Such as think to use a certain amount of energy to improve the range or damage, then you can add the damage feel or range to the percent. This is the point as use with the percent times the range, where 50% converted to percent x 6 is added to 6 feet is 3 + 6 = 9 feet range. Otherwise added as though a base attack bonus, then is the added damage or percent. This is where +5 is the strength adjustment with 15% energy added, so this is added to the attack damage where this is 20% + 5% + 15% = 40% damage or projectile damage.

This is sometimes the energy used by the energy converted to decimal times the luck bonus or mod, that you add to the money you can get by ideal that you do. This doesn't mean whatever you do to the person this means what you do for them. That means the luck bonus is 5 + 30% or divided by 100 is .3 x 5 = 5 + 1.5 rounded up to 2 = 7 gold coins added. That is what uses there is for this.

Wisdom comes into play to do things wisely, this is where you learn of things and apply things to working situations. Thinking for example to use what occurred as example knowledge, this is where you can think about things and you do them better.

Constitution comes into play when the body is reflected upon, as in health and what can be handled when things are thrown at you. So you have a 5 con bonus, then if you think to use this as a health benefit you can add the constitution modifier as a percent added to the health percent.

You start out with 100% health. Then you do activity and if damaged that is 5% or however much each time. For sleep by then is for the full recharge recovered and sometimes by other things, so you recover health with the energy as well. Such as food or drink that is for food is 10% recovered where any drink is 5%. You can go over the 100% temporarily for getting over use is possible. Like drinking a little water when your at 100% makes you 105%, and each action after that while over 100% is 5% loss till 100% is reached again.

Dexterity comes into play by allowing for reactions. The created point is the reaction, so think calmly before going about to work with others viewpoints. Dexterity is used as a dexterity mod or percent that you think this is useful with the dexterous throw or hit. Such as 6 dex mod added to dodging something or that if 6% added to damage or range adjustment. Where range adjustement you add by timsing the modifyer, with decimal form to the range or .6 times 12 feet then added to 12 feet range for a new range. That is where extended range is 7.2 + 12 = 19.2 feet you could strike with a long bow.

Strength comes into play to do physical things. Like picking up items or unscrewing a lid. Encumbrance is Strength x 10. This measures how much you can carry in lbs.

Charisma comes in handy to deal with others and it also makes for charming.

Ability buys explained
  Ability or extra special you can buy ability with extra stat points. If your the gm/dm (dungeon master/game master) you can use any ability. There is no rule or roll there is no dice this is having fun with life. If you decide to use the stats, apart of ability is the fatigue or the point you feel tired. See that is intelligence mod added to constitution mod as a point for the idea.

  This means when the fatigue added to the health is health - fatigue if that is 50% you are tired from a fatigue check, then can't do certain things or added to trauma as a base amount is what decides this. This is decided then by the gm or changed is what you can do decided by a roll of the die, as though the next life to be effected was aware or not near you. If not always to seem safe from a strike.

Here are the classes

Universal class skills
These are skills that we all can do if in good enough condition. Otherwise the skills you have are what you can do things with by feel. No need to list them except for these, so I think this makes a perfect game point.

Making money: Think and work with others to make money, this is where you can make money or you might not have things to trade. Sometimes you don't need money to trade for things, you just need to ask nicely. This is a point to do things and work is the option you can take. If you work or have worked, you can add the worker class to your description on your character sheet.

Languages: Think to speak or observe as you would like understanding. I think this allows you to be easily understood by what you know. So languages are important so in order to understand them as you naturally understand the common spoken language called common, this is by an idea that you know the language and the creator translates the language for you to your native tongue. This is the gift of tongues. By the creator, you can understand the language that's spoken and written, this is by the language effect that's able to be done by all classes or people. Once done with the character sheet, the "languages" ability is added to your ability list as 'tongues'.

Gambling: This is betting and gambling. If you want to gamble, you bet something will happen and if it does then you won. The idea is if its a bad bet then you won't want to win, academically this is represented by a roll of a die or a die 10 for a 100% chance. This is where roll a 1 to 5 for loss or failure and 6 to 10 for success. Otherwise you just go with the idea that situations are what determine the roll and naturally, if it happens then you know you won.

Worker
The worker is a person that creates using the tools at hand. The area is his or her work area and all she or he needs to do is bring his or her own skills. What he or she works on is up to the person in charge or what he or she want to work on. The profession comes into play as the worker uses his or her skills, this is with a bonus to the idea that is achieved.

What he or she wants to call he or herself is up to the person, so otherwise he or she is a professional worker. This is based off real life, so its easier to understand and related to by math if there is any involved. So that's the worker, where you do as you want as you can work. Anything they attempt is guaranteed except for representation of the die roll that is optional, and that is the exception of a d4 where it either works or it doesn't;

roll
1 instant success
2 success but wait a minute for manifest unless in combat then its instant by use or feel
3 success but wait 1 minute per every two levels for manifest unless in combat then its an instance that lasts until you don't need it
4 instant failure

Statistics use representation in a game:
For attack they get a +3 to the attack dice per every 3 levels.
Any damages done are a every 2 levels/d8 per effect and for duration, unless instant this lasts every 2 levels + round in seconds (maybe 6 or 8 seconds). This is 88 damage possible, where duration may be 17 seconds for 6 second rounds at level 22 and 23.
Wall/Absorption effects are every 2 levels per d8 energy or element absorbed. Sorta like 10d8 or 80 points max for a level 20 character.

Magician
The modern day classes are appropriate from the viewpoint of use. Usability is upto the eye of the beholder.

So a magician would use magic to create what he or she would want. The modern day mage requires a lower constitution with a higher strength for compensation. Otherwise you could if a higher constitution was slenderer and thinner, an then you use a higher constitution if with or without the strength.  This allows for supernatural or quantum effects.

See this is with your basic skillsets of quantum skills, using quantum based expression this is where you are creating with the statement or idea. The gm is the creator that either allows if you need the point or doesn't allow the idea if you don't need it.

See that is thinking of the person, they would do your suggestion. Otherwise your creating with the idea of the skills themselves, that means quantum take, quantum give, quantum manifestation, quantum earn, quantum loss, quantum fix, quantum teleportation and quantum trace.

Quantum take: Quantum take is think of the item and think it comes to you as you 'find' it somewhere. Think it is there where you can find it and you can get it by feel.

Quantum give: Quantum give is getting and using what you have. Think of the item or wealth being given, then the idea is usability.

Quantum manifestation: This uses quantum manifestation or manifest using materials or ideal energy, that means they exist and you are allowed to use.

Quantum earn: Quantum earn is earning things by thinking it's a point that's earned or worked with by feel.

Quantum loss: Quantum loss goes hand in hand with earning so what you quantum lose you can gain back, this is sometimes in some form that you wish to have.

Quantum fix: Quantum fix is fixation by the spirit or the third eye pineal gland, where this is thinking to create a fix and the spirit fixes the item or device using the third eye. This means it can be fixed, this is at least temporary and at most permenant from anywhere.

Quantum teleportation: Quantum teleportation is also considered quantum cloning, where your teleporting by spirit energy. This is where the spirit is used as the guide using converted body energy or object energy as the source. This is done to teleport you, all except the bugs can quantum teleport.

You know things from your "clone" as a him or her by quantum confusion or the state of mind where your telepathically communicating with each other's spirit and knowing what is said by feel.

Just think of there as a place to be and your there, this is just as your here unless you don't want to be here and that is by fee or feel.

Quantum trace: Quantum trace is where you think and your knowing by the spirit, so you think of where you want to know and the spirit tells you what is there. The effect is known by feel.

The idea is shown to you, this is if you wanted to know by what you do with the pineal gland or suggestion.

The pineal gland is a psychic organ in the brain, that does not mean it will always get enough blood flow. Think the blood flow has oxygen that goes to the pineal gland. This activates the pineal gland.

Think or speak the effect that you want, this makes things as you may need it. For you might disregard it if you don't need it by fee or feel.

This could be, "I show to you what I need to be known by feel. This where the I could be the pineal third eye, and this you could be yourself."

See that is the idea you need or will have by feel. By feel the thing you need to know is known by idea, that is there with what is possible.

Other magic skills that the magician gets along the way with experience, this is manifest by the way. The manifestation will occur by what you think. Think it is not necessary and this stops.

This is like you think it is there and this forms what is the item or idea you wanted to create, where uncreating it is an option by feel or statement.

Geisting: Ghosting is also a supernatural skill considered geisting, where you think to know and the spirit reveals to you what you need to know. An example: Think to the ghost to serve my purpose, this is just as you state the point of the idea.

That is "do this for me ghost (describe what you want)", then offer to give a little bit of your energy and this is used to create the results you want as an end result. This creates what you wish for by fee or feel with the creator, this time a ghost.

Slight of hand: This is taking in something to give it if you think its necessary.

Energy manifest: this is using energy to make things appear and create them by thinking them there. That is until you think it's not there, otherwise you don't think it's there until you feel it.

This particular skill can manifest fire such as fireball/s, water such as water puddle/s or water spheres, ice such as ice balls or making a slick spots of black unseen ice, air such as lifting up and levitation or air balls and earth formation such as earth clumps, mudslides or earth energy absorbing wall.

Theres void such as sucking something dry or nulling something you think to null and other effects such as creating by feel with many of the elements.

The damages fire and ice balls can do are lv/d10 and earth walls can absorb lv/d20, where earth clumps or balls can do lv/d8.

Mudslides can do 3d8 + lv as a bonus, the air balls can punch a hole through anything except enchanted material.

Air lifts can if made possible, lift anything. Void can suck till it nulls the energy of the targeted thing at a rate of 6d10 + every 2 lv as a bonus to effect.

Statistics use representation in a game:
For attack they get a +2 to the attack dice per every 3 levels.

Bum
The bum is a person that works as he or she can, otherwise he or she will beg to get things. This is unless given things by askence. They have sleight of hand and will magic.

Sleight of hands: Sleight of hands is where the person can go along with things, and taken by need take things that don't belong to him or her. This doesn't always work if your quick enough. There is a 40% chance that this will work, this is represented on the die roll as rolling a 4 or lower on a d10. So this either works at the right time or it doesn't and you know when it does.

Will magic: Will magic is where you create by willing nature or the consciousness of energy to be coaxed into creation. This means you create as you think, coax by suggestion and will otherwise by feel to create if the creator allows. This sometimes is with an unlimited result, so be careful by this effort to create with the consciousness of energy. So when something is against it, then there won't be a worked will.

This is represented on a die roll that is a 50/50 chance to work as roll a d20 with each 2 levels, this is used as a bonus and you can compare this to the difficulty rating. Otherwise use a d10 and roll a 5 or below then there is success. Otherwise related to if there is manifestation of your idea, or there's not any given result.

Statistics use representation in a game:
For attack they get a +2 to the attack dice per every 3 levels.
Any damages done are a every 2 levels/d6 per effect and for duration, unless instant this lasts every 2 levels + round in seconds (maybe 6 or 8 seconds). This is 66 damage possible, where duration may be 17 seconds for 6 second rounds at level 22 and 23.
Wall/Absorption effects are every 2 levels per d6 energy or element absorbed. Sorta like 10d6 or 60 points max for a level 20 character.

Freelancer
They are a group of people that do various things for fun, and they get paid by various means and don't really have a serious job. So if you joined the vault and made ready a game to be expressed about, so then you advertised and things will work out from there.

Their ability is fun time, will magic, creativity, jobs and gaming.

Fun time: This is when fun time is where they can express themselves, think about things and create by expressions. Represented on a roll of a die, this is a 1d10 where 1 to 5 rolled is non enjoyment and 6 to 10 is enjoyment. They get a boost of energy for work and play by the idea that they can do, this is just by thinking about the idea achieved.

Will magic: Will magic is done by the will and you think to create. So again will magic is where you create by willing nature, or the consciousness of energy to be coaxed into creation by thinking it is coaxed. This means you create as you think, coax by suggestion and will otherwise by feel to create if the creator allows. This sometimes is with an unlimited result, so be careful by this effort to create with the consciousness of energy. So when something is against it, then there won't be a worked will.

This is represented on a die roll that is a 50/50 chance to work as roll a d20 with each 2 levels, this is used as a bonus and you can compare this to the difficulty rating. Otherwise use a d10 and roll a 5 or below then there is success. Otherwise related to if there is manifestation of your idea, or there's not any given result.

Creativity: This is where your creative and produce interesting results, and what is interesting can draw interest if you want it to draw attention to you. Then you know success. Represented on a die roll is rolling a d10 and getting 5 or less for interest with good results and 6 to 10 for non interest with bad results.

Jobs: Things you do for chores and creative results that are what you create results by feel. Interesting results are what count. They make the chores more plausible in the doing. Represented by a die roll is use of a die 10; this roll is with 1-5 as done things and 6-10 need time to finish with the idea.

Gaming: Gaming is where fun time comes in use, and uses creativity to boost its results. Think to control the game and you do, this is then as the subconscious creates with the pineal gland to make the game do as you imagine or want. This uses skill to create with what is done, sometimes its noted and you create the luck by what you can do. This is with a group that you can organize or work with someone else to do things by what you feel.

Statistics use representation in a game:
For attack they get a +3 to the attack dice per every 3 levels.
Any damages done are a every 2 levels/d10 per effect and for duration, unless instant this lasts every 2 levels + round in seconds (maybe 6 or 8 seconds). This is 110 damage possible, where duration may be 17 seconds for 6 second rounds at level 22 and 23.
Wall/Absorption effects are every 2 levels per d10 energy or element absorbed. Sorta like 10d10 or 100 points max for a level 20 character.

The character sheet
This is a live dnd character sheet:

Character name: ____________________  Race: __________  Alignment:  ____________

Class: ________   ________  _________ 

Stats if used:
Int     Mod
Wis    Mod
Con   Mod
Dex   Mod
Str    Mod
Cha   Mod

Luck           (dex mod + cha mod)
Luck bonus
Enc             (Body weight / 2 or Str x 10 in lbs)
Magic         (used even if no other stats are used, normally starts at 100%)
Health        (used even if no other stats are used, normally starts at 100%)
Exp                                      
Level

Carrying
Weight allowance (Body weight / 2 or Str x 10 in lbs):
Right hand ___________________ Weight ________
Left hand   ___________________ Weight ________
Both hands ___________________ Weight _________
Left arm    ___________________  Weight _________
Right arm  ___________________  Weight _________

If backpack or pouches
Item                                    Weight                 Combined weight/Equipped
_______________________     ________________      ___
_______________________     ________________      ___
_______________________     ________________      ___
_______________________     ________________      ___
_______________________     ________________      ___
_______________________    ________________       ___
_______________________     ________________      ___
_______________________     ________________      ___
_______________________     ________________      ___
_______________________     ________________      ___
_______________________     ________________      ___
_______________________     ________________      ___
_______________________     ________________      ___
_______________________     ________________      ___
_______________________     ________________      ___
_______________________     ________________      ___
_______________________     ________________      ___
_______________________     ________________      ___
_______________________     ________________      ___
                    Combined gross weight            _______________

The experience table
This is the experience table for the raising of levels.
Level 1                        0
Level 2                        4000
Level 3                        8000
Level 4                        12000
Level 5                        16000
Level 6                        20000
Level 7                        32000
Level 8                        44000
Level 9                        56000
Level 10                      76000
Level 11                      96000
Level 12                      116000
Level 13                      136000
Level 14                      156000
Level 15                      176000
Level 16                      196000
Level 17                      216000
Level 18                      236000
Level 19                      256000
Level 20                      286000
Levels 21+                 +30000 per each additional level above level 20

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