Welcome to TiddlyWiki created by Jeremy Ruston; Copyright © 2004-2007 Jeremy Ruston, Copyright © 2007-2011 UnaMesa Association
Borli Geldum
[[Physical]]: 16 (this is Value Range 20. Converted to VR-100 this becomes 80 Hit Points)
[[Hit Points]]: 80
Armour: Full Chain-mail 11
Borli is struck by a Battle-Axe: 3d8+13 Damage = 25 -11 (for Chainmail) = 14 Damage
Current Hit Points: 80 - 14 = 66
Borli is then hit by a Lightning Strike: 2d8+9 Damage = 15 (ignores armour) = 15 Damage
Current Hit Points: 66 - 15 = 51
Finally poor Borli's is stepped on by a Greater Titan: 10d10+45 Damage = 93 -11 (for Chainmail) = 82 Damage
Current Hit Points: 51 - 82 = -31 (Dead) Borli will be remembered fondly by all.
A Character is any single person, player, creature, entity or consciousness involved in the game or story. 'Player Characters' (PCs) refers specifically to the people who are actually playing the game. '[[Non-Player Characters]]' (NPCs) refers to all the other Characters under the Game Master's Control.
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AGES has the concept of half actions.
While most major actions such as making an attack require a single action, some things can occur more quickly.
For example, a character with a speciality in a certain style or weapon can parry as a half action.
<<gradient vert #a6b4b6 #5694a6>>
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Sean Bricknell is a game designer, writer and artist based in Tokyo Japan.
He is available for game/story writing, illustration and concept design.
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Game Story / Writing:
- Game Design
- World Design (Characters, History, Locales, etc...)
- Story Structure and Dialogue
- Game Document Design
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2D Illustration and Concept Design:
- Mechanics and Vehicles
- Props, Items, Accessories
- Backgrounds
- Character
- Creature
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E-mail:
swbricknell@acrossworlds.com
acrossworlds@gmail.com
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Ranged Attacks are a little more complicated than Melee Attacks
Accuracy reduces the penalties for Range, Size and Cover penalties.
Accuracy does not provide a bonus to-hit.
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An acquired spell is part of a mages "[[Spell Repetoire]]".
Spells from this repetoire may be included in a mages [[Active Spell List]].
Any spell in a mages repetoire may be cast in one of two ways: loosely or prepared
* "Loosely" means the spell is not in one of the mage's [[Spell Slot]]s, thus requiring the mage to read from an actual written incantation (spell book or scroll).
* "Prepared" means the spell is mentally rehearsed daily and in one of the mages [[Spell Slots]].
The following is the process for acquiring a spell (adding to repetoire):
# The mage needs to study a written incantation.
# The study time is based on the mage's Magery level.
# The mage must attempt to cast the spell making a [[Spellcasting]] [[Check]].
# A successful check adds the spell to the mages [[Spell Repetoire]].
Something a character does or attempts to do.
Some Actions are automatically successful.
Sometimes can be successful or not requiring a [[Check]].
[[Long Actions]]
[[Short Actions]]
All the various things that a character will likely do are called Actions. Some are [[Long Actions]] and some are [[Short Actions]]. Every [[Action]] that a character tries to do will be a certain type of Action.
Examples would be: 'Melee Actions' or 'Spell Casting Actions' or 'Movement Actions'
With respect to Short Actions: There are a variety of ways which different games control what a character is able to do within a given amount of time. Many games use a unit of measurement called the [[Round]].
{Contrast: //Each system though, defines a Round a little differently. For some it is 1 second, others 10 seconds or even a minute//.}
The AGES system defines the Round as such:
1 Round = 6 seconds.
1 Round = 3 Phases.
1 Phase = 2 seconds.
The next question is how many Actions can a character perform in 1 [[Round]] �.or 1 [[Phase]]. This will all depend on how fast the character is at doing something and will be explained in greater detail throughout the rules.
What should a Game Master consider when a Character declares an Action?
1. Which Characteristics of the Character will determine if they can perform the Action?
2. How difficult is it?
3. How long will it take to do?
4. What is the Character's current Activity?
Quick Points List:
Actions are things that a charcter does, physical, mental or otherwise.
Actions are declared.
Actions which are reactions are not declared.
Actions have three main types: Standard Action, Quick Action, Long Action.
The Standard Action is the basic type. It takes place within a round.
A Quick Action usually takes approximately half the time of a Standard Action.
A Long Action is any Action which takes longer than a round.
A round has 12 Action Points.
A Standard Action requires 12 Action Points to complete.
A Standard Quick Action requires 6 Action Points to complete.
1. Characteristics:
Actions are all very different depending on the circumstances. They may take into consideration one or more of a Character's Characteristics. They might involve one or more of a Character's Attributes, Traits or Skills. The Game Master must consider the situation and select the most likely Characteristics to affect the outcome: Note: Some Actions are repeated frequently and are often very similar in nature so it is best to have a common, easily repeatable and consistent system. Combat for example. You don't want to have to figure out the Characteristics every single time someone attacks and you want a consistent base of numbers that everyone is using. (If you take extra time, combat can of course be more interesting; really it's your choice.)
2. Difficulty:
Again it is the Game Masters decision as to how difficult an Action is to perform. Some are so incredibly easy they can be waved as automatically successful. Only make roles for the things that are difficult or require some skill or knowledge. Again: For frequent Actions some easily repeatable system should be used.
3. How long?
Just the same as for Difficulty. Use as much reference and common sense as possible.
4. Activity:
Activity is a new concept which I would like to explore. Activity it is what a Character is doing. It is either a series of Actions or one continuous Action. Some things commonly referred to as Actions are in fact Activities. Melee combat is an Activity which is a series of Actions. Running is an Activity which is one continuous Action. The reason for this concept is that the GM must consider what a Character is doing when deciding about what a Character wants to do. Some Activities will give Penalties to Actions. Other Activities will not allow other Actions.
When a Character declares an Action:
The Game Master will do the following:
Decide if the character has the appropriate Characteristics to even attempt the action.
Decide if the characters Activity will allow them to perform the Action they are declaring.
Decide How Long the Action will take.
Then:
Select the Characteristics which will affect the outcome.
If there is more than one Characteristic then he will decide which one is the most important and it will be the Trait Point Factor.
The remaining Characteristics will be Secondary Factors.
He will modify the Trait Point Factor based upon the Difficulty. This becomes the Modified Trait Point Factor.
Then:
He will have the player roll dice. The dice rolled depends upon the Value Range that the Game Master is using.
He will then compare the Dice Result to the Modifed Trait Point Factor and the Secondary Factors.
Under most circumstances the Dice Result must be equal to or less than each of the Factors Rolling against Attributes: (Value Range 1-20) Roll a d20.
If the die roll is equal to or below the Attribute's Value then the Action is successful.
Rolling against more than one Attribute at the same time: Roll a d20. If the die roll is equal to or below all of the Attributes' Values then the Action is successful. If the die roll is higher than one of the Attributes then the Action has failed and the cause for failure is based on the missed Attribute. Example: A Character must avoid a moving object, but at the same time must jump and grab hold of a bar. The nature of the situation is such that DEXTERITY (Agility) plays the biggest roll in avoiding and PHYSICAL (Strength) plays the biggest roll in Jumping and Grabbing. The Character's roll is less than his Agility but not less than his Strength so he avoids the object but fails to grab hold of the bar and falls.
Skills are handled exactly the same way and Attributes and Skill may be involved in the same roll. During combat some Characters may only perform 1 Action in a round. 1 Action can also be broken down into 2 Quick Actions. Some Characters are able to do more and may perform additional Quick Actions and Actions.
* Spells on this list are ready for a mage to cast at a moments notice.
* Mages mentally rehearses these spells daily and meditates on them. They are not required to carry the written incantations in order to maintain them. Infact the mage knows them so well the spells could be maintained on the Active List Indefinitely.
* The written incantation is required and must be reviewed, studied and meditated on for a full day in order to be added to the Active Spell List. ([[Meditation]] [[Check]] required)
* The number of Spells on the Active list is limited to the number of [[Spell Slots]] the mage has. If the list is full, one spell must be removed for another to be added.
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2010, April 1st
Active and Dormant Traits still exist but the number is not specified. It all depends on how a character spreads out their Trait Points.
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From 2009
All Characters basically have up to 6 Active Traits. These Traits are practiced or attuned to, so that they are fully accessible to the character. Before beginning a campaign Characters must select their Active Traits.
All other Traits that a character has become [[Dormant Traits]] for the duration of the campaign.
Note that this rule is indifferent to the number of Trait Points spent on the Traits themselves. So say a Character has a [[Melee Trait]] level of 8, this would count as 1 Active Trait.
[[Sample Character: Du-az]]
At any given point in time a character will be involved in some kind of Activity. Such as 'Melee Combat Activity' 'Ranged Combat Activity' 'Spell Casting Activity' or 'Running'. A Character's Activity will determine what kind of Actions a Character can do. For example: when a Character is engaged in 'Melee Combat Activity' it is easiest to perform a 'Melee Action'.
I don't often find this concept in a set of game rules. Really it is something that falls under the rules of common sense. Also, it could be considered tiresome if it is always brought into play. I have made it a game concept really for special circumstances and also to define some things better.
For example: someone engaged in Melee Combat Activity is not able to perform a Spell Casting Action unless they have a particular skill or ability in doing this. Or someone engaged in Fast Movement Activity cannot perform a Ranged Combat Action, unless it is to evade or dodge. (In cinema they do this so in a certain types of campaign this might be allowed.)
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[[Magic Terminolgy|AGES.Files/AE-601-p.html]]
[[Magic Contests|AGES.Files/AE-603-p.html]]
[[Mana Source|AGES.Files/AE-607-p.html]]
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[[Magic Languages|AGES.Files/AE-604-p.html]]
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[[Magic Incantations|AGES.Files/AE-605-p.html]]
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Atmosphere: Gritty Normal Grand.
The decision here is really important to the over all feel of the campaign. What does this mean to the numbers? Simply put there is a bonus to starting Building points for characters in a Normal or Legendary campaign. Gritty -20 bp, Legendary +50 bp. Also some rules may be handled differently where realism starts to give way to the fantastic (or cinematic; like in so many movies). But thats still not enough really. Its up to the Game Master's creativity and the players enthusiasm to give a campaign an atmosphere.
Any game which has Combat Situations and which uses random dice rolls to determine results, will have the To hit roll. Its simply a dice roll to find out if you hit your intended target with an attack. The to hit roll can be simple or complicated depending on how many factors you want to take into consideration.
[[Attack and Damage Types Table]]
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<p>There are many different types of Attacks and it may
seem to get really
confusing if you analyze too closely.<br>
But once its clear it will be simple, and its importance will crop up
only in certain obvious situations.<br>
Here are some things to keep in mind: </p>
All Attacks have an 'Attack Type' and almost all have a 'Damage Type'.<br>
'Attack Types' and 'Damage Types' are often the same type but sometimes
they are a mixture.<br>
In the case of mixtures the <i>'Attack Type'</i> appears first and the <b>'Damage
Type'</b> second.<br>
<br>
Essentially Attack type is method of creation or delivery whilst Damage Type is the method of Damage release.
<br>
<br>
<u>Examples of Mixtures:</u><br>
A Kinetic Energy Bolt is <i>Energy</i>-<b>Physical</b><br>
A Magic Fireball is <i>Magical</i>-<b>Energy</b> <br>
A Flamer Thrower is <i>Energy</i>-<b>Energy</b><br>
A Telekinetic Fist is <i>Psychic</i>-<b>Physical<br>
</b>A Psyche Mind Blast is <i>Psychic</i>-<b>Psychic</b><br>
A Polymorph Spell is <i>Magical</i>-<b>Magical Effect</b>
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<span style="text-decoration: underline;">KEY POINTS:</span><br>
<ul>
<li>Physcial Attacks and Energy Attacks sometimes have <span
style="text-decoration: underline;">2
numbers</span> listed. They first number is used against Physical
Protection and the Second number against Energy Protection. If
only <span style="text-decoration: underline;">1 number</span> is
listed they it is equally effective against both
types.</li>
<li>Damage Resistances and Protection are effective
against 'Damage Types' (Not Attack Types)</li>
<li> Certain non-physical 'Shields' and 'Special
Abilites' are able to stop 'Attack Types'. </li>
<li> If an 'Attack Type' is prevented then the damage is
also prevented.</li>
<li> If an Attack does not do damage then it will still
have an 'Attack Type' and atleast have an Effect. (e.g. polymorph
or
paralysis.)</li>
</ul>
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<table class="b10" bgcolor="#cccccc" border="1" cellpadding="4"
cellspacing="0" width="100%">
<tbody>
<tr>
<td colspan="2" class="b14"> The Four Main Attack and
Damage Types are: </td>
</tr>
<tr>
<td class="b14"><span style="font-weight: bold;"> Physical:</span>
</td>
<td><span style="font-style: italic;">Punching and Kicking /
Striking with Swords,
Maces or Baseball Bats /
Kinetic Energy Blasts / Telekinetic Grab/Strike</span> </td>
</tr>
<tr>
<td class="b14"><span style="font-weight: bold;"> Energy:</span> </td>
<td><span style="font-style: italic;">Magic Attacks (Fireballs,
Lightning Bolts) /
Flamer Throwers / High Tech
Lasers or Blasters / various Super Powers </span> </td>
</tr>
<tr>
<td class="b14"><span style="font-weight: bold;">
Magical/Spiritual:</span> </td>
<td><span style="font-style: italic;"> Magic Attacks (Fireballs,
Lightning Bolts) /
Eldritch Attacks / Spiritual or Soul attacks</span> </td>
</tr>
<tr>
<td class="b14"><span style="font-weight: bold;"> Psychic:</span>
</td>
<td><span style="font-style: italic;"> Telekinetic Disruption or
Telepathic Strike/
Mind Control/ Influence / Telekinetic Grab/Strike</span> </td>
</tr>
</tbody>
</table>
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[[Mental Doc|AGES_MENTAL.html]]
[[Perception Doc|AGES_PERCEPTION.html]]
[[Physical Doc|AGES_PHYSICAL.html]]
[[Dexterity Doc|AGES_DEXTERITY.html]]
[[Spiritual Doc|AGES_SPIRITUAL.html]]
[[Persona Doc|AGES_PERSONA.html]]
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*Attributes define the most essential qualities of character like how quick, strong or smart they are.
*Each group of players may wish to define Attributes differently.
Attributes Sets:
[[The Basic Set]]
[[The Expanded Set]]
[[The Complete Set of Attributes|COMPLETE SET]]
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[[Determining Attributes]]
The Attribute Tree: +++[+ Open][- Close]>
+++[+ BODY][ - BODY]>
+++[+ Physique][- Physique]
Strength
Constitution
Endurance
Speed
Build
===
+++[+ Finesse][- Finesse]
Agility
Reflexes
Coordination
Balance
Dexterity
===
===
+++[+ MIND][ - MIND]>
+++[+ Mentality][- Mentality]
Intellect
Focus
Memory
Wits
Knowledge
===
+++[+ Acumen][- Acumen]
Alertness
Intuition
Observation
Perception
Empathy
===
===
+++[+ SOUL][ - SOUL]>
+++[+ Spirit][- Spirit]
Aura
Puissance
Essence
Cohesion
The Third Eye
===
+++[+ Psyche][- Psyche]
Fortification
Projection
Contact
Domination
Psi-cognition
===
===
+++[+ CIVI][ - CIVI]>
+++[+ Persona][- Persona]
Comeliness
Charisma
Charm
Leadership
Presence
===
+++[+ Class][- Class]
Authority
Lineage
Contacts
Reputation
Prosperity
===
===
===
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@@font-size:12px;color:#444444; G DOCS Reference: ATTRIBUTES: +++[open][close]
[[Tables|https://spreadsheets.google.com/spreadsheet/ccc?key=0AmWMSHjHYfSTdGhGcHRZakdSTk80T3NsUVhMWGdLNVE&hl=en_GB#gid=0]]
[[Published Version|https://spreadsheets.google.com/spreadsheet/pub?hl=en_GB&hl=en_GB&key=0AmWMSHjHYfSTdGhGcHRZakdSTk80T3NsUVhMWGdLNVE&output=html]]
===@@
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[[AttvHis]]
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!!!Attributes Old Work:
All games have there own terminology but the concepts are very similar. What I call Attributes are also often called Stats or Ability Scores as well. The concept is the same. These numbers represent the physical and mental and spiritual makeup of the character. How strong they are or smart or fast.
If Attributes are grouped into very general catagories (Complexity: 1) then I find there to be 4 Groups: Mental, Physical, Social and Spiritual.
I however prefer to use a least 6 Main Attributes (dividing Physical into DEXTERITY and PHYSICAL; and Mental into PERCEPTION and MENTAL). If the Players decide they want to define their character makeup in even more detail there is a sub-set of 30 Minor Attributes.
+++[- Intent -][> Intent <]
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The intent here is allow for people to decide how detailed characters and npcs are defined. You can just choose a base four MIND, BODY, META and SOCIAL. This is great for quick and dirty campaigns. It's also great for quick or minor NPCs in any game.<br>
Or you could go with a typical base six which many game would have: something like Mental, Perception, Physical, Dexterity, Spiritual and Persona. <br>
For people who want to define their player character down to every detail, they can define over 30 attriubtes. Different systems can be developed to suit ones taste.
</td></tr></table>
</td></tr></table>
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===
[[Attributes|AGES.files/wip-AGES-016.html]]
!!!Primary group typical of a Fantasy Campaign:
[[MENTALITY|(AGES).html.files/AGES_MENTAL.html]]
[[ACUMEN|(AGES).html.files/AGES_PERCEPTION.html]]
[[PHYSIQUE|(AGES).html.files/AGES_PHYSICAL.html]]
[[FINESSE|(AGES).html.files/AGES_DEXTERITY.html]]
[[PERSONA|(AGES).html.files/AGES_PERSONA.html]]
[[SPIRIT|(AGES).html.files/AGES_SPIRITUAL.html]]
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''PHYSIQUE:''
Strength
Constitution
Endurance
Speed
Build
----
''FINESSE:''
Agility
Reflexes
Coordination
Balance
Dexterity
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|Mana Level|Green|Blue|Red|
|1|1|5|10|
|5|5|25|50|
|10|10|50|100|
|15|15|75|150|
|20|20|100|200|
----
|borderless|k
|Melee:|>|
|Sword:|Int.|
|Sword, Curved:|Adv.|
|Mace/Hammer:|Bsc.|
|Axe:|Int.|
|Staff:|Bsc.|
|Flail:|Adv.|
|Spear:|Int.|
|Polearm:|Int.|
----
Ranged:
Bow:
Bow, Long:
Crossbow:
Sling:
Dagger Throwing:
----
Meditation:
Magic Lore:
Spellcasting:
+++[Demons and Devil][Demons and Devil]
[[Arch Fiends]]
[[Greater Demons]]
[[Lesser Demons]]
===
For whatever reason, be it race, trait, skills or game events, character are likely to pick up bonuses to a variety of characteristics.
Points used to improve a character. Each type of characteristic requires its own type of point in order to improve. e.g. to improve a Skill a character must earn a skill point, to improve a Trait a character must earn a Trait Point, etc...
[[Attribute Points]]
[[Skill Poinst]]
[[Trait Points]]
[[Flavour Points]]
Continue to:
Step 6.[[CG Final Details]]
[[CG Determine Method]]
Character Generation Methods:
#[[Templates]]
#[[Scratch-built]]
Consider Value Score:
The Game Master must decide the Value Range of the Campaign.
Continue to:
Step 2. [[CG Generate Stats]]
!!Possessions:
[[Equipment]]
[[Armour]]
[[Wespons]]
[[Transportation]]
Continue to:
Step 5.[[CG Detail Personal]]
[[CG Generate Stats]]
Generate [[Attributes]]:
[[Determing Attributes]]
Continue to:
Step 3. [[CG Traits.SKills]]
!!Characteristics:
[[Traits]]
[[Skills]]
[[Bonuses]]
[[Flavour]]
Continue to:
Step 4. [[CG Equip Character]]
[[New Trait Concept]]
[[CG Traits.Skills]]
Continue to:
Step 4. [[CG Equip Character]]
[[Attributes]]
[[Traits]]
[[Skills]]
[[Character Section]]
[[Character Construction]]
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''PERSONA:''
Comeliness
Charisma
Charm
Leadership
Presence
----
''STATUS:''
Authority
Lineage
Contacts
Reputation
Prosperity
----
----
''ATTACK:''
Melee Attack
Ranged Fire
Unarmed
Magic Attack
Charge/Assault
----
''DEFENCE:''
Evasion
Shield
--
--
Stand Ground
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|>|bgcolor(#babaee):''MIND''|bgcolor(#eebaba):''BODY''|>|
|bgcolor(#989bce):''MENTALITY:''|bgcolor(#8a93e6):''ACUMEN:''|bgcolor(#a6796d):''PHYSIQUE:''|bgcolor(#a6796d):''FINESSE:''|
|Intellect|Alertness|Strength|Agility|
|Focus|Intuition|Constitution|Reflexes|
|Memory|Observation|Endurance|Coordination|
|Wits|Perception|Speed|Balance|
|Knowledge|Empathy|Build|Dexterity|
|>|bgcolor(#ecbaec):''SOUL''|>|bgcolor(#fadc57):''CIVI''|
|bgcolor(#ec8aec):''SPIRIT:''|bgcolor(#ec8aec):''PSYCHE:''|bgcolor(#fadc57):''PERSONA:''|bgcolor(#fadc57):''CLASS:''|
|Aura|Forification|Comeliness|Authority|
|Puissance|Projection|Charisma|Lineage|
|Essence|Contact|Charm|Contacts|
|Cohesion|Domination|Leadership|Reputation|
|Third Eye|Psi-cognition|Presence|Prosperity|
Campaign - follows the exploits of a group of characters. The campaign will be comprised of a series of adventures. Campaign can run months or years.
Adventure - one story in the lives of a group of characters. Usually lasts several sessions.
Session - a single play usually lasting 3-4 hours which is part of an adventure. An adventure often consists of 4 or 5 sessions.
[[Atmosphere]]
[[Character Style]]
[[Genre]]
[[ERA]]
Campaign style includes many different things. With the AGES system some things must be decided for purpose of making rolls in the game. Other things are left to the discretion of the participants.
@@font-size:13px;
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!!!Character File List:
[[ Character Sample: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFEwOHNSa0IxNEpWemtWektfa3l6T1E&hl=en_GB&output=html ]]
[[ Attributes: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGZvSkY1Z1loMkhIWVI0Qk9TRTUxdWc&hl=en_GB&output=html ]]
[[ Experience: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFEtWDVTbzlzWnJsVTVIWGR2R0lVY2c&hl=en_GB&output=html ]]
[[ Stats: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dG92b05LZWJmTlpKbDVlTkl4UzJtclE&hl=en_GB&output=html ]]
!!!Traits File List:
[[ Class Groups | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dDQzUy02Z0R3cjZZODFPenBxYzBrOXc&hl=en_GB&output=html ]]
[[ General: Literacy | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dHVuVmJDMkNjRFZtUTdiMWh3MlpQN0E&hl=en_GB&output=html ]]
[[ General: Stalwart | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGl1ZnJYMXBsMk5zZXVSQ3BuM3hiU3c&hl=en_GB&output=html ]]
[[ General: Eminence | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGIwcHV6dUJ1eGhUd2hPc09IUTJuVFE&hl=en_GB&output=html ]]
[[ Traits | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dDBodVEyYXFha0JmOWkwbTE2MHhiRmc&hl=en_GB&gid=18 ]]
[[ Traits: Fantasy | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dDBodVEyYXFha0JmOWkwbTE2MHhiRmc&hl=en_GB&output=html ]]
!!!Skill File List:
[[ Fantasy Skills | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dExvVGpEbFZBcGRRQl9iR0V5RDFUQkE&hl=en_GB&output=html ]]
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@@
[[Section|Character Section]]
see [[Character Construction]]
----
see [[Character Generation]]
!!!Character Generation Steps:
# Determine Method
# Generate Stats
# Pick Traits and Skills
# Equip Character
# Detail Personal
# Final Details (Spells, etc..)
Step 1. [[CG Determine Method]]
!!!Old Work:
[[Char Gen|AGES.files/Chapter_1.html]]
----
Sample: [[Character Generation]]
----
Decisions must be made about how much detail is to be put into building and advancing characters.
Decisions must be made as to which Attributes are to be used.
It must determined whether Characters will advance levels and whether Skills and Traits will be used.
A personality page is supplied if the players wish to be so detailed about their characters.
The quickest way is to make characters is to use [[Template]]s, though it should be noted that the existing Templates represent only one way of using the rules. If very basic characters are desired then they should be [[Scratch-built]] based on the rule selection of the GM and/or gamers. That or new Templates can be constructed based around those rule selections.
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[[Experience|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFEtWDVTbzlzWnJsVTVIWGR2R0lVY2c&hl=en_GB&output=html]]
----
@@font-size:12px;color:#444444; Google Docs: +++[The Character][-- close --]
*[[Attributes|https://spreadsheets.google.com/spreadsheet/pub?hl=en_GB&hl=en_GB&key=0AmWMSHjHYfSTdGhGcHRZakdSTk80T3NsUVhMWGdLNVE&output=html]]
*[[Stats:|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dG92b05LZWJmTlpKbDVlTkl4UzJtclE&hl=en_GB&output=html]]
*[[Movement|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFk3cGduZjM4UWdiMHFqSFFIQlJTbVE&hl=en_GB&output=html]]
*[[Fantasy Traits|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dDBodVEyYXFha0JmOWkwbTE2MHhiRmc&hl=en_GB&output=html]]
*[[Fantasy Skills|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dExvVGpEbFZBcGRRQl9iR0V5RDFUQkE&hl=en_GB&output=html]]
*[[Class Groups|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dDQzUy02Z0R3cjZZODFPenBxYzBrOXc&hl=en_GB&output=html]]
*[[Key Points|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFg0alAwbnNMVHpuZWR5aVpscDczd2c&hl=en_GB&output=html]]
===@@
----
[[Characteristics]]
<<tabs txtRemember
Attributes "Attributes" [[Attributes]]
Stats "Stats" [[Stats]]
Traits "Traits" [[Traits]]
Skills "Skills" [[Skills]]
Flavour "Flavour" [[Flavour]]
>>
Character Styles: (Normal, Heroic, Superhuman).
The decision here is really important to the over all feel of the campaign. What does this mean to the numbers? Again there is a bonus to starting Building points for Heroic and Superhuman Characters. Heroic Characters receive +10 bp, Superhuman Characters +25 bp (and in addition Superhuman characters will receive a Second Pool of building points (usually from 25 to 100 bp) for special Traits). Some rules will have exceptions for characters from one style of campaign as opposed to another.
----
{{ageshead{Characteristics are all the ways you define a character.
How strong or smart they are; how fast and alert. What they've studied or trained in.
They are any inborn qualities; all the things which describe a character.}}}
//Examples://
Attributes: Strength, Will, Charm, Reflexes, etc....
Triats: Literacy, Education, Combat Training, Abilites, Powers, Contacts, etc...
Skills: Weapon Skill, Spell Skill, Survival, Computer Programming, First Aid, etc....
<<tabs txtRemember
Attributes "Attributes" [[Attributes]]
Stats "Stats" [[Stats]]
Traits "Traits" [[Traits]]
Skills "Skills" [[Skills]]
Flavour "Flavour" [[Flavour]]
>>
|bgcolor(#ddaaaa): [[Score Range Chart]]|
|bgcolor(#ddaaaa): [[Damage Value Table]]|
|bgcolor(#ddaaaa): [[Attack and Damage Types Table]]|
|bgcolor(#ddaaaa): [[Skill Purchase Chart]]|
When a Character performs and Action or when something is done or happens to a Character they may have to make a Check. They are what create the possible of success or failure in the game. Checks require a dice roll, this dice roll is compared to one of the Character's Attributes or Skills or some other Factor. Each situation a Character finds himself in may create a different check.
What this system refers to as 'Checks' can go by many different names, sometimes 'feats' or 'tests'. In essence a characteristic is being called in to question, a character is in a situation where there is either success or failure. In this situation a Dice Roll is made against some Attribute or Skill and the result tells you success or failure.
[[Self Check]]
[[Opposed Check]]
[[Difficulty]]
----
These traits are those used by a variety of professions, most of them quite nefarious. Thieves and burglars, Assassins and Ninja, anyone who sneaks or steals.
Activity.
These traits are not required to employ weapons or engage in melee combat however it is recommended if one wants to do so skillfully.
----
!!Clandestine Traits:
Blending: bonus to Hide Light Foot: Sneaking shadows, camouflage Shadowing
- Sneak Attack
Gynmast - Acrobatics: bonus to jumping, climbing - tightrope walking
Deft Hand: slight of hand, picking pocketss.
Mechanics: Traps:Breaching: Picking Locks Busting open Doors or chest
Observational: Secret Doors, locks, latches
----
[[Melee Master Traits]]
----
!!Related Skills:
[[Melee Weapon Skills]]
!!!Combat Skills:
Light Armour
Heavy Armour
Draw and Ready
Off-hand
Maneuver
Stand Ground
Force Back
!!!Defence Skills:
Dodge/Evade
Parry
Shield Block
!!!Master Skills:
Blindfighting
Disarm
Entangle
Feint
Hook
Lock Weapons
!!!Japanese Weapons:
Katana
Kama
Nunchaku
Tonfa
...
!!Old Stuff:
[[Melee Trait Chart|https://spreadsheets.google.com/ccc?key=t5ikJvK_ttTvftzxnJFWGIQ&hl=en_GB]]
Class in AGES is significantly different than other systems:
Class refers to a host of possible things: Professions, Trades, Groups, etc...
A Class is essentially a Skill Group.
A Class level is bought using Trait Points.
Class levels do not usually rise higher than 3.
Examples:
A Mage
A Soldier
A Bodyguard
An Engineer
A Chef
A Monk
A Doctor
----
[[Melee Combat|Melee Traits]] (Warrior)
Ranged Combat (Rogue)
[[Clandestine/Thievery|Clandestine Traits]] (Thief)
Unarmed Combat (Monk)
[[Magery]] (Mage)
Theism (Priest)
Spiritualism (Druid)
----
Soldier
Mercenary
Engineer
Psi
-----
This is the unaltered Code for: SideBarTabs
<<tabs txtMainTab "Timeline" "Timeline" TabTimeline "All" "All tiddlers" TabAll "Tags" "All tags" TabTags "More" "More lists" TabMore>>
----
@@font-size:14px;
----
''Combat File List:''
----
[[ Action Speed: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFVQMVdISEF6ekwzOFBYb3NBWWF0dVE&hl=en_GB&output=html ]]
[[ Attack & Damage Types | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGdWT3Yzc3E4ZDNtWXVBdXhvOU40NEE&hl=en_GB&output=html ]]
[[ Condition: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGlSRmJXcWVTTzJOdExWVXU1cnkyb0E&hl=en_GB&output=html ]]
[[ Damage | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFhtUTFLRXhRcFNOUElQWUZmQWltMEE&hl=en_GB&output=html ]]
[[ Defences: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dHppeDRZQWNmTHAtazlJNEJ6bWZ3Ync&hl=en_GB&output=html ]]
[[ Initiative: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGwzeGs0WFZRSGs0d3NJSkdKTnlyeEE&hl=en_GB&output=html ]]
[[ Evasion: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dEdlWnlQMWYyRnB6V3ZVeUZFMVMyVGc&hl=en_GB&output=html ]]
[[ Protection & Penetration: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dHJPWlR1QnRMeko1RWxOdHJWV3pJaUE&hl=en_GB&output=html ]]
[[ The Combat Round: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGMyYTh3U1U4UHU2X1hfS1BuYkRVQ1E&hl=en_GB&output=html ]]
[[ Weapon Scale: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGo2cUg5TGpSNnJKNnotNVFXalU1OGc&hl=en_GB&output=html ]]
----
@@
[[Section|Combat Section]]
----
[[The Combat Round|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGMyYTh3U1U4UHU2X1hfS1BuYkRVQ1E&hl=en_GB&output=html]]
!!!INITIATIVE:
variable dice + modifiers
Figure out die type here: [[Initiative|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGwzeGs0WFZRSGs0d3NJSkdKTnlyeEE&hl=en_GB&output=html]]
!!!TO-HIT ROLLS:
*Attack Rolls
*[[Default Defence|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dF9ORWNvcS13cFV0enA3cUdNdk9uWlE&hl=en_GB&output=html]]
*[[Defences|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dHppeDRZQWNmTHAtazlJNEJ6bWZ3Ync&hl=en_GB&output=html]]
!!!ROLLING FOR DAMAGE:
*[[Attack & Damage Types|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGdWT3Yzc3E4ZDNtWXVBdXhvOU40NEE&hl=en_GB&output=html]]
*[[Armour Penetration|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dHJPWlR1QnRMeko1RWxOdHJWV3pJaUE&hl=en_GB&output=html]]
*[[Damage Table|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFhtUTFLRXhRcFNOUElQWUZmQWltMEE&hl=en_GB&output=html]]
!!!MANAGING DAMAGE and WOUNDS:
*[[Condition|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGlSRmJXcWVTTzJOdExWVXU1cnkyb0E&hl=en_GB&output=html]]
The Combat Sequence is series of instructions that the Character's will follow to maintain control of the events that take place during combat. This will not exactly represent what takes place in Combat but will try to as closely represent it as possible.
Combat situations can be very common is many games and tend to be detailed more so than other situations. It can be quite important what happens when exactly in a combat situation as this is often when a character can be lost. Some games try to keep the Sequence as short and simple as possible, others are more concerned about the exact moment something happens.
----
As role-players have different tastes for how detail they want to go into in terms of rules, AGES tries to provide a range of possibilities. So some Element entries will details three levels of Complexity.
There are 3 main complexity levels in the AGES rules. The Complexity changes the way in which Elements and Rules are handled. Generally rules will be presented at (Medium - 2) complexity level as this is what I consider the standard
!!Complexity (Low - 1):
This is for people who want to keep the game moving all the time. No messing around with fidily modifiers all the time. Worrying about exact sequencing in Combat or details about what a Character can and can not do at the same time. The Game Master can make judgement calls about these things based on the circumstances. The most important thing is that the Story is moving and the Character are doing things.
!!Complexity (Medium - 2):
As I said this is what I consider normal. It takes into account some details but there is a limit, a point, where you just call a judgement and get the game moving.
!!Complexity (High - 3):
A lot more concern about details at this level. Why? You ask, obviously for people who care about that sort of thing. Some people really care about the details of how a fight takes place, either for visualization reasons or because that is what they enjoy about a particular character. I personaly find that some details are colourful, not just for nit pickers. Also I use more or less complex rules depending on the situation. When engaged with a group of ruddy little goblins I use a different set of complexity rules than when engaged with the Demon Lord of Assassins. In the end you decide what you want.
*This value tells you the current state of a character's health and wellness.
*Condition goes down when a character is sick or injured.
!Complexity 1:
!!Basic Hit Point Method:
*[[Hit Points]] are equal to BODY/Physical/Physique in the Value Range 100.
*//[[Damage Types]] are ignored. ALL Damage is the same.//
*//[[Damage Resistance]] is ignored. Only [[Protection Value]] is used.//
*Only Two conditions: Alive or Dead.
!!Taking DAMAGE:
*First: subtract Protection Value (aka Armour Value) from the Damage.
*Second: The remaining damage is subtracted from Hit Points.
*Beings reduced to 0 Hit Points are Dead.
*Structure values that are reduced to 0 represent an object brought to ruin.
//[['Condition' Complexity 1 Example]]//
!Complexity 2:
Basic CONDITION Method:
There are no Hit Points and Damage is not dealt directly in any way.
All Being have a Condition: Perfect, Wounded, Unconscious or Dead
Damage will be compared to Damage Resistance and Protection and a Condition will result.
Damage types are ingnored. ALL Damage is the same.
Weapon damage is not directly applied to Condition; nor is sickness. Instead Weapon Damage is used to determine Wounds; and failed Constitution checks result in Sickness. So, a character's Wounds and Sickness then influence condition. For example: (VR-20) A character receives a Wound Level 3. His condition begins a 20 so his current Condition is 17. He then receives two Wound Level 2 wounds. Now his condition is (20 - 3) - 2 - 2 = 13. His condition is now 13.
This is related in other systems to what are often called 'hit points' or 'health points' or 'life level'. All characters however have the same Conidtion in this system and that number is based on the Value Range of the Campaign. So in (VR-100) campaign all characters have a Condition of 100. A character's Condition is a limiting factor when the Character is called upon to make Checks and is thus a very important number for not only a Characters life but also his/her ability to perform.
DAMAGE for the most part is caused by weapons. Damage is always a combination of the Basic Damage Type + Power.
In the Case of Melee Weapons:
One Handed Weapons: Basic Weapon Damage + Power ( half Strength )*
Two Handed Weapons: Basic Weapon Damage + Power ( Strength )*
In the Case of Firearms:
Basic Round (Bullet) Damage + Power (from the Load)
In the Case of High-Tech Weapons:
Basic Energy Type Damage + Power (from the energy source)
In the Case of Magic:
Basic Magic Damage Type + Power (from half Puissance to Full Puissance)
This is a body's natural resistance to taking damage (this does not refer to hide, scales or shells. Those things have a Protection Value). This simply refers to the bulk of the body absorbing damage before any real harm is done. Damage Resistance against Physical or Kinetic Damage is determined from a Character's Build (PHYSICAL) Attribute. Damage Resistance against Physical or Kinetic Damage is determined from a Character's Build (PHYSICAL) Attribute.
<html>
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Typically Character's have:<br>
<b>DR (Damage Resistance):</b> this stops
Physical and Energy 'Damage Types'. <i>(though DR is half
against Energy Types)</i> Damage Resistance is based on {Build}<br>
<b>EDR (Energy Damage Resistance):</b> this stops
only Energy 'Damage Types'. Based on {Field}<br>
<b>MDR (Magical Damage Resistance):</b> this stops
Magic 'Damage Types'. Based on {Aura}<br>
<b>PDR (Psychic Damage Resistance):</b> this stops
Psychic 'Damage Types'. Based on {PSI Field}<br>
<br>
</body>
</html>
DAMAGE RESISTANCE is a value which all things have. It is a measure of abiliity to prevent damage. There are two ways of preventing damage, Damage Resistance and Protection, and they are fundamentally different.
Whereas Protection is a layer which covers a form, Damage Resistance is the form itself. Thus DR is your Base level resistance to taking damage. Without armor this is the only protection you have. Damage Resistance is reduced by weapon's Penetration Number and has no natural Penetration modifier.
PDR is Physical and it is Determined by your PHYSICAL Attribute. However there are actually other types of DR such as EDR (Energy), SDR (Spiritual) and MDR (Mental).
PDR is physical in Nature and thus provides full protection from Physical Damage. PDR is effective against Energy Damage, but only half effective. So divide PDR by 2 against things such as fire, cold, lightning, blaster, laser, etc... It is not a layer of protection, however if Protection is being worn it adds to the Protection number and thus takes on the qualities of the type of Protection (see special note*).
PDR has no effect against Spritual (Eldritch) or Mental (Psychic) Damage.
The other types of DR are only effectice against Damage of their own type.
SDR is determined from the SPIRITUAL Attribute.
MDR is determined from the MENTAL Attribute.
EDR is determined from the ENERGY FIELD Attribute. (Human typically don't have this but Super Heroes or Aliens might)
[[Damage]]
[[Attack and Damage Type]]
[[Attack Types]]
[[Damage Types]]
[[Damage Resistance]]
[[Protection]]
[[Protection Value]]
[[Total Protection]]
[[Attack and Damage Types Table]]
DAMAGE VALUE is the basis for all damage in AGES. Damage can either be a Fixed Value, a Random Value or a combination of both. The Damage System is a separate system on its own. Thus these Damage Values are always used, regardless of the Value Range of the campaign.
Though a separate system it must tie in with the other rules. SO for these purposes then, the Damage and Protection Values are treated as Value Range 1-20.
This means then that when strength is used to determine Power for a melee attack, the Strength Value must be converted to a value from 1 to 20.
The chart to the right converts a fixed value to a random value.
Example:
A character has a strength of 14 in a VR-20 campaign. So his Power is 14. If the melee weapon he is using has a Damage Value of 10 then the total Fixed Damage the character does with that weapon is 24.
If Random Damage is used for weapons then the weapon damage of 10 becomes 3d6 (from the chart) so the total damage will be 3d6+14.
If Random Damage is used for everything then the total damage of 24 (as calculated above) becomes 7d6 (from the chart) for damage.
The same is applied for Protection. If the defending character (of the above attacker) has a Build of 18 then his Resistance is 18. If he is wearing armour with a Protection Value of 6 then the total of 24 would match the above damage and the resulting damage would be 24-24=0. If Random values were used then the Damage of 3d6 +14 would be rolled against 18 + 1d12.
[[Damage Value Table]]
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<!-- D/P V -->
<table class="b9" border="2" bordercolor="#000000" cellpadding="1" cellspacing="0" frame="box" rules="none" width="300">
<tbody>
<tr>
<td colspan="4" class="tablehead">Damage Value Table
</td>
</tr>
<tr class="tablehead2">
<td width="50">
*Dam
</td>
<td colspan="3">
The equivalent Die Types
</td>
</tr>
<tr>
<td>
1
</td>
<td>
1d2
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
2
</td>
<td>
1d4
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
3
</td>
<td>
1d6
</td>
<td>
or 1d4+1
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
4
</td>
<td>
1d8
</td>
<td>
or 1d6+1
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
5
</td>
<td>
1d10
</td>
<td>
or 1d8+1
</td>
<td>
or 2d4
</td>
</tr>
<tr class="tone12">
<td>
6
</td>
<td>
1d12
</td>
<td>
or 1d10+1
</td>
<td>
or 2d4 +1
</td>
</tr>
<tr>
<td>
7
</td>
<td>
2d6
</td>
<td>
or 1d10+2
</td>
<td>
or 1d12 +1
</td>
</tr>
<tr class="tone12">
<td>
8
</td>
<td>
2d6 +1
</td>
<td>
or 1d12+2
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
9
</td>
<td>
2d8
</td>
<td>
or 2d6+2
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
10
</td>
<td>
3d6
</td>
<td>
or 2d8+1
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
11
</td>
<td>
2d10
</td>
<td>
or 3d6+1
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
12
</td>
<td>
2d10 +1
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
13
</td>
<td>
3d8
</td>
<td>
or 2d12
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
14
</td>
<td>
4d6
</td>
<td>
or 3d8+1
</td>
<td>
or 2d12+1
</td>
</tr>
<tr>
<td>
15
</td>
<td>
4d6 +1
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
16
</td>
<td>
3d10
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
17
</td>
<td>
5d6
</td>
<td>
or 3d10+1
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
18
</td>
<td>
4d8
</td>
<td>
or 5d6+1
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
19
</td>
<td>
3d12
</td>
<td>
or 4d8+1
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
20
</td>
<td>
3d12 +1
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
21
</td>
<td>
6d6
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
22
</td>
<td>
5d8
</td>
<td>
or 4d10
</td>
<td>
or 6d6+1
</td>
</tr>
<tr>
<td>
23
</td>
<td>
5d8 +1
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
24
</td>
<td>
7d6
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
25
</td>
<td>
7d6 +1
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
26
</td>
<td>
4d12
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
27
</td>
<td>
6d8
</td>
<td>
or 5d10
</td>
<td>
or 4d12+1
</td>
</tr>
<tr class="tone12">
<td>
28
</td>
<td>
8d6
</td>
<td>
or 6d8+1
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
29
</td>
<td>
8d6 +1
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
30
</td>
<td>
8d6 +2
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
31
</td>
<td>
9d6
</td>
<td>
or 7d8
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
32
</td>
<td>
9d6+1
</td>
<td>
or 5d12
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
33
</td>
<td>
6d10
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
34
</td>
<td>
6d10+1
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
35
</td>
<td>
10d6
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
36
</td>
<td>
8d8
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
37
</td>
<td>
8d8+1
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
38
</td>
<td>
11d6
</td>
<td>
or 7d10
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
39
</td>
<td>
6d12
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr class="tone12">
<td>
40
</td>
<td>
9d8
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
<tr>
<td>
45
</td>
<td>
13d6
</td>
<td>
or 10d8
</td>
<td>
or 7d12
</td>
</tr>
<tr class="tone12">
<td>
50
</td>
<td>
14d6+1
</td>
<td>
<br>
</td>
<td>
<br>
</td>
</tr>
</tbody>
</table>
<br><br>
<!-- Damage -->
<table class="b8" border="2" bordercolor="#000000" cellpadding="0" cellspacing="0" frame="box" rules="none" width="100%">
<tbody>
<tr class="tone8">
<td width="50">DV/PV</td>
<td>Example1</td>
<td>Example2</td>
<td>Example3</td>
</tr>
<tr class="tone10">
<td>4</td>
<td>Long Dagger</td>
<td>5.56mm NATO</td>
<td>Studded</td>
</tr>
<tr>
<td>5</td>
<td>War Club</td>
<td>Tanto</td>
<td>Ring</td>
</tr>
<tr class="tone12">
<td>10</td>
<td>Broad Sword</td>
<td>.357 Magnum</td>
<td>Chain</td>
</tr>
<tr>
<td>15</td>
<td>Spiked Fail</td>
<td>Colt .45</td>
<td>Breastplate</td>
</tr>
<tr class="tone12">
<td>20</td>
<td>Halberd</td>
<td>.454 Casull</td>
<td>Plate</td>
</tr>
<tr class="tone10">
<td>24</td>
<td>Hvy Morning Star</td>
<td>.50 Browning</td>
<td><br>
</td>
</tr>
<tr>
<td>25</td>
<td>Morning Star (P.A.)</td>
<td><br>
</td>
<td>Kevlar</td>
</tr>
<tr class="tone12">
<td>30</td>
<td><br>
</td>
<td><br>
</td>
<td>Body Armour</td>
</tr>
<tr>
<td>40</td>
<td><br>
</td>
<td>40mm Grenade</td>
<td>Ceramic BA</td>
</tr>
<tr class="tone12">
<td>50</td>
<td><br>
</td>
<td>50mm Rocket</td>
<td>APC</td>
</tr>
<tr>
<td>100</td>
<td><br>
</td>
<td>100mm Howitzer</td>
<td>Medium Tank</td>
</tr>
</tbody>
</table>
<!-- Damage -->
</html>
All Character's have a Default Defence number. This number is used when a Character cannot respond directly to an Attack against him. In other words, if he does perform a Declared (or Active) Defence against an Attack. Characters who are not able to move for one reason or another or whose senses have been scrambled automatically have a Default Defence of 0.
----
Dodge/Parry/Block
----
These are the specific defences one performs in order to avoid being hit. Sometimes they are refered to as Defence Moves where as Default Defence might be considered a 'Passive' for of Defence. Most defences are Parries (with weapons), Blocks (unarmed parries), Shields Blocks, Dodges and Evasions.
G Docs:
[[Test Sheet|https://docs.google.com/spreadsheet/pub?hl=en_GB&hl=en_GB&key=0AmWMSHjHYfSTdEVXakdsY3hSWHljV1QyMF82U2JNWHc&output=html]]
Old Methods:
[[Previous Method|https://docs.google.com/spreadsheet/pub?hl=en_GB&hl=en_GB&key=0AmWMSHjHYfSTdGduSVByTmtfVVRzeFdaQUNGREktQnc&output=html]]
[[Previous Method 2|https://docs.google.com/spreadsheet/pub?hl=en_GB&hl=en_GB&key=0AmWMSHjHYfSTdHpobXRqWHJNQmg4Q1FDT2ZLaHIzS2c&output=html]]
----
[[Random Method]]
----
[[Fixed Method]]
----
----
[[G DOCS Version|https://spreadsheets.google.com/spreadsheet/ccc?key=0AmWMSHjHYfSTdElqNzhzRjhoRE5QXzZOQ1M1X3pmS3c&hl=en_GB]]
----
<html>
<head>
<title>Difficulty Table</title>
</head>
<body>
<table style="width: 420px;" border="2" bordercolor="#000000"
cellpadding="2" cellspacing="0">
<tbody>
<tr bgcolor="#000000">
<td> <font color="#ffffff" size="+1">VOCABULARY</font> </td>
<td style="vertical-align: top; text-align: center;"><font
color="#ffffff" size="+1">VR-100</font></td>
<td style="vertical-align: top; text-align: center;"><font
color="#ffffff" size="+1">VR-20</font></td>
<td style="text-align: center;"><font color="#ffffff" size="+1">VR-10</font><br>
</td>
</tr>
<tr bgcolor="#ccddcc">
<td> <font color="#000000">Effortless</font><font color="#000000">:</font>
</td>
<td style="vertical-align: top; text-align: center;">10<br>
</td>
<td style="vertical-align: top; text-align: center;">2<br>
</td>
<td style="text-align: center;">1<br>
</td>
</tr>
<tr bgcolor="#ffffff">
<td> <font color="#000000">Rudimentary</font><font
color="#000000">:</font> </td>
<td style="vertical-align: top; text-align: center;">20</td>
<td style="vertical-align: top; text-align: center;">4<br>
</td>
<td style="text-align: center;">2<br>
</td>
</tr>
<tr bgcolor="#bbccbb">
<td> Simple<font color="#000000">:</font> </td>
<td style="vertical-align: top; text-align: center;">30</td>
<td style="vertical-align: top; text-align: center;">6<br>
</td>
<td style="text-align: center;">3<br>
</td>
</tr>
<tr bgcolor="#fffffff">
<td> <font color="#000000">Easy:</font> </td>
<td style="vertical-align: top; text-align: center;">40</td>
<td style="vertical-align: top; text-align: center;">8<br>
</td>
<td style="text-align: center;">4<br>
</td>
</tr>
<tr bgcolor="#000000">
<td> <font color="#ffffff">Moderate:</font> </td>
<td style="vertical-align: top; text-align: center;"><font
color="#ffffff">50<br>
</font></td>
<td style="vertical-align: top; text-align: center;"><font
color="#ffffff">10</font></td>
<td style="text-align: center;"> <font color="#ffffff">5</font>
</td>
</tr>
<tr bgcolor="#ffffff">
<td> <font color="#000000">Challenging:</font> </td>
<td style="vertical-align: top; text-align: center;">60</td>
<td style="vertical-align: top; text-align: center;">12<br>
</td>
<td style="text-align: center;">6<br>
</td>
</tr>
<tr bgcolor="#ddcccc">
<td> <font color="#000000">Tough:</font> </td>
<td style="vertical-align: top; text-align: center;">70</td>
<td style="vertical-align: top; text-align: center;">14<br>
</td>
<td style="text-align: center;">7<br>
</td>
</tr>
<tr bgcolor="#ddbbbb">
<td>Hard<font color="#000000">:</font> </td>
<td style="vertical-align: top; text-align: center;">80</td>
<td style="vertical-align: top; text-align: center;">16<br>
</td>
<td style="text-align: center;">8<br>
</td>
</tr>
<tr bgcolor="#cc9999">
<td> Formidable<font color="#000000">:</font> </td>
<td style="vertical-align: top; text-align: center;">90</td>
<td style="vertical-align: top; text-align: center;">18<br>
</td>
<td style="text-align: center;">9<br>
</td>
</tr>
<tr bgcolor="#bb7777">
<td> Arduous<font color="#000000">:</font> </td>
<td style="vertical-align: top; text-align: center;">100</td>
<td style="vertical-align: top; text-align: center;">20<br>
</td>
<td style="text-align: center;">10<br>
</td>
</tr>
</tbody>
</table>
</body>
</html>
----
DISCLAIMER
The AGES Project is Copyrighted to me however it is provided free for use to the general public.
Free for use means: you can use it anyway you like in the privacy of your own home.
You can distribute it or include it in an archive of homegrown rules, so long as it is free of charge.
It is not just one system, it is the starting point of many systems as it is a collection of elements. Thus it may be used as the building blocks for any RPG game. If AGES is used in this way please note this in the credits and provide a link to the original AGES site.
However it should not be modified and redistributed as an original system. If modifications are made please clearly mark it as a derivative of "The AGES System" and provide a link to the original AGES site. Any variation or derivative of the system alone cannot be sold commercially. Games based on the system or supplementary material can be sold commercially.
This system makes mention of rules from the standpoint of all Role-playing Games, or the idea of Role-playing Games in general. This system is mearly an observation of certain elements present in all RPGs. This does not however imply any copyright upon other systems. Any vocabulary used bearing resemblance to another system does not imply copyright. Any mention of other RPGs or systems implies no copyright. If anyone feels that material present here infringes on their copyright in any way please inform me via e-mail, I will glady make any appropriate changes.
ages.system@gmail.com
----
GURPS is copyright Steve Jackson
D and D is copyright Wizards of the Coast
The d20 system is copyright Wizards of the Coast
PRISM is copyright Frank J. Perricone
Original FUDGE material is copyright Steffan O'Sullivan
FUZION is Trademark Fuzion Labs Group
----
----
|bgcolor(#f1c1a1): [[Attribute Documents]]|
----
2010, April 1st
Dormant Traits still exist. Once a character has pulled out all of their points and the Trait Level is 0 it becomes Dormant or a Zero Level Trait.
----
From 2009
While any Character may have no more than 10 [[Active Traits]], they may have acquired more than 10 different Traits.
After a Character has selected their Active Traits for a campaign, any remaining Traits become Dormant. These Traits do not disappear, but they are currently sharp and practiced. This Traits are treated as though they are half their current level.
BODY / Physical / //Constitution// [ +1 ]
BODY / Physical / //Strength// [ +1 ]
SOCIAL/ Persona / [ -1 ]
----
[[G DOCS ERA|https://spreadsheets.google.com/pub?key=0AmWMSHjHYfSTdE5lQm5aMG9TblAtM2RSeTEtZzlwcVE&hl=en_GB&output=html]]
----
ERA is a numerical value given to represent the Time Period of a campaign.
- Simply, one Century is 1 ERA point and the value is based around the Gregorian Calendar.
- So now that we are in the 21st Century our ERA is 21.
examples:
- A campaign in the Dark Ages would be around ERA: 11, 12
- A campaign set in the future, say the 25th Century, would be ERA: 25
ERA influences lots of things.
When applied to a Character along with LOCAL it can be used to determine ones education level relative to past and future.
When applied directly to a LOCAL, it will indicate what technology is available and what living conditions are likely to be like.
@@font-size:14px;
----
''Elements File List:''
----
[[ Difficulty | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFZwd0M1YnNVVWZyX01yVXRGZnIyWnc&hl=en_GB&output=html ]]
[[ ERA: | https://spreadsheets.google.com/pub?key=0AmWMSHjHYfSTdE5lQm5aMG9TblAtM2RSeTEtZzlwcVE&hl=en_GB&output=html ]]
[[ Key Points: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFg0alAwbnNMVHpuZWR5aVpscDczd2c&hl=en_GB&output=html ]]
[[ Movement: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFk3cGduZjM4UWdiMHFqSFFIQlJTbVE&hl=en_GB&output=html ]]
[[ Size Class: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGRBUGYySjBnYnBoSWpydThMX0xMckE&hl=en_GB&output=html ]]
[[ Test: Checks & Contests: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFRjQ0NKb1ZMalVfaWtvNzQyVk5TM1E&hl=en_GB&output=html ]]
[[ Threat Rating: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFVSbGlPWnpFa2JVckFXTjBsSldHOWc&hl=en_GB&output=html ]]
[[ Time Scale: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dDJ4VFUwUWVkMnM0cDZ2QldhN080Mmc&hl=en_GB&output=html ]]
[[ Value Range: | http://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGxMeHE5ay1aSFltMkJBRTdEM1hsNGc&hl=en_GB&output=html ]]
----
@@
[[Section|Elements Section]]
----
{{ageshead{Elements are the CORE Rules of a game. They are the rules which can be found in virtually every Roleplaying Game out there. AGES simply takes a look at each of these Core Elements individually and considers various ways to approach them. What's the difference between and Element and a Rule? All characters in all systems have Attributes so that's an Element, its a core part of a system. A rule could be just about anything else, for example saying that you suffer a penalty for initiative if you don't having your weapon drawn.}}}
----
!CORE ELEMENTS:
!!Concepts: (google docs)
[[Value Range|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGxMeHE5ay1aSFltMkJBRTdEM1hsNGc&hl=en_GB&output=html]]
[[Difficulty|https://docs.google.com/spreadsheet/ccc?key=0AmWMSHjHYfSTdElqNzhzRjhoRE5QXzZOQ1M1X3pmS3c]]
Levels
[[Tests:Checks and Contests|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFRjQ0NKb1ZMalVfaWtvNzQyVk5TM1E&hl=en_GB&output=html]]
[[Time Scale|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dDJ4VFUwUWVkMnM0cDZ2QldhN080Mmc&hl=en_GB&output=html]]
Complexity
----
<<tabs txtRemember
Value_Range "Value Range" [[Value Range]]
Value_Range_Chart "Value Range Chart" [[Value Range Chart]]
Difficulty "Difficulty " [[Difficulty]]
ERA "ERA " [[ERA]]
Scale "Scale " [[Scale]]
Levels "Levels " [[Levels]]
Complexity "Complexity " [[Complexity]]
>>
!!Componets:
[[Characteristics]]
[[Complexity]]
[[Experience]]
[[Levels]]
[[Value Range]]
So what's the point in calling them Elements? You might ask. They are just rules arent they?
I distinguish the Elements as being Core Rules because people have a tendency when they start becoming experienced gamers to want to play around with rules, modify, make their own. I wanted it to be easy. There are however so many kinds of rules. Some are foundations for the game while others might be optional. Different styles of play will value and use rules differently. Rather than calling things which are foundations, 'rules' I decided I wanted them to be Elements and clearly separated as an Element. They are the things I find common to most RPGs. This may not matter to very experienced gamers because they know the way games work inside out.
The hope was to make something modular. Something where to can take a rule (element) from one game and easily change it to match the other elements in your own style of play. Is it truly modular? That's hard to do, but for me it has the flexiblity I wanted.
[[Actions]]
[[Campaign Style]]
[[Characteristics]] - ([[Attributes]],[[Skills]],[[Traits]])
[[Checks]]
[[Complexity]]
[[Difficulty]]
[[Experience]]
[[Levels]]
[[Movement]]
[[Restrictions]]
[[Time Scale]]
[[Score Range]] - (VR-10,VR-20,VR-100)
META / Spiritual / //Puissance// [ +2 ]
META / Spiritual / //Influence// [ +2 ]
----
[[ G DOCS General: Eminence | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGIwcHV6dUJ1eGhUd2hPc09IUTJuVFE&hl=en_GB&output=html ]]
----
A Trait used to control how a character progress.
@@font-size:12px;
----
''Equipment File List:''
----
[[ Armour.Fantasy: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dDNwS2ozRWJHVGZjd1FGVDA2ZFNkN3c&hl=en_GB&output=html ]]
[[ Armour.Modern/High-tech: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGdHODR0UzhzTzN0VXRmYWViVFFhRlE&hl=en_GB&output=html ]]
[[ Ranged.High-tech: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFFIVS1YbW11dlRRZ2pDOWFUYmhsQVE&hl=en_GB&output=html ]]
[[ Ranged.Modern: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFN1R1dWcG1VUTZtbFRjNWxFVTVaUXc&hl=en_GB&output=html ]]
[[ Ranged.Vehicle: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dG53MVlLS1BMU0FXaHRXLUpvSVc3cnc&hl=en_GB&output=html ]]
[[ Weapons.Melee: | https://spreadsheets.google.com/pub?key=0AmWMSHjHYfSTdG51d0ZualN1LXJWR3ZZcWxfWEZfQVE&hl=en_GB&output=html ]]
[[ Weapons.Ranged.Fantasy: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGt0NzhLUFd0YjNZMHVCdFh1cTFzQ3c&hl=en_GB&output=html ]]
----
@@
[[Section|Equipment Section]]
<<tabs txtRemember
Fantasy "Fantasy" [[Fantasy Equipment]]
Modern "Modern " [[Modern Equipment]]
High-Tech "High-Tech" [[High-Tech Equipment]]
>>
----
@@font-size:12px;color:#444444; G DOCS Reference: EXPERIENCE: +++[open][close]
[[Tables|https://spreadsheets.google.com/ccc?key=0AmN4VNZ-A4V3dFEtWDVTbzlzWnJsVTVIWGR2R0lVY2c&hl=en_GB]]
[[Published Version|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFEtWDVTbzlzWnJsVTVIWGR2R0lVY2c&hl=en_GB&output=html]]
===@@
----
----
*There are no Character Levels
The first thing to note regarding experience is that AGES is not a Class and Level system basically.
The only thing with level restriction is the EminenceTrait.
So experience then is not for gaining levels per se, it is actually spent to earn points.
The main kinds of points are Trait Point and Skill Points.
These points are then used to develop the character.
*There is only a Eminence Level
If the Eminence Trait is used then Traits Point will need to be spent on Eminence to raise the bar on the Character's Skill and Trait Level limits.
----
Date: 2009/10/01
{{ageshead{Experience: With the AGES system there are no Character Levels or Generic Experience Points.
A character earns various types of building points. These building points are named and used for each of [[Characteristics]] that a character has. ([[Attributes]], [[Traits]], [[Skills]], [[Flavour]])}}}
''Staring Building points: (normal campaign)''
''Attribute points:'' 90 (or random method)
''Trait points:'' 4
''Skill points:'' 50
''Flavour points:'' 5
''Attribute Points:''
''Trait points:'' These points are used to define the character in a very broad sense. They will usually be used to gain Character Traits. Traits can be inborn or learned characteristics of a character and are discussed in the Trait section. A character gains 2 [[Primary points]] per level.
Note: if characters start at level 0 they gain their first Primary sometime during play and are able earn their second point after they have reached level 1.
''Skill points:'' Characters gain 20 Character points each level. These can be awarded either all at the beginning of the level, litlte by little as the character gains experience or all at the end, depending on the Game Master's wishes.
''Flavour:'' Characters typically gain 5 points of Flavour every two levels. These points are not for purchasing main Traits and Skills. They are used for the little things you don't want to spend your main points on. They are for fun or to flesh a character out.
(Cooking, Singing or any Artistic skill for example. Or maybe little talents or odd things like having perfect pitch, or being able wiggle your ears.)
----
These External Skills usually begin at Base [ 4 ] (unless otherwise noted)
-----
[[Fantasy Races]]:
[[Fantasy Class Title]]:
[[Fantasy Traits]]:
-----
[[Fatigue]]
[[Magic]]
----
Standard Fantasy Races:
[[Human]]
[[Elf]]
[[Dwarf]]
[[Gnome]]
[[Halfling]]
[[Half-Ogre]]
Type the text for 'Fatigue'
<html>
<table>
<tr><td>Score</td><td>Cost</td></tr>
<tr><td>1-8</td><td> 1</td></tr>
<tr><td>9-12</td><td> 2</td></tr>
<tr><td>13-15</td><td> 3</td></tr>
<tr><td>16-17 *</td><td> 4</td></tr>
<tr><td>18 *</td><td> 5</td></tr>
</table>
</html>
Example 1: a Character buys a Strength of [ 14 ].
1-8 8 x1 = 8
9-12 4 x2 = 8
13-14 2 x3 = 6
Total cost: 22 points
Example 2: a Character buys a Mental of [ 9 ].
1-8 8 x1 = 8
9 1 x2 = 2
Total cost: 10 points
Example 3: a Character buys a Dexterity of [ 18 ].
1-8 8 x1 = 8
9-12 4 x2 = 8
13-15 3 x3 = 9
16-17 2x4 = 8
18 1x5 = 5
Total cost: 38 points
This is all the extra little stuff that defines a character. Stuff that doesn't fit into other catagories.
{{head{I also put this here to test fonts.}}}
{{head{This is here to test fonts.}}}
''This is here to test fonts.''
*This is here to test fonts.
**This is here to test fonts.
***This is here to test fonts.
#This is here to test fonts.
#This is here to test fonts.
|This is here to test fonts.|
----
This is the full list of rules now published to Google Docs. The other tabs contain the same links just divided into the appropriate sections: Elements, Character, etc...
----
__''Full List:''__
[[ Action Speed: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFVQMVdISEF6ekwzOFBYb3NBWWF0dVE&hl=en_GB&output=html ]]
[[ Armour.Fantasy: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dDNwS2ozRWJHVGZjd1FGVDA2ZFNkN3c&hl=en_GB&output=html ]]
[[ Armour.Modern/High-tech: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGdHODR0UzhzTzN0VXRmYWViVFFhRlE&hl=en_GB&output=html ]]
[[ Attack & Damage Types | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGdWT3Yzc3E4ZDNtWXVBdXhvOU40NEE&hl=en_GB&output=html ]]
[[ Attributes: | https://docs.google.com/spreadsheet/ccc?key=0AmWMSHjHYfSTdGhGcHRZakdSTk80T3NsUVhMWGdLNVE ]]
[[ Casting Technique: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dEVJODE1VEpTNGFERlJaWVB4US1TekE&hl=en_GB&output=html ]]
[[ Character Sample: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFEwOHNSa0IxNEpWemtWektfa3l6T1E&hl=en_GB&output=html ]]
[[ Class Groups | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dDQzUy02Z0R3cjZZODFPenBxYzBrOXc&hl=en_GB&output=html ]]
[[ Condition: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGlSRmJXcWVTTzJOdExWVXU1cnkyb0E&hl=en_GB&output=html ]]
[[ Damage Table | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFhtUTFLRXhRcFNOUElQWUZmQWltMEE&hl=en_GB&output=html ]]
[[ Defences: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dHppeDRZQWNmTHAtazlJNEJ6bWZ3Ync&hl=en_GB&output=html ]]
[[ Difficulty | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFZwd0M1YnNVVWZyX01yVXRGZnIyWnc&hl=en_GB&output=html ]]
[[ ERA: | https://spreadsheets.google.com/pub?key=0AmWMSHjHYfSTdE5lQm5aMG9TblAtM2RSeTEtZzlwcVE&hl=en_GB&output=html ]]
[[ Evasion: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dEdlWnlQMWYyRnB6V3ZVeUZFMVMyVGc&hl=en_GB&output=html ]]
[[ Experience: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFEtWDVTbzlzWnJsVTVIWGR2R0lVY2c&hl=en_GB&output=html ]]
[[ Fantasy Skills | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dExvVGpEbFZBcGRRQl9iR0V5RDFUQkE&hl=en_GB&output=html ]]
[[ Game Scale: | http://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGxMeHE5ay1aSFltMkJBRTdEM1hsNGc&hl=en_GB&output=html ]]
[[ General: Literacy | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dHVuVmJDMkNjRFZtUTdiMWh3MlpQN0E&hl=en_GB&output=html ]]
[[ General: Stalwart | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGl1ZnJYMXBsMk5zZXVSQ3BuM3hiU3c&hl=en_GB&output=html ]]
[[ General: Eminence | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGIwcHV6dUJ1eGhUd2hPc09IUTJuVFE&hl=en_GB&output=html ]]
[[ Initiative: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGwzeGs0WFZRSGs0d3NJSkdKTnlyeEE&hl=en_GB&output=html ]]
[[ Key Points: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFg0alAwbnNMVHpuZWR5aVpscDczd2c&hl=en_GB&output=html ]]
[[ Magic Definitions: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dG5laU51MWVUQllib0M2anp1RksyMmc&hl=en_GB&output=html ]]
[[ Magic Languages: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGVMb3ZpWDNEZW1OclM1TEdaRldacXc&hl=en_GB&output=html ]]
[[ Mana: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dElwTDF5WVhHWEpaWEx1U0cxOW9NSHc&hl=en_GB&output=html ]]
[[ MoB Stats: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGpxWWM1Q3k3R0hPVTBpZGs0LUxmQnc&hl=en_GB&output=html ]]
[[ Movement: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFk3cGduZjM4UWdiMHFqSFFIQlJTbVE&hl=en_GB&output=html ]]
[[ Protection & Penetration: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dHJPWlR1QnRMeko1RWxOdHJWV3pJaUE&hl=en_GB&output=html ]]
[[ Ranged.High-tech: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFFIVS1YbW11dlRRZ2pDOWFUYmhsQVE&hl=en_GB&output=html ]]
[[ Ranged.Modern: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFN1R1dWcG1VUTZtbFRjNWxFVTVaUXc&hl=en_GB&output=html ]]
[[ Ranged.Vehicle: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dG53MVlLS1BMU0FXaHRXLUpvSVc3cnc&hl=en_GB&output=html ]]
[[ Scale: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGRBUGYySjBnYnBoSWpydThMX0xMckE&hl=en_GB&output=html ]]
[[ Special Abilities: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dHM3SWxlenpfMGZsV2N6Q18wcVFkQ1E&hl=en_GB&output=html ]]
[[ Stats: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dG92b05LZWJmTlpKbDVlTkl4UzJtclE&hl=en_GB&output=html ]]
[[ Stature | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGIwcHV6dUJ1eGhUd2hPc09IUTJuVFE&hl=en_GB&output=html ]]
[[ Tests: Checks & Contests: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFRjQ0NKb1ZMalVfaWtvNzQyVk5TM1E&hl=en_GB&output=html ]]
[[ The Combat Round: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGMyYTh3U1U4UHU2X1hfS1BuYkRVQ1E&hl=en_GB&output=html ]]
[[ The Ulgut: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGpxWWM1Q3k3R0hPVTBpZGs0LUxmQnc&hl=en_GB&output=html ]]
[[ Threat Rating: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFVSbGlPWnpFa2JVckFXTjBsSldHOWc&hl=en_GB&output=html ]]
[[ Time Scale: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dDJ4VFUwUWVkMnM0cDZ2QldhN080Mmc&hl=en_GB&output=html ]]
[[ Traits: Fantasy: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dDBodVEyYXFha0JmOWkwbTE2MHhiRmc&hl=en_GB&gid=18 ]]
[[ Weapon Scale | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGo2cUg5TGpSNnJKNnotNVFXalU1OGc&hl=en_GB&output=html ]]
[[ Weapons.Melee | https://spreadsheets.google.com/pub?key=0AmWMSHjHYfSTdG51d0ZualN1LXJWR3ZZcWxfWEZfQVE&hl=en_GB&output=html ]]
[[ Weapons.Ranged.Fantasy: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGt0NzhLUFd0YjNZMHVCdFh1cTFzQ3c&hl=en_GB&output=html ]]
[[Non-Player Characters]]
[[Campaign]]
This is the person who controls the game. He makes the story, controls the NPCs and handles the rules.
[[Campaign Style]]
[[NPCs]]
[[Combat]]
[[Armour]]
[[Weapons]]
[[Meta Section]]
[[Damage Section]]
There are different concepts of Time in a game. Game Time refers to what is happening to the Characters. There is a basic heirarchy of time starting with the Phase (2 seconds), then the Round (6 seconds), the Scene (30 seconds), 1 Minute, 5 Minutes, 15 Minutes, 1/2 an Hour, 1 Hour, 2 Hours, 6 Hours, 1/2 a Day, 1 Day. In contines from there. You of course don't have to stick to those numbers, they are mearly a reference point for the rules.
|bgcolor(#bbeebb): [[Fantasy Campaign]]|
Genre: Of course the difference between genres is all in the details. Things like Story, Available Character Traits, Equipment, setting, etc...
At this point in time the AGES system provides only a few of these details. The Fantasy Genre is currently in development. As time goes by hopefully this will continue to expand. Some examples:
* Low Fantasy/ Medieval
* High Fantasy/ Sword and Sorcery
* (SF) Dark Future/ Cyber Punk
* (SF) Space Opera
* (SF) Space Exploration
* Supernatural/ Horror
* Super Hero
* Modern/ War/ Espionage
To get started with this blank [[TiddlyWiki]], you'll need to modify the following tiddlers:
* [[SiteTitle]] & [[SiteSubtitle]]: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* [[MainMenu]]: The menu (usually on the left)
* [[DefaultTiddlers]]: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
[[Actions]]
[[Activity]]
[[Adventure]]
[[Attributes]]
[[Attack Roll]]
[[Attack Type]]
[[Building Points]]
[[Campaign]]
[[Character]]
[[Characteristics]]
[[Checks]]
[[Combat Sequence]]
[[Condition]]
[[Damage Type]]
[[Damage Resistance]]
[[Damage Value]]
[[Default Defence]]
[[Defence Moves]]
[[Difficulty]]
[[Encumbrance]]
[[ERA]]
[[External Skills]]
[[Fatigue]]
[[Game Master]]
[[Game Time]]
[[Group]]
[[Initiative]]
[[Interaction]]
[[Internal Skills]]
[[Key Points]]
[[Level]]
[[Locale]]
[[Mana]]
[[Modifier]]
[[Movement]]
[[NPC]]
[[Passive Defence]]
[[Phase]]
[[Protection Value]]
[[Race]]
[[Real Time]]
[[Restrictions]]
[[Round]]
[[Skills]]
[[Score Range]]
[[Session]]
[[Success]]
[[Time Scale]]
[[Threat Rating]]
[[Traits]]
[[Value Range]]
[[Wound Level]]
MIND / Perception / //Intuition// [ +1 ]
MIND / Perception / //Observation// [ +1 ]
BODY/ Dexterity/ [ +1 ]
BODY/ Physical/ [ -1 ]
One method of keeping track of [[Condition]]
<html><img src="ages.project.logo.png" width="25%" alt="AGES" style="float: right; margin: 5px;"></html>
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@@font-size:20px;color:#222222;Welcome to the Home of AGES@@
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@@font-size:16px;color:#333333;AGES: Alpha Game Elements System@@
@@font-size:14px;color:#333333;This is my Paper & Pencils base RPG rule system. Alpha and Elements refers to the fact that these rules are just building blocks for anyone to forge their own system out of these rules. While it's difficult to make something truly modular this system tries to be one that can be broken down into basic Elements.@@
@@font-size:14px;color:#333333;For a more indepth introduction:@@ [[Opening]]
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<html>
Note: this wiki document also references google spread documents.
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@@font-size:12px;color:#333333;E-mail: ages.system@gmail.com@@
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Copyright 2000-2011
[[Disclaimer]]
Attributes: No Bonus - No Penalty
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Skills:
The key to my skill developement system working will really require the implementation of:
Improvement Opportunity
I had originally though of it as optional but I believe it needs to be either strongly recommended or set as a definite rule.
Improvement Opportunity tells you when you may spend points to improve a skill.
The three situations a character may spend Experience to improve a skill are:
1. When the character attempts to use a skill and rolls a failure (not critical failure).
2. When the character attempts to use a skill and rolls a critical success.
3. When the character is training with a master.
When making a character that is higher than first level there is no way to measure how many improvement opportunities they have had.
However the following rule always applies: no one skill may have more than 10% of the total amount of experience spent on skills.
INCANTATION TYPE: Two things, first it tells if it is a Spell, Prayer, Chant Incantation or otherwise. Second, what type of effect; summoning, enchantment, alteration, divination etc... (e.g. Spell: Enchantment or Chant: Summoning.)
INCANTATION LEVEL: Tells you how difficult the Incantation is to use.
Difficulty: This Value is subtracted from a Trait level (such as Spellcasting). If the result is negative then that result is the Difficulty in levels. (e.g. Spellcasting: 7 minus Incantation Level: 11 would result in a Difficulty of [ - 4 ] )
MANA COST: The amount of Mana expended to open a spell.
INVOCATION TIME: Tells the basic time required in Rounds, Turns or Actions.
Value only: If there is only a number then assume it is the number of Actions.
TARGET/AREA: Exactly how much is affected by the spell.
Invoker: The Character casting the Spell or saying the Prayer, Chant, etc....
Value: The Value given for Area is standard, it can be read as either metres or as yards. (e.g. Radius: 5 Means a 5 metre radius or a 5 yard radius.)
RANGE: How far away the effect may extend or take place.
Value: The Value given for Range is standard, it can be read as either metres or as yards. (e.g. Range: 50 Means 50 metres or 50 yards.)
DURATION: How long it lasts, in Rounds, Turn, Days.....
Maintain: This means 1 mana must be spent every Round to keep the spell up. Maintain(2) would mean 2 mana every round.
LANGUAGE: The Language it was originally written in. Incantations rarely translate well from Language to Language.
DISCIPLINES: If a Magus attempts to invoke a Incantation directly then these Discplines must be known.
INCANTATION TYPE: Spell: Enchantment
INCANTATION LEVEL: 11
MANA COST: 20
INVOCATION TIME: 3 A
TARGET/ AREA: 1 Target
RANGE: 50
DURATION: 12 Hours
LANGUAGE: Camaerian
PRIMARY DISCIPLINE: Divination
SECONDARY: Alteration
This is is a Contest usually used to determine which Character may do something before another Character.
There are varying opinions on how intiative should be handled. There are two main types of Intiative found in various games. Group Initiative and Individual Initiative. Other options or differing viewpoints may even rule out initiative and everything is considered to happen at the same time, though that is not this systems recommendation.
[[Combat]]
[[Communication]]
[[Domination]]
[[Negotiation]]
[[Intimidation]]
Internal Skills are included in a Trait.
Internal Skills' starting level is dependent on the Trait Level.
Internal Skills start at a base level dependent on the Trait Level.
Skill Points are spent to raise them further.
*Key Points are often key to a Characters survival.
*The AGES system is not a very forgiving system in terms of Damage and Death. Key Points are one way to help a character survive and also perform well at vital or key moments.
*Threat Class A and B NPCs do not have Key Points. [[Threat Class]] C may have and D will have.
*The more Key Points a character has however the more unreal they become thus the following guidlines are suggested based on the Campaign Style.
Gritty +1 Key Point
Normal +3 Key Points
Grand +5 Key Points
Normal: +1 Key Point
Heroic: +2 Key Points
Superhuman: +3 Key Points
Key Points are generally used to modify rolls or re-roll rolls.
If the use of a Key Point is declared prior to a roll then -5 levels are subtracted from that roll.
If the use of a Key Point is declared prior to round (and declared for all actions in the round) then -3 levels are subtracted from all the rolls in a round.
If the use of a Key Point is declared after a roll has been made, then a re-roll may be made and the best of the two is taken.
Key Points may also at times be used for more intangible effects. In other words not just to influence rolls. This is purely descretionary. A Player must make a request and the Game Master must accept it. In this way they can put twists and turns into a story.
This Element is not in itself a rule so much as an explantion of word usuage. The word Level is used repeatedly time and again in role-playing games and AGES is no exception. It is connected to many different Elements. Some examples: Character Level, Skill Level, Dungeon Level, Difficulty Level. A 'Level' can be a different thing in each case.
In AGES the Trait Point usuage of Level is for the 'Standard Level' and is relevant to many Elements. The Trait Point usuage of the Standard Level is a concept related to Value Range. Examples would be Skill Level, Attribute Level or Threat Level.
Trait levels and Character Levels however are different, they are not affected by Value Range and are not rated using Standard levels. Trait Levels have there own meaning.
![[Standard Level]]
A [[Standard Level]] is a way of connecting the three main Value Ranges. The Standard Value Range is VR 1-20 and as such there are 20 Levels to a full range. What this means is: if you are playing a campaign in VR 1-20 and the rules say that your character receives a bonus of +1 Level to your strength, then your character's Strength is +1 (say from STR 13 to STR 14).
In a VR 1-10 campaign the full range is of course to 10 so.... a Standard Level is only 0.5 and you will have to round (.5 is usually up). A character with a STR of 6 receives a bonus of +3 Levels would get +1.5 and end of with a STR of 7.5 (or 8 rounded up).
Lastly, in a VR 1-100 campaign a Standard Level will be equal to 5. So a character with a STR of 57 with a +2 Level bonus woull receive +10 and have a final Strength of 67.
There are various ways of denoting the Standard Level:
e.g. +3 levels = +3 lvls = [+3 levels] = [+3]
Examples:
Attack Value: 13 levels Attack Value: 13 lvls Attack Value: [ 13 levels ] Attack Value: [ 13 ]
Parry Bonus: +2 levels Parry Bonus: +2 lvls Parry Bonus: [ +2 levels ] Parry Bonus: [ +2 ]
![[Skill Level]]
Skill Values, like Attribute Values are often defined using Standard Levels.
![[Wound Level]]
Wound Levels are expressed as Standard Levels.
![[Trait Level]]
Non-Standard
![[Theat Level]]
Non-Standard
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''This Element is not in itself a rule so much as an explantion of word usuage.''
The word Level is used repeatedly time and again in role-playing games and AGES is no exception. It is connected to many different Elements.
//Some examples: Character Level, Skill Level, Dungeon Level, Difficulty Level. A 'Level' can be a different thing in each case.//
In AGES there are a number of different levels and they work in different ways:
Character Level:
- AGES doesn't have Charater level in the traditional sense, there is a trait called '[[Eminence]]' which controls how a character progresses.
Attribute/Skill Level:
- a value which can be used to make a dice roll to perform a [[Check]]
Trait Level:
- traits are not checked against. Each level increases the value and benefits from the trait, check each trait individually.
Threat Level:
- tells us how dangerous a enemy is. This number gives an average value of a creatures Attribute and Skills levels.
Basically a LOCALE is a place. There are many possible desciptions that can be applied to a LOCALE, such as how Technologically advanced it is. What kind of political enviroment there is and how hard it is to get a nice cup of tea. For purposes of Character it may affect their level of Education or how they have developed physically.
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''MENTALITY:''
Intellect
Focus
Memory
Wits
Knowledge
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''ACUMEN:''
Alertness
Intuition
Observation
Perception
Empathy
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[[Magery Trait]]
Magery is an in-depth study of the workings of Magic, this study includes both the acquistion of knowledge and the development of ones spiritual character.
Magery is one of the primary [[Traits]] in a fantasy setting. It allows a character to utilize their [[Spiritual]] [[Attribute]], developing both knowledge of magic and the energy to power it.
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[[Internal Skills]]:
!Class A:
Meditation
Magic Lore
[[Magic Language]] (A)
Magic Inscription
Use Wand/Rod/Staff
Use Scroll
!Class B:
Spellcasting
Eldritch Attack
Missile Attack
Mage Sense
[[Magic Language]] (B)
!Class C:
Mage Vision
Mage Read
Discipline Lore
Higher Meditation
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A bonus to "to-hit" rolls: Each level adds [ +1 ]
Maximum Level/Bonus: [ +5 ]
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1: 10 Slots
2: 20 Slots
3: 30 Slots
4: 40 Slots
5: 50 Slots
@@font-size:14px;
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''Magic File List:''
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[[ Magic Use: | https://spreadsheets.google.com/ccc?key=0AmN4VNZ-A4V3dFBUalZDZGdoN29QRWxOWk9Dd3RDaUE&hl=en_GB ]]
[[ Magic Definitions: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dG5laU51MWVUQllib0M2anp1RksyMmc&hl=en_GB&output=html ]]
[[ Magic Languages: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGVMb3ZpWDNEZW1OclM1TEdaRldacXc&hl=en_GB&output=html ]]
[[ Mana: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dElwTDF5WVhHWEpaWEx1U0cxOW9NSHc&hl=en_GB&output=html ]]
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@@
[[Section|Magic Section]]
Internal:
[[Spellcasting]]
MAGICAL LANGUAGES:
Camaerian (3)
Attamari (2)
Boethqui (2)
Djarion (2)
Darres o'Moyso (2)
Hayallio (2)
Hathkurotti (2)
Ithfaewari (2)
Krysshak (2)
Liomstaun (2)
O'Masshu (2)
Amocara (1)
Yalorso (0)
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[[Magery]] (Mage)
[[Spellcasting]] (Mage)
[[Ritual Casting]]
[[Prayer]] (Priest)
[[Chanting]] (Druid)
[[Mana|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dElwTDF5WVhHWEpaWEx1U0cxOW9NSHc&hl=en_GB&output=html]]
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Magic is an important part of almost any fantasy campaign. Only low fantasy settings will have little or no magic in them. How magic affects the game depends a large part on the game master. These rules include Traits for character wishing to use magic, and specific Incantations are currently being converted to web format.
However, the Game Master must decide how strictly he will follow the rules, how much variability he wishes magic to have or whether he wishes to restrict in his or her own way.
Within this system magic primarily comes in two different forms. One is the magic which is guided by the 'use of incantations' and magic which is guided by either 'force of will or intuitive control'.
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[[Opening]]
[[Home]]
[[About]]
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[[Site Map]]
[[Updates]]
@@font-size:14px;[[Blog|http://ages-system.blogspot.com/2010/05/new-format.html]]@@
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[[Sections]]
· Elements
· Character
· Equipment
· NPC
· Combat
· Magic
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@@font-size:14px;color:#888888;: Innards: +++[open][close]
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[[Internal]]@@color:#888888;.tg@@
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[[MainMenu]]
[[SideBarTabs]]
[[MyLayout]]
[[StyleSheet]]
[[GettingStarted]]
[[SiteTitle]]
[[DefaultTiddlers]]
[[Code Storage]]
[[SideBarOptions]]
[[Work Area]]
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===@@
[[Green Mana]] - low ceiling fast recovery
[[Blue Mana]] - medium ceiling, medium recovery
[[Red Mana]] - high ceiling, slow recovery
[[Base Mana Chart]]
When spells are cast they use up mana in the order of: Green first, then Blue and finally Red.
Meditation is Skill required for a number of disciplines including Magic.
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# Knife Fighting
# Fencing Style
# Pole arm Style
# [[Staff Fighting Style]]
# Two-Handed Style
# Dual Weapons
# Weapon and Shield Style
# Combat Rider
# Great Swing
# Dual Strike
# Surprise Move
# Defend and Attack
# Master Maneuver
# Master Parry
# Master Attack
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These traits represent several things, but essentially it is training and experience in close combat situations. It does not in itself represent specific training in any one weapon or combat style but in the basic principles of combat, which are learned through training and experience. In other words it is the character’s tactics and mobility in combat. All experienced combatants will have these traits to some degree. They come into play any time a character is engaged in either Melee or Unarmed Combat Activity.
These traits are not required to employ weapons or engage in melee combat however it is recommended if one wants to do so skillfully.
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!!Melee Traits:
[[Melee: Attack Bonus]] (+1-5)
[[Melee: Damage Bonus]] (+1-5)
[[Melee: Defence Bonus]] (+1-5)
[[Melee: Action Speed]] (1-6 Bonus Half-Actions)
Melee: Master Skills (1-10)
Melee: Weapon Specialist (1-5)
__Styles:__
Melee: Master of Staff (1-5)
Melee: Weapon and Shield (1-5)
Melee: Dual Weapons Fighter (1-5)
Melee: Fencer Extraordinaire (1-5)
Melee: Two-Hander (1-5)
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[[Melee Master Traits]]
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!!Related Skills:
[[Melee Weapon Skills]]
!!!Combat Skills:
Light Armour
Heavy Armour
Draw and Ready
Off-hand
Maneuver
Stand Ground
Force Back
!!!Defence Skills:
Dodge/Evade
Parry
Shield Block
!!!Master Skills:
Blindfighting
Disarm
Entangle
Feint
Hook
Lock Weapons
!!!Japanese Weapons:
Katana
Kama
Nunchaku
Tonfa
...
!!Old Stuff:
[[Melee Trait Chart|https://spreadsheets.google.com/ccc?key=t5ikJvK_ttTvftzxnJFWGIQ&hl=en_GB]]
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!!!Weapon Skills:
;Blade:
:Dagger or Knife
:Straight Sword
:Curved Sword
:Fencing Sword
;Mass:
:Club or Mace
:Axe
:Hammer
;Pole:
:Short Stick
:Staff or Quarter Staff
:Spear
:Polearm
;Special:
:Sickle
:Flail (Articulated)
:Whip
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Characters basically have 1 action per round.
Each level will give a bonus of "[[A Half Action]]"
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A bonus to "to-hit" rolls: Each level adds [ +1 ]
Maximum Level/Bonus: [ +5 ]
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A bonus to Damage rolls: Each level adds +1
Maximum Level/Bonus: +5
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A bonus to Defence rolls (dodge/parry/block) : Each level adds [ +1 ]
Maximum Level/Bonus: [ +5 ]
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Mettle is a companion to Health
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While Health deals strictly with physical damage taken, Mettle represents a character overall ability to hold when suffering trauma.
Mettle is checked when characters taken damage (physical trauma), are psychically assault (mental trauma) or are victim to soul (meta trauma) attacks.
Mettle then is a combination of three of a character's Attributes: (Will..Mind, Endurance..Body, Aura..Soul) averaged.
These scores are added together (VR-20) and to a base of 10
[[Movement Types]]
[[Movement Speed]]
[[Sneaking]]
[[Invisibility]]
*A Character's Movement Score is based on their Speed Attribute. BODY / Physical / Speed.
*There are 3 numbers To the Movement Score: Slow, Medium and Fast
*Value Range must be converted to a Value Range of 1-20.
Movement Speed is given with 3 Main Values: Slow, Medium, Fast. (things that can fly will have and additional number). It will be written in that order.
Example:2/ 3/ 6If a word appears after the numbers(2/ 3/ 6/ Phase) then that is the distance in metres within that time base. If there is nothing written then it is in metres/second or yards/second. Movement is affected by Encumbrance.
So an unencumbered Speed of 12 would be: 3/ 6/ 12 Speed
Here are some tables for quick reference: Movement Tables
These numbers indicate the number of metres or yards someone moves in 1 Phase (2 seconds).
A character must work up to Fast Speed. Each Phase a character may accelerate or deccelerate by one level (e.g. Slow to Medium, Medium to Fast, Medium to Slow)
Movement Types:
Crawling: Slow
Climbing: Slow This can maintained for 10 minutes rolling endurance each minute thereafter so not to have to rest
Walking: Slow This can maintained for 4 hours rolling endurance each hour thereafter so not to have to rest.
Running: Medium This can maintained for 10 minutes rolling endurance each minute thereafter so not to drop to slow.
Combat Moving: Medium The character may move and perform combat related actions. Can be maintained for 20 rounds rolling endurance each round thereafter so as not to drop from exhaustion.
All out Sprint: Fast This can maintained for 10 rounds rolling endurance each round thereafter so not to drop to medium.
|bgcolor(#999999): GettingStarted|
|bgcolor(#999999): MainMenu|
|bgcolor(#999999): [[MyLayout]]|
|bgcolor(#bbbbee): [[Opening]]|
|bgcolor(#bbbbee): [[Glossary]]|
|bgcolor(#eebbbb): [[Sections]]:|
|bgcolor(#bbeebb): [[Genre]]:|
|bgcolor(#cdeeaa): [[Elements]]:|
|bgcolor(#cdeeaa): [[Font Testing]]|
|bgcolor(#ddaaaa): [[Charts]]:|
|bgcolor(#f1c1a1): [[Documents]]:|
|bgcolor(#ddc1a1): [[COMPLETE SET]]:|
StyleSheet
PageTemplate
ViewTemplate
EditTemplate
[[DefaultTiddlers]]
[[My Main Menu Work Area]]
!![[My Style Sheet Contents]]
[[My body]]
[[My Top Menu]]
[[My siteTitle]]
[[My header]]
[[My Main Menu]]
[[My tiddlers]]
[[My Toolbar]]
[[My message Area]]
[[My siderbarOptions]]
[[My sidebarTabs]]
[[My viewer]]
[[My tagging]]
[[My backstage area]]
[[My links]]
[[My tabs]]
[[My headings]]
[[My rounded corners]]
[[Extra small fonts tag cloud]]
[[Clint's IE fix]]
----
[[NPC Threat Rating|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFVSbGlPWnpFa2JVckFXTjBsSldHOWc&hl=en_GB&output=html]]
[[MoB Stats|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGpxWWM1Q3k3R0hPVTBpZGs0LUxmQnc&hl=en_GB&output=html]]
Detailed Monster Sheets:
*[[Wraith Sheet|https://docs.google.com/fileview?id=0B2N4VNZ-A4V3YmYyOTUyMzAtOWY2ZC00M2VhLWFmNDgtYWRkNmY0YzQwZGI5&hl=en_GB]]
[[Special Abilities|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dHM3SWxlenpfMGZsV2N6Q18wcVFkQ1E&hl=en_GB&output=html]]
@@font-size:14px;
----
''NPC File List:''
----
[[ MoB Stats: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGpxWWM1Q3k3R0hPVTBpZGs0LUxmQnc&hl=en_GB&output=html ]]
[[ Special Abilities: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dHM3SWxlenpfMGZsV2N6Q18wcVFkQ1E&hl=en_GB&output=html ]]
[[ The Ulgut: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGpxWWM1Q3k3R0hPVTBpZGs0LUxmQnc&hl=en_GB&output=html ]]
[[ Threat Rating: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFVSbGlPWnpFa2JVckFXTjBsSldHOWc&hl=en_GB&output=html ]]
----
@@
[[Section|NPC Section]]
/***
|Name|NestedSlidersPlugin|
|Source|http://www.TiddlyTools.com/#NestedSlidersPlugin|
|Documentation|http://www.TiddlyTools.com/#NestedSlidersPluginInfo|
|Version|2.4.9|
|Author|Eric Shulman|
|License|http://www.TiddlyTools.com/#LegalStatements|
|~CoreVersion|2.1|
|Type|plugin|
|Description|show content in nest-able sliding/floating panels, without creating separate tiddlers for each panel's content|
!!!!!Documentation
>see [[NestedSlidersPluginInfo]]
!!!!!Configuration
<<<
<<option chkFloatingSlidersAnimate>> allow floating sliders to animate when opening/closing
>Note: This setting can cause 'clipping' problems in some versions of InternetExplorer.
>In addition, for floating slider animation to occur you must also allow animation in general (see [[AdvancedOptions]]).
<<<
!!!!!Revisions
<<<
2008.11.15 - 2.4.9 in adjustNestedSlider(), don't make adjustments if panel is marked as 'undocked' (CSS class). In onClickNestedSlider(), SHIFT-CLICK docks panel (see [[MoveablePanelPlugin]])
|please see [[NestedSlidersPluginInfo]] for additional revision details|
2005.11.03 - 1.0.0 initial public release. Thanks to RodneyGomes, GeoffSlocock, and PaulPetterson for suggestions and experiments.
<<<
!!!!!Code
***/
//{{{
version.extensions.NestedSlidersPlugin= {major: 2, minor: 4, revision: 9, date: new Date(2008,11,15)};
// options for deferred rendering of sliders that are not initially displayed
if (config.options.chkFloatingSlidersAnimate===undefined)
config.options.chkFloatingSlidersAnimate=false; // avoid clipping problems in IE
// default styles for 'floating' class
setStylesheet(".floatingPanel { position:absolute; z-index:10; padding:0.5em; margin:0em; \
background-color:#eee; color:#000; border:1px solid #000; text-align:left; }","floatingPanelStylesheet");
// if removeCookie() function is not defined by TW core, define it here.
if (window.removeCookie===undefined) {
window.removeCookie=function(name) {
document.cookie = name+'=; expires=Thu, 01-Jan-1970 00:00:01 UTC; path=/;';
}
}
config.formatters.push( {
name: "nestedSliders",
match: "\\n?\\+{3}",
terminator: "\\s*\\={3}\\n?",
lookahead: "\\n?\\+{3}(\\+)?(\\([^\\)]*\\))?(\\!*)?(\\^(?:[^\\^\\*\\@\\[\\>]*\\^)?)?(\\*)?(\\@)?(?:\\{\\{([\\w]+[\\s\\w]*)\\{)?(\\[[^\\]]*\\])?(\\[[^\\]]*\\])?(?:\\}{3})?(\\#[^:]*\\:)?(\\>)?(\\.\\.\\.)?\\s*",
handler: function(w)
{
lookaheadRegExp = new RegExp(this.lookahead,"mg");
lookaheadRegExp.lastIndex = w.matchStart;
var lookaheadMatch = lookaheadRegExp.exec(w.source)
if(lookaheadMatch && lookaheadMatch.index == w.matchStart)
{
var defopen=lookaheadMatch[1];
var cookiename=lookaheadMatch[2];
var header=lookaheadMatch[3];
var panelwidth=lookaheadMatch[4];
var transient=lookaheadMatch[5];
var hover=lookaheadMatch[6];
var buttonClass=lookaheadMatch[7];
var label=lookaheadMatch[8];
var openlabel=lookaheadMatch[9];
var panelID=lookaheadMatch[10];
var blockquote=lookaheadMatch[11];
var deferred=lookaheadMatch[12];
// location for rendering button and panel
var place=w.output;
// default to closed, no cookie, no accesskey, no alternate text/tip
var show="none"; var cookie=""; var key="";
var closedtext=">"; var closedtip="";
var openedtext="<"; var openedtip="";
// extra "+", default to open
if (defopen) show="block";
// cookie, use saved open/closed state
if (cookiename) {
cookie=cookiename.trim().slice(1,-1);
cookie="chkSlider"+cookie;
if (config.options[cookie]==undefined)
{ config.options[cookie] = (show=="block") }
show=config.options[cookie]?"block":"none";
}
// parse label/tooltip/accesskey: [label=X|tooltip]
if (label) {
var parts=label.trim().slice(1,-1).split("|");
closedtext=parts.shift();
if (closedtext.substr(closedtext.length-2,1)=="=")
{ key=closedtext.substr(closedtext.length-1,1); closedtext=closedtext.slice(0,-2); }
openedtext=closedtext;
if (parts.length) closedtip=openedtip=parts.join("|");
else { closedtip="show "+closedtext; openedtip="hide "+closedtext; }
}
// parse alternate label/tooltip: [label|tooltip]
if (openlabel) {
var parts=openlabel.trim().slice(1,-1).split("|");
openedtext=parts.shift();
if (parts.length) openedtip=parts.join("|");
else openedtip="hide "+openedtext;
}
var title=show=='block'?openedtext:closedtext;
var tooltip=show=='block'?openedtip:closedtip;
// create the button
if (header) { // use "Hn" header format instead of button/link
var lvl=(header.length>5)?5:header.length;
var btn = createTiddlyElement(createTiddlyElement(place,"h"+lvl,null,null,null),"a",null,buttonClass,title);
btn.onclick=onClickNestedSlider;
btn.setAttribute("href","javascript:;");
btn.setAttribute("title",tooltip);
}
else
var btn = createTiddlyButton(place,title,tooltip,onClickNestedSlider,buttonClass);
btn.innerHTML=title; // enables use of HTML entities in label
// set extra button attributes
btn.setAttribute("closedtext",closedtext);
btn.setAttribute("closedtip",closedtip);
btn.setAttribute("openedtext",openedtext);
btn.setAttribute("openedtip",openedtip);
btn.sliderCookie = cookie; // save the cookiename (if any) in the button object
btn.defOpen=defopen!=null; // save default open/closed state (boolean)
btn.keyparam=key; // save the access key letter ("" if none)
if (key.length) {
btn.setAttribute("accessKey",key); // init access key
btn.onfocus=function(){this.setAttribute("accessKey",this.keyparam);}; // **reclaim** access key on focus
}
btn.setAttribute("hover",hover?"true":"false");
btn.onmouseover=function(ev) {
// optional 'open on hover' handling
if (this.getAttribute("hover")=="true" && this.sliderPanel.style.display=='none') {
document.onclick.call(document,ev); // close transients
onClickNestedSlider(ev); // open this slider
}
// mouseover on button aligns floater position with button
if (window.adjustSliderPos) window.adjustSliderPos(this.parentNode,this,this.sliderPanel);
}
// create slider panel
var panelClass=panelwidth?"floatingPanel":"sliderPanel";
if (panelID) panelID=panelID.slice(1,-1); // trim off delimiters
var panel=createTiddlyElement(place,"div",panelID,panelClass,null);
panel.button = btn; // so the slider panel know which button it belongs to
btn.sliderPanel=panel; // so the button knows which slider panel it belongs to
panel.defaultPanelWidth=(panelwidth && panelwidth.length>2)?panelwidth.slice(1,-1):"";
panel.setAttribute("transient",transient=="*"?"true":"false");
panel.style.display = show;
panel.style.width=panel.defaultPanelWidth;
panel.onmouseover=function(event) // mouseover on panel aligns floater position with button
{ if (window.adjustSliderPos) window.adjustSliderPos(this.parentNode,this.button,this); }
// render slider (or defer until shown)
w.nextMatch = lookaheadMatch.index + lookaheadMatch[0].length;
if ((show=="block")||!deferred) {
// render now if panel is supposed to be shown or NOT deferred rendering
w.subWikify(blockquote?createTiddlyElement(panel,"blockquote"):panel,this.terminator);
// align floater position with button
if (window.adjustSliderPos) window.adjustSliderPos(place,btn,panel);
}
else {
var src = w.source.substr(w.nextMatch);
var endpos=findMatchingDelimiter(src,"+++","===");
panel.setAttribute("raw",src.substr(0,endpos));
panel.setAttribute("blockquote",blockquote?"true":"false");
panel.setAttribute("rendered","false");
w.nextMatch += endpos+3;
if (w.source.substr(w.nextMatch,1)=="\n") w.nextMatch++;
}
}
}
}
)
function findMatchingDelimiter(src,starttext,endtext) {
var startpos = 0;
var endpos = src.indexOf(endtext);
// check for nested delimiters
while (src.substring(startpos,endpos-1).indexOf(starttext)!=-1) {
// count number of nested 'starts'
var startcount=0;
var temp = src.substring(startpos,endpos-1);
var pos=temp.indexOf(starttext);
while (pos!=-1) { startcount++; pos=temp.indexOf(starttext,pos+starttext.length); }
// set up to check for additional 'starts' after adjusting endpos
startpos=endpos+endtext.length;
// find endpos for corresponding number of matching 'ends'
while (startcount && endpos!=-1) {
endpos = src.indexOf(endtext,endpos+endtext.length);
startcount--;
}
}
return (endpos==-1)?src.length:endpos;
}
//}}}
//{{{
window.onClickNestedSlider=function(e)
{
if (!e) var e = window.event;
var theTarget = resolveTarget(e);
while (theTarget && theTarget.sliderPanel==undefined) theTarget=theTarget.parentNode;
if (!theTarget) return false;
var theSlider = theTarget.sliderPanel;
var isOpen = theSlider.style.display!="none";
// if SHIFT-CLICK, dock panel first (see [[MoveablePanelPlugin]])
if (e.shiftKey && config.macros.moveablePanel) config.macros.moveablePanel.dock(theSlider,e);
// toggle label
theTarget.innerHTML=isOpen?theTarget.getAttribute("closedText"):theTarget.getAttribute("openedText");
// toggle tooltip
theTarget.setAttribute("title",isOpen?theTarget.getAttribute("closedTip"):theTarget.getAttribute("openedTip"));
// deferred rendering (if needed)
if (theSlider.getAttribute("rendered")=="false") {
var place=theSlider;
if (theSlider.getAttribute("blockquote")=="true")
place=createTiddlyElement(place,"blockquote");
wikify(theSlider.getAttribute("raw"),place);
theSlider.setAttribute("rendered","true");
}
// show/hide the slider
if(config.options.chkAnimate && (!hasClass(theSlider,'floatingPanel') || config.options.chkFloatingSlidersAnimate))
anim.startAnimating(new Slider(theSlider,!isOpen,e.shiftKey || e.altKey,"none"));
else
theSlider.style.display = isOpen ? "none" : "block";
// reset to default width (might have been changed via plugin code)
theSlider.style.width=theSlider.defaultPanelWidth;
// align floater panel position with target button
if (!isOpen && window.adjustSliderPos) window.adjustSliderPos(theSlider.parentNode,theTarget,theSlider);
// if showing panel, set focus to first 'focus-able' element in panel
if (theSlider.style.display!="none") {
var ctrls=theSlider.getElementsByTagName("*");
for (var c=0; c<ctrls.length; c++) {
var t=ctrls[c].tagName.toLowerCase();
if ((t=="input" && ctrls[c].type!="hidden") || t=="textarea" || t=="select")
{ try{ ctrls[c].focus(); } catch(err){;} break; }
}
}
var cookie=theTarget.sliderCookie;
if (cookie && cookie.length) {
config.options[cookie]=!isOpen;
if (config.options[cookie]!=theTarget.defOpen) window.saveOptionCookie(cookie);
else window.removeCookie(cookie); // remove cookie if slider is in default display state
}
// prevent SHIFT-CLICK from being processed by browser (opens blank window... yuck!)
// prevent clicks *within* a slider button from being processed by browser
// but allow plain click to bubble up to page background (to close transients, if any)
if (e.shiftKey || theTarget!=resolveTarget(e))
{ e.cancelBubble=true; if (e.stopPropagation) e.stopPropagation(); }
Popup.remove(); // close open popup (if any)
return false;
}
//}}}
//{{{
// click in document background closes transient panels
document.nestedSliders_savedOnClick=document.onclick;
document.onclick=function(ev) { if (!ev) var ev=window.event; var target=resolveTarget(ev);
if (document.nestedSliders_savedOnClick)
var retval=document.nestedSliders_savedOnClick.apply(this,arguments);
// if click was inside a popup... leave transient panels alone
var p=target; while (p) if (hasClass(p,"popup")) break; else p=p.parentNode;
if (p) return retval;
// if click was inside transient panel (or something contained by a transient panel), leave it alone
var p=target; while (p) {
if ((hasClass(p,"floatingPanel")||hasClass(p,"sliderPanel"))&&p.getAttribute("transient")=="true") break;
p=p.parentNode;
}
if (p) return retval;
// otherwise, find and close all transient panels...
var all=document.all?document.all:document.getElementsByTagName("DIV");
for (var i=0; i<all.length; i++) {
// if it is not a transient panel, or the click was on the button that opened this panel, don't close it.
if (all[i].getAttribute("transient")!="true" || all[i].button==target) continue;
// otherwise, if the panel is currently visible, close it by clicking it's button
if (all[i].style.display!="none") window.onClickNestedSlider({target:all[i].button})
if (!hasClass(all[i],"floatingPanel")&&!hasClass(all[i],"sliderPanel")) all[i].style.display="none";
}
return retval;
};
//}}}
//{{{
// adjust floating panel position based on button position
if (window.adjustSliderPos==undefined) window.adjustSliderPos=function(place,btn,panel) {
if (hasClass(panel,"floatingPanel") && !hasClass(panel,"undocked")) {
// see [[MoveablePanelPlugin]] for use of 'undocked'
var rightEdge=document.body.offsetWidth-1;
var panelWidth=panel.offsetWidth;
var left=0;
var top=btn.offsetHeight;
if (place.style.position=="relative" && findPosX(btn)+panelWidth>rightEdge) {
left-=findPosX(btn)+panelWidth-rightEdge; // shift panel relative to button
if (findPosX(btn)+left<0) left=-findPosX(btn); // stay within left edge
}
if (place.style.position!="relative") {
var left=findPosX(btn);
var top=findPosY(btn)+btn.offsetHeight;
var p=place; while (p && !hasClass(p,'floatingPanel')) p=p.parentNode;
if (p) { left-=findPosX(p); top-=findPosY(p); }
if (left+panelWidth>rightEdge) left=rightEdge-panelWidth;
if (left<0) left=0;
}
panel.style.left=left+"px"; panel.style.top=top+"px";
}
}
//}}}
//{{{
// TW2.1 and earlier:
// hijack Slider stop handler so overflow is visible after animation has completed
Slider.prototype.coreStop = Slider.prototype.stop;
Slider.prototype.stop = function()
{ this.coreStop.apply(this,arguments); this.element.style.overflow = "visible"; }
// TW2.2+
// hijack Morpher stop handler so sliderPanel/floatingPanel overflow is visible after animation has completed
if (version.major+.1*version.minor+.01*version.revision>=2.2) {
Morpher.prototype.coreStop = Morpher.prototype.stop;
Morpher.prototype.stop = function() {
this.coreStop.apply(this,arguments);
var e=this.element;
if (hasClass(e,"sliderPanel")||hasClass(e,"floatingPanel")) {
// adjust panel overflow and position after animation
e.style.overflow = "visible";
if (window.adjustSliderPos) window.adjustSliderPos(e.parentNode,e.button,e);
}
};
}
//}}}
/***
|Name|NestedSlidersPluginInfo|
|Source|http://www.TiddlyTools.com/#NestedSlidersPlugin|
|Documentation|http://www.TiddlyTools.com/#NestedSlidersPluginInfo|
|Version|2.4.9|
|Author|Eric Shulman|
|License|http://www.TiddlyTools.com/#LegalStatements|
|~CoreVersion|2.1|
|Type|documentation|
|Description|documentation for NestedSlidersPlugin|
This plugin adds new wiki syntax for embedding 'slider' panels directly into tiddler content.
!!!!!Usage
<<<
//{{{
++++(cookiename)!!!!!^width^*@{{class{[label=key|tooltip][altlabel|alttooltip]}}}#panelID:>...
content goes here
===
//}}}
* ''"""+++""" (or """++++""") and """==="""''<br>marks the start and end of the slider definition, respectively. When the extra {{{+}}} is used, the slider will be open when initially displayed.
* ''"""(cookiename)"""''<br>saves the slider opened/closed state, and restores this state whenever the slider is re-rendered.
* ''"""! through !!!!!"""''<br>displays the slider label using a formatted headline (Hn) style instead of a button/link style
* ''"""^width^ (or just ^)"""''<br>makes the slider 'float' on top of other content rather than shifting that content downward. 'width' must be a valid CSS value (e.g., "30em", "180px", "50%", etc.). If omitted, the default width is "auto" (i.e., fit to content)
* ''"""*"""''<br>denotes "transient display": when a click occurs elsewhere in the document, the slider/floating panel will be automatically closed. This is useful for creating 'pulldown menus' that automatically go away after they are used. //Note: using SHIFT-click on a slider label will open/close that slider without triggering the automatic closing of any transient slider panels that are currently displayed, permitting ''temporary'' display of several transient panels at once.//
* ''"""@"""''<br>denotes "open on hover": the slider/floating panel will be automatically opened as soon as the mouse moves over the slider label, without requiring a click.
* ''"""{{class{[label=key|tooltip][altlabel|alttooltip]}}}"""''<br>uses label/tooltip/accesskey. """{{class{...}}}""", """=key""", """|tooltip""" and """[altlabel|alttooltip]""" are optional. 'class' is any valid CSS class name, used to style the slider label text. 'key' must be a ''single letter only''. altlabel/alttooltip specify alternative label/tooltip for use when slider/floating panel is displayed. //Note: you can use HTML syntax within the label text to include HTML entities (e.g., {{{»}}} (») or {{{►}}} (►), or even embedded images (e.g., {{{<img src="images/eric3.gif">}}}).//
* ''"""#panelID:"""''<br>defines a unique DOM element ID that is assigned to the panel element used to display the slider content. This ID can then be used later to reposition the panel using the {{{<<DOM move id>>}}} macro (see [[DOMTweaksPlugin]]), or to access/modify the panel element through use of {{{document.getElementById(...)}}}) javascript code in a plugin or inline script.
* ''""">"""''<br>automatically adds blockquote formatting to slider content
* ''"""..."""''<br>defers rendering of closed sliders until the first time they are opened.
Notes:
*You can 'nest' sliders as deep as you like (see complex nesting example below), so that expandable 'tree-like' hierarchical displays can be created.
*Deferred rendering (...) can be used to offset processing overhead until actually needed. However, this may produce unexpected results in some cases. Use with care.
* To make slider definitions easier to read and recognize when editing a tiddler, newlines immediately following the 'start slider' or preceding the 'end slider' sequences are automatically supressed so that excess whitespace is eliminated from the output.
<<<
!!!!!Examples
<<<
simple in-line slider:
{{{
+++content===
}}}
+++content===
----
use a custom label and tooltip:
{{{
+++[label|tooltip]content===
}}}
+++[label|tooltip]content===
----
content automatically blockquoted:
{{{
+++>content===
}}}
+++>content===
----
all options (except cookie) //(default open, heading, sized floater, transient, open on hover, class, label/tooltip/key, blockquoted, deferred)//
{{{
++++!!!^30em^*@{{big{[label=Z|click or press Alt-Z to open]}}}>...
content
===
}}}
++++!!!^30em^*@{{big{[label=Z|click or press Alt-Z to open]}}}>...
content
===
----
complex nesting example:
{{{
+++[get info...=I|click for information or press Alt-I]
put some general information here,
plus a floating panel with more specific info:
+++^10em^[view details...|click for details]
put some detail here, which could in turn contain a transient panel,
perhaps with a +++^25em^*[glossary definition]explaining technical terms===
===
===
}}}
+++[get info...=I|click for information or press Alt-I]
put some general information here,
plus a floating panel with more specific info:
+++^10em^[view details...|click for details]
put some detail here, which could in turn contain a transient panel,
perhaps with a +++^25em^*[glossary definition]explaining technical terms===
===
===
----
embedded image as slider button
{{{
+++[<img src=images/eric3.gif>|click me!]>
{{big{OUCH!}}}
===
}}}
+++[<img src=images/eric3.gif>|click me!]>
{{big{OUCH!}}}
===
<<<
!!!!!Revisions
<<<
2008.11.15 2.4.9 in adjustNestedSlider(), don't make adjustments if panel is marked as 'undocked' (CSS class). In onClickNestedSlider(), SHIFT-CLICK docks panel (see [[MoveablePanelPlugin]])
2008.11.13 2.4.8 in document.onclick(), if transient panel is not a sliderPanel or floatingPanel, hide it via CSS
2008.10.05 2.4.7 in onClickNestedSlider(), added try/catch around focus() call to prevent IE error if input field being focused on is currently not visible.
2008.09.07 2.4.6 added removeCookie() function for compatibility with [[CookieManagerPlugin]]
2008.06.07 2.4.5 in 'onmouseover' handler for 'open on hover' slider buttons, use call() method when invoking document.onclick function (avoids error in IE)
2008.06.07 2.4.4 changed default for chkFloatingSlidersAnimate to FALSE to avoid clipping problem on some browsers (IE). Updated Morpher hijack (again) to adjust regular sliderPanel styles as well as floatingPanel styles.
2008.05.07 2.4.3 updated Morpher hijack to adjust floatingPanel styles after animation without affecting other animated elements (i.e. popups). Also, updated adjustSliderPos() to account for scrollwidth and use core findWindowWidth().
2008.04.02 2.4.2 in onClickNestedSlider, handle clicks on elements contained //within// slider buttons (e.g., when using HTML to display an image as a slider button).
2008.04.01 2.4.1 open on hover also triggers document.onclick to close other transient sliders
2008.04.01 2.4.0 re-introduced 'open on hover' feature using "@" symbol
2008.03.26 2.3.5 in document.onclick(), if click is in popup, don't dismiss transient panel (if any)
2008.01.08 [*.*.*] plugin size reduction: documentation moved to ...Info tiddler
2007.12.28 2.3.4 added hijack for Animator.prototype.startAnimating(). Previously, the plugin code simply set the overflow to "visible" after animation. This code tweak corrects handling of elements that were styled with overflow=hidden/auto/scroll before animation by saving the overflow style and then restoring it after animation has completed.
2007.12.17 2.3.3 use hasClass() instead of direct comparison to test for "floatingPanel" class. Allows floating panels to have additional classes assigned to them (i.e., by AnimationEffectsPlugin).
2007.11.14 2.3.2 in onClickNestedSlider(), prevent SHIFT-click events from opening a new, empty browser window by setting "cancelBubble=true" and calling "stopPropagation()". Note: SHIFT-click is still processed as a normal click (i.e., it toggles the slider panel display). Also, using SHIFT-click will prevent 'transient' sliders from being automatically closed when another slider is opened, allowing you to *temporarily* display several transient sliders at once.
2007.07.26 2.3.1 in document.onclick(), propagate return value from hijacked core click handler to consume OR bubble up click as needed. Fixes "IE click disease", whereby nearly every mouse click causes a page transition.
2007.07.20 2.3.0 added syntax for setting panel ID (#panelID:). This allows individual slider panels to be repositioned within tiddler content simply by giving them a unique ID and then moving them to the desired location using the {{{<<DOM move id>>}}} macro.
2007.07.19 2.2.0 added syntax for alttext and alttip (button label and tooltip to be displayed when panel is open)
2007.07.14 2.1.2 corrected use of 'transient' attribute in IE to prevent (non-recursive) infinite loop
2007.07.12 2.1.0 replaced use of "*" for 'open/close on rollover' (which didn't work too well). "*" now indicates 'transient' panels that are automatically closed if a click occurs somewhere else in the document. This permits use of nested sliders to create nested "pulldown menus" that automatically disappear after interaction with them has been completed. Also, in onClickNestedSlider(), use "theTarget.sliderCookie", instead of "this.sliderCookie" to correct cookie state tracking when automatically dismissing transient panels.
2007.06.10 2.0.5 add check to ensure that window.adjustSliderPanel() is defined before calling it (prevents error on shutdown when mouse event handlers are still defined)
2007.05.31 2.0.4 add handling to invoke adjustSliderPanel() for onmouseover events on slider button and panel. This allows the panel position to be re-synced when the button position shifts due to changes in unrelated content above it on the page. (thanks to Harsha for bug report)
2007.03.30 2.0.3 added chkFloatingSlidersAnimate (default to FALSE), so that slider animation can be disabled independent of the overall document animation setting (avoids strange rendering and focus problems in floating panels)
2007.03.01 2.0.2 for TW2.2+, hijack Morpher.prototype.stop so that "overflow:hidden" can be reset to "overflow:visible" after animation ends
2007.03.01 2.0.1 in hijack for Slider.prototype.stop, use apply() to pass params to core function
2006.07.28 2.0.0 added custom class syntax around label/tip/key syntax: {{{{{classname{[label=key|tip]}}}}}}
2006.07.25 1.9.3 when parsing slider, save default open/closed state in button element, then in onClickNestedSlider(), if slider state matches saved default, instead of saving cookie, delete it. Significantly reduces the 'cookie overhead' when default slider states are used.
2006.06.29 1.9.2 in onClickNestedSlider(), when setting focus to first control, skip over type="hidden"
2006.06.22 1.9.1 added panel.defaultPanelWidth to save requested panel width, even after resizing has changed the style value
2006.05.11 1.9.0 added optional '^width^' syntax for floating sliders and '=key' syntax for setting an access key on a slider label
2006.05.09 1.8.0 in onClickNestedSlider(), when showing panel, set focus to first child input/textarea/select element
2006.04.24 1.7.8 in adjustSliderPos(), if floating panel is contained inside another floating panel, subtract offset of containing panel to find correct position
2006.02.16 1.7.7 corrected deferred rendering to account for use-case where show/hide state is tracked in a cookie
2006.02.15 1.7.6 in adjustSliderPos(), ensure that floating panel is positioned completely within the browser window (i.e., does not go beyond the right edge of the browser window)
2006.02.04 1.7.5 add 'var' to unintended global variable declarations to avoid FireFox 1.5.0.1 crash bug when assigning to globals
2006.01.18 1.7.4 only define adjustSliderPos() function if it has not already been provided by another plugin. This lets other plugins 'hijack' the function even when they are loaded first.
2006.01.16 1.7.3 added adjustSliderPos(place,btn,panel,panelClass) function to permit specialized logic for placement of floating panels. While it provides improved placement for many uses of floating panels, it exhibits a relative offset positioning error when used within *nested* floating panels. Short-term workaround is to only adjust the position for 'top-level' floaters.
2006.01.16 1.7.2 added button property to slider panel elements so that slider panel can tell which button it belongs to. Also, re-activated and corrected animation handling so that nested sliders aren't clipped by hijacking Slider.prototype.stop so that "overflow:hidden" can be reset to "overflow:visible" after animation ends
2006.01.14 1.7.1 added optional "^" syntax for floating panels. Defines new CSS class, ".floatingPanel", as an alternative for standard in-line ".sliderPanel" styles.
2006.01.14 1.7.0 added optional "*" syntax for rollover handling to show/hide slider without requiring a click (Based on a suggestion by tw4efl)
2006.01.03 1.6.2 When using optional "!" heading style, instead of creating a clickable "Hn" element, create an "A" element inside the "Hn" element. (allows click-through in SlideShowPlugin, which captures nearly all click events, except for hyperlinks)
2005.12.15 1.6.1 added optional "..." syntax to invoke deferred ('lazy') rendering for initially hidden sliders
removed checkbox option for 'global' application of lazy sliders
2005.11.25 1.6.0 added optional handling for 'lazy sliders' (deferred rendering for initially hidden sliders)
2005.11.21 1.5.1 revised regular expressions: if present, a single newline //preceding// and/or //following// a slider definition will be suppressed so start/end syntax can be place on separate lines in the tiddler 'source' for improved readability. Similarly, any whitespace (newlines, tabs, spaces, etc.) trailing the 'start slider' syntax or preceding the 'end slider' syntax is also suppressed.
2005.11.20 1.5.0 added (cookiename) syntax for optional tracking and restoring of slider open/close state
2005.11.11 1.4.0 added !!!!! syntax to render slider label as a header (Hn) style instead of a button/link style
2005.11.07 1.3.0 removed alternative syntax {{{(((}}} and {{{)))}}} (so they can be used by other formatting extensions) and simplified/improved regular expressions to trim multiple excess newlines
2005.11.05 1.2.1 changed name to NestedSlidersPlugin
2005.11.04 1.2.0 added alternative character-mode syntax {{{(((}}} and {{{)))}}}
tweaked "eat newlines" logic for line-mode {{{+++}}} and {{{===}}} syntax
2005.11.03 1.1.1 fixed toggling of default tooltips ("more..." and "less...") when a non-default button label is used. code cleanup, added documentation
2005.11.03 1.1.0 changed delimiter syntax from {{{(((}}} and {{{)))}}} to {{{+++}}} and {{{===}}}. changed name to EasySlidersPlugin
2005.11.03 1.0.0 initial public release
<<<
Characters have a Trait Bar Level, Traits and [[Trait Slots]].
Trait Bar: this tells a characters overall capability. It will be a number from 1 to 20
Traits: Characters can have any number of Traits
Trait Slots: only ten slots; traits which are unslotted are treated as '[[zero level traits]].'
Legendary Slot = Trait Bar+2
Champion Slot = Trait Bar+1
Veteran Slot = Trait Bar
Slot 1: Trait Level = Trait Bar
Slot 2: Trait Level = Trait Bar-1
Slot 3: Trait Level = Trait Bar-2
Slot 4: Trait Level = Trait Bar-3
Slot 5: Trait Level = Trait Bar-4
Slot 6: Trait Level = Trait Bar-5
Slot 7: Trait Level = Trait Bar-6
Slot 8: Trait Level = Trait Bar-7
Slot 9: Trait Level = Trait Bar-8
Slot 10: Trait Level = Trait Bar-9
Note: //Slotted Traits have a minimum level of 1//
----
Character in the game that are controlled by the Game Master. All the characters who do not a player controlling their actions.
<html>
<table style="border:hidden; padding:10px;">
<tr>
<td valign="top"><img src="ages.project.logo.png" alt="logo"></td>
<td valign="top">AGES is my own home grown rules system for traditional paper and pencil roleplaying.
At this point and time the rule structure exists and some content has been created.
<br>
Generally speaking though it is just a loose system for building one's own story and game around.
<br>
It was intended to be as flexible and modular as possible allowing for a game master to use whichever elements he likes and chooses from any game and bring them together (how successful has been in doing that I can't say, other than it suits me well). In terms of dice and numerical scale and ranges it is wide open.</td>
</tr>
</table>
</html>
Also the system approaches many game elements with the idea of how complex one wants the rules to be, giving suggestions from simple to more complex rules.
I hope to continue adding more content as time permits.
This current version has put together using Tiddlywiki, thank you very much to Jeremy Ruston and the supporting community for the amazing tool!!
http://www.tiddlywiki.com/
The AGES 'Project' is a set of Core Rules serving as the basis for Role-playing Games. It is intended for gamers who wish to tailor a system to their own personal taste.
Everyone has his or her own personal taste in [[RPG]]s. Some people like a system which is fast and simple while other want more complexity and realism. Some people want a system which will build an in-depth character while other want to get up and running as quick as possible. Often people like some rules from one system and other rules from a different system.
But it can be difficult and time consuming to try and mix the rules. In the end some fudging is usually required. While this system does not solve all the aforementioned problems it is a flexible system with its goal being to allow the GM and players to mould a system to their taste.
While I will not purport that this system is modular, I have tried to build it based on a concept of Game Elements. Each Element is dealt with as a principle in itself and is handled separately from the other Elements. Not to say that they do not relate to each, they do. But I have tried to organize them in a way that gamers may quickly tailor a particular Element to their own taste.
Also it is hoped that eventually it will be relatively painless to just use parts of the system or to bring other components into the system. Generally I don't like to fudge too much. At the same time I don't like a game to become stilted by the rules. But I don't feel that a concise set of rules necessarily allows for a freer gaming style. Too few rules and maybe there are a lot of unanswered questions. I like a system that answers questions or has a kind of structure where I can easily guess the answer or create the answer. I hope that AGES will someday be that system.
AGES System
Written by: Sean W. Bricknell
All contents are ©2000 - 2011
All Rights Reserved
[[Disclaimer]]
[[RPG Basics]]
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Different games have many different ways of dealing with defence. Some simply have one number which determines all of their defences. Some separate the defence of avoiding being hit and the protection afforded by armour when one is hit. Others still, have Dodges and Parries and Shield blocking. In this system the Passive Defence number is very important because it is a Character's only chance to avoid being hit when incapable of performing a specific Defence. Basically it represents a character's level of movement/activity and awarness in combat which allows him to avoid being hit without specifically or actively avoiding it.
One Phase is equal to 2 seconds. One [[Round]] is equal to 3 Phases. This kind of precision occasionally may lead to some slightly unrealistic situations, but it makes it much easier to keep track of things.
If you don't want to be so precise then treat a Phase as roughly 3-6 seconds depending on the situation. Often the exact number of seconds is not important but when determining exact movement, or if there is some kind of countdown, then it is important. The 1 Round = 3 Phases is not a time base. It is used for ordering Actions.
Priests use use Prayers to call upon their deity for aid. Prayers do not require mana, nor do they require the precision a spellcasting requires. Thus a priest is always familiar will all of his prayers. The restriction on a priest is how many times he may call upon his deity in a given day.
# Blessing
# Minor Prayer
# Prayer
# Major Prayer
# Intervention
These are now [[Trait Points]]
Primary Points are what Characters Spend in order to make major adjustments to a Character:
Low Level Characters Start out with about 25 Primary Points and can Eventually reach upwards of 1000 for Legendary Characters
!!!Spending on Traits:
----
New Concept:
Characters Have a Generic [[Trait Bar Level]], Primary Points are spent here to raise the Bar Level
Traits Have a Base Cost which is paid only once. They are then slotted.
__25 Primary Point Traits:__
* Magery
* Melee Combat
* Ranged Combat
* Clandestine
* Theism
* Spiritualism
----
!!!Magery Traits
__15 Primary Point Traits:__
__10 Primary Point Traits:__
Fast Mana Recovery
!!!Melee Combat Traits
__15 Primary Point Traits:__
*Staff Specialist
*Two-Handed Master
*Dual-Weapon Wielder
*Weapon and Shield Style
__10 Primary Point Traits:__
[[Soldier]]
[[Engineer]]
[[Medic/Doctor]]
[[Psychic]]
(aka: Armour Value)
Anything that is worn or grows naturally over a Character body, which provides protection from damage, will have a Protection Value. It may also be referred to as Armour Value, either will do. Unless otherwise specified something's Protection Value is only against Physical or Kinetic types of damage. Sometimes multiple Protection Values will be listed against different types of damage.
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<head>
<meta content="text/html; charset=ISO-8859-1"
http-equiv="content-type">
<title></title>
</head>
<body>
<br>
<b>Physical and Energy Protection Values:</b> protect
against both Physical and Energy Damage. <i>(Note: they often
protect against each other differently see <a
href="file:///C:/%7B.LIVE.%7D/%5B13.bsk%5D_AGES/AGES2009/AE-350/AE-355-p.html">PROTECTION
Types</a> for more
details.)</i><br>
<b>Magical Protection Values:</b> protects against Magical
Damage.<br>
<b>Psychic Protection Values:</b> protects against Psychic
Damage.
</body>
</html>
Depending on the campaign style may be refered to in a number of ways:
*Psionics
*Psychics
*Psychic Ability
*Esper
*Fey (this could also be magic)
etc...
----
Now Published to the Web via Google Docs: (so these are closed to being modified)
[[Traits|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dDBodVEyYXFha0JmOWkwbTE2MHhiRmc&hl=en_GB&output=html]]
[[Experience|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFEtWDVTbzlzWnJsVTVIWGR2R0lVY2c&hl=en_GB&output=html]]
[[Casting Technique|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dEVJODE1VEpTNGFERlJaWVB4US1TekE&hl=en_GB&output=html]]
----
Role-Playing Links:
http://www.theharrow.com/rpg/
[[Fantasy Races]]
Pretty much speaks for itself. Most rules will assume the character is human and thus special rules must be considered for Characters which are not human.
![[Human]]
*Magic
![[Dwarf]]
*Darkvision
*Sense of Direction
*Magic Resistance
![[Elf]]
*Magic
*Darkvision
![[Gnome]]
![[Halfling]]
![[Half-Ogre]]
Human
Alien 1
Alien 2
Alien 3
Alien 4
Alien 5
!Random Method 1
Each Attribute gets '3d6' rolled twice with the best result taken.
!Random Method 2
Each Attribute gets '4d6' rolled and the lowest result is dropped.
!Random Method 3
Each Attribute gets '4d6' rolled and the lowest result is dropped.
----
A bonus to the attackers [[Accuracy]] rolls: Each level adds [ +1 ]
Maximum Level/Bonus: [ +5 ]
----
----
A bonus to the attackers "to-hit" rolls: Each level adds [ +1 ]
Maximum Level/Bonus: [ +5 ]
----
//Note: this is different from an [[Accuracy]] Bonus.//
Real Time refers to whats happening with the Player. Usually the most important Time is Game Time but occassionally Real Time is important and sometimes I even (as a Game Master) draw the Character into Real Time for effect. (Now the Player has to think quick!)
The idea of restrictions applies throughout a game in many ways. Specifically however it applies to the aquisition of Traits and Skills. Prequisites for example are included in this (The Magic Lore skill is required before you can get the Magery Trait for example). Difficulty casting spells when wearing armour is another kind of restriction as well.
Restriction is being treated as an Element because it is an important decision that needs to be made about how the game will be played and will likely be handled in a case by case way, as Complexity is.
----
These traits are the basic traits that almost every character will have in a given campaign and will be listed on all characters, even it they are level 0.
----
One round is approximately equal to 6 seconds.
This is not meant to be such a precise measurement, only a sense of time.
A Round is used to determine what characters are able to do within relation to each other.
Some actions will require one Round to perform, other actions may take several rounds and something very fast will be less than a round. (see [[Phase]]s)
----
''SPIRIT :''
Aura
Puissance
Essence
Cohesion
Third Eye
----
''PSYCHIC :''
Fortification
Projection
Contact
Domination
Psi-cognition
----
!Name: Duaz
Genre: Fantasy -- World: Ordal
Race: Half-Elf
!!Attributes:
Intellect:
Perception:
Physique:
Dexterity:
Spiritual:
Persona:
!!Traits:
(23 Trait Points)
*Active:
**[[Melee Trait]]: Level 5
**[[Weapon Specialist]]: Hammer Level 2
**[[Weapon& Shield]] Style: Level 2
**[[Ranged Attack]]: Level 3
**[[Literacy]] Level 2
**[[Theism]]: (Zorum, the God of the Fire) Level 3
*Dormant:
**[[Magery]]: Level 4
**[[Thievery]]: Level 2
!!Skills:
----
[[G DOCS Scale|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGRBUGYySjBnYnBoSWpydThMX0xMckE&hl=en_GB&output=html]]
----
Score Range is synonymous with [[Value Range]]
{{ageshead{Score Range is basically a labelling convention. Different games use different dice (such as d10,d20 or d100). Because AGES is not a set system, it does not use any particular dice (you could infact use none at all if you like). This is a decision to be made at the beginning of a [[Campaign]].
}}}
Score Range essentially tells you what a High Score , Low Score or Average Score likely to be for a Characteristic. It is not a limitation however. Scores may rise above the High Score but they do so relatively.
//Reference:// [[Value Range Chart]] This chart shows the vocabulary I use to describe a level of a Characteristic and the matching value for each of the Score Ranges.
{{agesexample{For example:
In a VR-10 Campaign: A Strength of 5 is an average Strength. A Strength of 10 is pushing the boundaries of human ability. A strength above 10 has gone beyond human ability and a 1 would indicate a young child.
In a VR-20 Campaign: A Strength of 10 is an average Strength. A Strength of 20 is pushing the boundaries of human ability. A strength above 20 has gone beyond human ability and a 1 or 2 would indicate a baby or small child.
In a VR-100 Campaign: A Strength of 50 is an average Strength. A Strength of 100 is pushing the boundaries of human ability. A strength above 100 has gone beyond human ability and a 5 or 10 would indicate a baby or small child.}}}
All Characters created for the campaign or imported into the campaign must have all their characteristics set to match the Score Range of the campaign. This usually includes the Character's Attributes and Skills.
A few Elements will have a Fixed Value Range. What this means is that it doesn't matter what the Value Range of the whole campaign is. The rule only functions in a specific Score Range.
Movement for example is always based around 1-20.
The Damage system is always based around 1-20.
Mana in the magic system is always based around 1-100.
Characters built this way are completely tailored to the Players liking. It takes more time to make this kind of character. The opposite method is with [[Template]]s.
<<tabs txtRemember
Elements "Elements" [[Elements Section]]
Character "Character" [[Character Section]]
Equipment "Equipment " [[Equipment Section]]
NPC "NPC" [[NPC Section]]
Combat "Combat" [[Combat Section]]
Magic "Magic" [[Magic Section]]
>>
----
[[Home]]
[[Opening]]
[[About]]
[[Updates]]
----
@@font-size:12px;color:#444444; Google Docs: +++[Google Docs][-- Google Docs close --]
[[Published Links List|https://spreadsheets.google.com/spreadsheet/ccc?key=0AmN4VNZ-A4V3dHFCSDVJSzVkeFZ4NVdBVnB3Y2JuRFE&hl=en_GB#gid=9]]
[[Full List]]
*[[Elements]]
*[[Character]]
*[[Equipment]]
*[[NPCs]]
*[[Combat]]
*[[Magic]]
===@@
----
----
''Internal Wiki Entries (Tiddlers):''
----
@@font-size:14px;color:#bbbbbb; [[Elements Section]]: +++[ open ][-- close --]
*[[ERA]]
*[[Scale]]
*[[Value Range]]
*[[Difficulty]]
*[[Complexity]]
*[[Levels]]
===@@
----
@@font-size:14px;color:#bbbbbb; [[Character Section]]: +++[ open ][-- close --]
*[[Character Generation]]
*[[Characteristics]]
*[[Experience]]
*[[Attributes]]
*[[Traits]]
*[[Skills]]
===@@
----
@@font-size:14px;color:#bbbbbb; [[Equipment Section]]: +++[ open ][-- close --]
[[Fantasy|Fantasy Equipment]]
[[Modern|Modern Equipment]]
[[High-Tech|High-Tech Equipment]]
===@@
----
@@font-size:14px;color:#bbbbbb; [[NPC Section]]: +++[ open ][-- close --]
*[[NPCs]]
*[[Non-Player Characters]]
===@@
----
@@font-size:14px;color:#bbbbbb; [[Combat Section]]: +++[ open ][-- close --]
*[[A Half Action]]
[[Accuracy]]
**[[Defence]]
===@@
----
@@font-size:14px;color:#bbbbbb; [[Magic Section]]: +++[ open ][-- close --]
*[[Incantations]]
===@@
----
[[Sections]]
----
@@font-size:20px;AGES RPG....... The AGES System: A Homegrown set of rules for RPG gaming@@
{{name{[img[ages.project.logo.small.png]]}}}
----
Skills generally can have a Depth Level:
!!!Level 1: BASIC (Bsc.)
This is the deepest broadest knowledge. It is the most versitile because it allows attempts at performing any Skill which comes above it. The difficulty will be high or there will be high penalties when attempted other more specialized skills.
Starting Level: | -20 |
!!!Level 2: INTERMEDIATE (Int.)
These may be some of the more common ones as they are somewhat specific, requiring much of the broad knowledge but having specialized. Level 2 Skills may be used to attempt skills higher level within there chain but never below.
Starting Level: | -25 |
!!!Level 3: ADVANCED (Adv.)
Very specialized.
Starting Level: | -20 |
!!!Level 4: MASTER (Mstr.)
Starting Level: | -15 |
!!!Level 5: ADEPT (Adpt.)
Starting Level: | -10 |
|Cost |VR 10 |VR 20 |VR 100|
|bgcolor(#cccc88): 0* |-1 |-1 |-5|
|bgcolor(#cccc88): 0.5| +0| +0| +0|
|bgcolor(#8bcc8b): 1| +1| +1| +5|
|bgcolor(#8bcc8b): 2| +1| +2| +10|
|bgcolor(#8bcc8b): 3| +2| +3| +15|
|bgcolor(#8bcc8b): 4| +2| +4| +20|
|bgcolor(#8bcc8b): 5| +3| +5| +25|
|bgcolor(#bbbbbb): 10| +3| +6| +30|
|bgcolor(#bbbbbb): 15| +4| +7| +35|
|bgcolor(#bbbbbb): 20| +4| +8| +40|
|bgcolor(#bbbbbb): 25| +5| +9| +45|
|bgcolor(#bbbbbb): 30| +5| +10| +50|
|bgcolor(#bbbbbb): 35| +6| +11| +55|
|bgcolor(#bbbbbb): 40| +6| +12| +60|
|bgcolor(#bbbbbb): 45| +7| +13| +65|
|bgcolor(#bbbbbb): 50| +7| +14| +70|
|bgcolor(#bbbbbb): 55| +8| +15| +75|
* This only counts if the character has access to the Skill through a [[Trait]]
----
SKILLS:
In most role-playing games these days you will find Skills. Simply put, they are things that a character knows or has learned how to do. Ocassionlay, it might be something that a character was born knowing how to do, an instinctive skill. Some skills are open, anyone can buy them, and some are closed, you must have a certain Trait in order to buy or receive the skill. Closed skills are marked with a small 'c'. Sometimes Skills can be defaulted; meaning you can attempt the skill even if you do not have it. Skills are rated in Levels in a similar way as Attributes. The important thing to remember about skills is that they are something that can be checked. (See Checks).
----
[[Skill Depth]]
----
Skills are one of the three main ways of defining a Character. Generally they represent what characters have learned more than what is their natural ability. It is possible to have a natural skill though. What defines a Skill in the game sense is that it has a number which is rolled against in order to determine how 'Skillful' the character is in a given situation. All Skills have a Skill Class, a number from 1 to 10 which tells how hard the skill is to learn. 10 - Easiest/ 1 - Most Difficult.
[[Basic Fantasy Skill List]]
[[Basic Contemporary Skill List]]
[[Basic Sci-Fi Skill List]]
[[Expanded Fantasy Skill List]]
[[Expanded Contemporary Skill List]]
[[Expanded Sci-Fi Skill List]]
[[Exhaustive Fantasy Skill List]]
[[Exhaustive Contemporary Skill List]]
[[Exhaustive Sci-Fi Skill List]]
!!!Old Work:
[[Skills|AGES.files/wip-AGES-050.html]]
This is a list of spells that a mage has gained the ability to use. The mages needs to retain the actual written incantation of the spell to be practical. Without reviewing the written incantation or using it in casting, the spell becomes very dangerous to cast.
Mages can have any number of spells in their spell books but they can be familiar with only a certain number of spells at a given time. How many spell slots a mage has is how many they can be familiar with at a given time.
----
When a mage casts a spell there are a number of considerations:
First, does the Mage need to make a roll to succeed?
Under the following conditions the Mage does not need to make a roll. They can have the spell goes off automatically and predictably:
* The Mages Spellcasting Level is higher than the The Incantation Level
* The Incantation is in one of of the Mages Memory slots
If any of those conditions are not met then a Check vs. Spellcasting is made. The Incantation Level is an Opposing modifier. The Mage can score up to a Major Success but not a Critical.
* The Mage choses not to make a roll (follows the Incantation precisely)
If the Mage meets
# The spell goes off perfectly as predicted.
# The spell goes off exceptionally well.
# The spell fails to go off.
# The spell goes off but the results are random and chaotic.
----
[[Acquiring Spells]]
[[Spell Slot]]
----
!Name: STAFF FIGHTING
Melee Master Trait: ''Requires Melee Trait Level 2''
----
This Trait is for characters who wish to delve deeply into the full training and use of the Staff or Quarter staff. The Staff Skill is still used for To-Hit rolls. This Trait represents a much deeper level of training or conscious about its use.
----
__Level 1:__
//The Character is much more adept at Parrying with the Staff://
Parry Bonus: [+1]
__Level 2:__
//The Character power and speed is increased://
Initiative Bonus: +1
Parry Bonus: [+1]
Damage Bonus: +1
__Level 3:__
Initiative Bonus: +1
Parry Bonus: [+2]
Damage Bonus: +1
__Level 4:__
Initiative Bonus: +1
Parry Bonus: [+2]
__Level 5:__
Initiative Bonus: +1
Parry Bonus: [+3]
----
----
A trait for hit points or wounds.
So a Trait will decided this not character level or anything like that.
Maybe should be called Battle Hardened
/*{{{*/
body {background: #dddddd; color: rgb(0,0,50); font-size: 12px; font-family: 'Arial', 'Arial', san-serif;}
/*}}}*/
/***
!!Defining the Main Menu
***/
/*{{{*/
#mainMenu {
height: 2000px;
text-align: left;
background: #555555
}
/*}}}*/
/*{{{*/
hr {
height:1px;
background:rgb(100,100,110)
}
/*}}}*/
/*{{{*/
/***
Defining the TITLE using: class
***/
.viewer table.borderless,
.viewer table.borderless * {
border: 0;
}
/*}}}*/
/*{{{*/
/***
!!Title
***/
.headerShadow .name {display:none;}
.headerForeground .name {
position:absolute;
left: 0px;
top: 0px;
}
/*}}}*/
/***
!!This defines TIDDLERS using: class the tiddler details and tab details
***/
/*{{{*/
.tiddler {
background: #f3f3f3;
font-size:14px;
-moz-border-radius : 0.4em; padding-bottom : 1em
}
/*}}}*/
.tagged {display:none};
/***
!!Defining the HEADINGS
***/
/*{{{*/
h1 { color: rgb(40,50,80);
background: transparent;
font-family: 'Lucida Sans', 'Humanist 521', san-serif;
border-bottom:2.5px solid rgb(55%,55%,70%);
}
h2 { color: rgb(50,70,100);
background: transparent;
font-family: 'Lucida Sans', 'Humanist 521', san-serif;
border-bottom:1.5px solid rgb(65%,65%,80%);
}
h3 { color: rgb(70,90,120);
background: transparent;
font-family: 'Lucida Sans', 'Humanist 521', san-serif;
border-bottom:1px solid rgb(65%,65%,80%);
}
h4,h5 { color: rgb(90,110,140);
background: transparent;
font-family: 'Lucida Sans', 'Humanist 521', san-serif;
}
/*}}}*/
This is an Element which I value highly but may be ruled out if Players want the game to move faster. Whenever Characters attempt to do something that may or may not be Successful. Some people might care about 'How Successful' or 'How Unsuccessful'. This Element is for them.
----
This should still incorperate Trait Bar Level
This will be less class like.
Trait Points: Should be able to simplify to one kind of Point. (More Trait points necessary)
Fewer tables to cross reference for bonuses.
No one trait can have more than 1/4 of a character's total number of Trait Points
----
!!General
[[General: Default Defence Bonus]] (+5%,+10%)
[[General: Vigor]] (1-5) (For Resistance to poisons and disease, etc..)
[[General: Stalwart]] (1-10) (For Hit Points, Condition, Stunning, etc...)
[[General: Literacy]] (For Knowledge and Magic Skills)
!!Melee Traits:
[[Melee: Attack Bonus]] (+1-5)
[[Melee: Damage Bonus]] (+1-5)
[[Melee: Defence Bonus]] (+1-5)
[[Melee: Action Speed]] (1-5 Actions)
[[Melee: Master Skills]] (1-10)
[[Melee: Weapon Specialist]] (1-5)
__Styles:__
[[Melee: Master of Staff]] (1-5)
[[Melee: Weapon and Shield]] (1-5)
[[Melee: Dual Weapons Fighter]] (1-5)
[[Melee: Fencer Extraordinaire]] (1-5)
[[Melee: Two-Hander]] (1-5)
!!Magery Traits:
[[Magery: Magic Attack Bonus]] (+1-5)
[[Magery: Lore and Language]] (1-10)
[[Magery: Casting Technique|https://spreadsheets.google.com/ccc?key=tEI815TJS4aDFRZYPxQ-SzA&hl=en_GB]] (1-10)
[[Magery: Memory Slots]] (1-5)
[[Magery: Mana Source]] (1-10)
[[Magery: Superiority]] (Contests) (1-5)
*[[Magery: Disciplines]] (1-10)
!!Ranged Traits:
[[Ranged: Accuracy Bonus]] (+1-5)
[[Ranged: To-Hit Bonus]] (+1-5)
[[Ranged: Damage Bonus]] (+1-5)
[[Ranged: Range Bonus]] (1-5)
[[Ranged: Action Speed]] (1-5 Actions)
!!Clandestine Traits:
Clandestine: Hiding and Sneaking (1-5)
Clandestine: Master Climber (1-5)
Clandestine: Picking Locks (1-5)
Clandestine:
!!Vow Traits:
[[Vow: Devotion]] (1-5)
[[Vow: Prayers]] (1-10)
[[Vow: Blessings]] (1-5)
[[Vow: (1-5)
!!Spiritual Traits:
[[Spiritual: Commune with Nature]] (1-5)
[[Spiritual: Commune with Spiritual]] (1-5)
[[Spiritual: Chants]] (1-10)
[[Spiritual: Call Companion]] (1-10)
----
[[Warrior Template|https://spreadsheets.google.com/ccc?key=0AmN4VNZ-A4V3dGJnaUk3Qk9wMjJOOXVIWDN5SHhiTHc&hl=en_GB]]
[[Archer Template]]
[[Rogue Template]]
[[Thief Template]]
[[Mage Template]]
[[Druid Template]]
[[Priest Template]]
----
A template is a preset layout on which to start and play a character.
The opposite method is a [[Scratch-built]] character.
----
Tests:
*Contests
*Checks
Offence will make the dice roll.
Offence - Defence = Dice Roll Modifier
//e.g.
17 - 14 = +3
or
15 - 17 = -2//
!!!DICE ROLL: d20
01-05 Major Failure
06-10 Failure
----
11-15 Success
16-20 Major Success
----
21-25 Critical Success
26-30 Double Critical
etc..
Natural 20 = +1 Level of Success
(e.g. a Critical becomes a Double Critical)
!!!DICE ROLL: d100
01-25 Major Failure
26-50 Failure
----
51-75 Success
76-100 Major Success
----
101-125 Critical Success
126-150 Double Critical
etc..
Natural 20 = +1 Level of Success
(e.g. a Critical becomes a Double Critical)
Attributes Modifying Skills for Tests:
In most games Skills gets bonus for high attributes. The nature of the design I have created (no fixed or set Characteristics) means I don't have this. Rather, I have that any one Characteristic can support another. (usually being a Skill or Attribute)
How does this work? If the Game Master decides that a Characteristic can provide support, that characteristic is also compared to the Opposing number. If it is higher than that number then the character can re-roll any failure (being 6-10 - not Major failures!)
In Contests this called 'Having the Advantage' and may only be used once per round.
e.g. A Character with a Dexterity of [ 16 ] is in Combat with a Monster with a [ 13 ] so for Attacks the Character is considered to 'Have the Advantage' and may re-roll one failed Attack per round.
Or for example:
A character is attempting their Pick Pockets skill against a targets Alertness.Mental. The GM can decide that if the character Manual.Dexterity is higher than the targets Alertness they can re-roll a failed attempt.
----
!!!The BASIC SET:
BODY
MIND
SOUL
CIVI
This Set is Complexity Level 1 and intended for:
* a simpler campaign where you don't want to deal with a lot of numbers
* quick Stats for minor NPCs
----
----
[[GDocs Reference|https://docs.google.com/spreadsheet/ccc?key=0AmWMSHjHYfSTdGhGcHRZakdSTk80T3NsUVhMWGdLNVE]]
----
@@font-size:12px;color:#444444; Options: +++[+][-]
----
[[COMBAT]]
----
//If AGES is used for a minitures game, the following could be used://
----
[[BODY]]
[[MIND]]
[[SOUL]]
[[COMBAT]]
----
@@
----
Eight Attributes is pretty manageable for most campaigns.
----
PHYSIQUE
FINESSE
MENTALITY
ACUMEN
PERSONA
CLASS
PSYCHE
SPIRIT
----
Very basically Threat Rating tells you how dangerous an opponent is likely to be. Threat Rating has two components: Threat Class and Threat Level. Threat Class will be either A,B,C or D. Threat Level will be a number. There are two main ways to use Threat Level. If an oppenent already has a great deal of information and stats recorded then that opponent will have a Threat Level which approximates how dangerous it is based on its existing stats. If however, an opponent does not have existing stats, but does have a Threat Level, then its stats may be generated quickly using Threat Level.
/***
|''Name:''|TiddlersBarPlugin|
|''Description:''|A bar to switch between tiddlers through tabs (like browser tabs bar).|
|''Version:''|1.2.5|
|''Date:''|Jan 18,2008|
|''Source:''|http://visualtw.ouvaton.org/VisualTW.html|
|''Author:''|Pascal Collin|
|''License:''|[[BSD open source license|License]]|
|''~CoreVersion:''|2.1.0|
|''Browser:''|Firefox 2.0; InternetExplorer 6.0, others|
!Demos
On [[homepage|http://visualtw.ouvaton.org/VisualTW.html]], open several tiddlers to use the tabs bar.
!Installation
#import this tiddler from [[homepage|http://visualtw.ouvaton.org/VisualTW.html]] (tagged as systemConfig)
#save and reload
#''if you're using a custom [[PageTemplate]]'', add {{{<div id='tiddlersBar' refresh='none' ondblclick='config.macros.tiddlersBar.onTiddlersBarAction(event)'></div>}}} before {{{<div id='tiddlerDisplay'></div>}}}
#optionally, adjust StyleSheetTiddlersBar
!Tips
*Doubleclick on the tiddlers bar (where there is no tab) create a new tiddler.
*Tabs include a button to close {{{x}}} or save {{{!}}} their tiddler.
*By default, click on the current tab close all others tiddlers.
!Configuration options
<<option chkDisableTabsBar>> Disable the tabs bar (to print, by example).
<<option chkHideTabsBarWhenSingleTab >> Automatically hide the tabs bar when only one tiddler is displayed.
<<option txtSelectedTiddlerTabButton>> ''selected'' tab command button.
<<option txtPreviousTabKey>> previous tab access key.
<<option txtNextTabKey>> next tab access key.
!Code
***/
//{{{
config.options.chkDisableTabsBar = config.options.chkDisableTabsBar ? config.options.chkDisableTabsBar : false;
config.options.chkHideTabsBarWhenSingleTab = config.options.chkHideTabsBarWhenSingleTab ? config.options.chkHideTabsBarWhenSingleTab : false;
config.options.txtSelectedTiddlerTabButton = config.options.txtSelectedTiddlerTabButton ? config.options.txtSelectedTiddlerTabButton : "closeOthers";
config.options.txtPreviousTabKey = config.options.txtPreviousTabKey ? config.options.txtPreviousTabKey : "";
config.options.txtNextTabKey = config.options.txtNextTabKey ? config.options.txtNextTabKey : "";
config.macros.tiddlersBar = {
tooltip : "see ",
tooltipClose : "click here to close this tab",
tooltipSave : "click here to save this tab",
promptRename : "Enter tiddler new name",
currentTiddler : "",
previousState : false,
previousKey : config.options.txtPreviousTabKey,
nextKey : config.options.txtNextTabKey,
tabsAnimationSource : null, //use document.getElementById("tiddlerDisplay") if you need animation on tab switching.
handler: function(place,macroName,params) {
var previous = null;
if (config.macros.tiddlersBar.isShown())
story.forEachTiddler(function(title,e){
if (title==config.macros.tiddlersBar.currentTiddler){
var d = createTiddlyElement(null,"span",null,"tab tabSelected");
config.macros.tiddlersBar.createActiveTabButton(d,title);
if (previous && config.macros.tiddlersBar.previousKey) previous.setAttribute("accessKey",config.macros.tiddlersBar.nextKey);
previous = "active";
}
else {
var d = createTiddlyElement(place,"span",null,"tab tabUnselected");
var btn = createTiddlyButton(d,title,config.macros.tiddlersBar.tooltip + title,config.macros.tiddlersBar.onSelectTab);
btn.setAttribute("tiddler", title);
if (previous=="active" && config.macros.tiddlersBar.nextKey) btn.setAttribute("accessKey",config.macros.tiddlersBar.previousKey);
previous=btn;
}
var isDirty =story.isDirty(title);
var c = createTiddlyButton(d,isDirty ?"!":"x",isDirty?config.macros.tiddlersBar.tooltipSave:config.macros.tiddlersBar.tooltipClose, isDirty ? config.macros.tiddlersBar.onTabSave : config.macros.tiddlersBar.onTabClose,"tabButton");
c.setAttribute("tiddler", title);
if (place.childNodes) {
place.insertBefore(document.createTextNode(" "),place.firstChild); // to allow break line here when many tiddlers are open
place.insertBefore(d,place.firstChild);
}
else place.appendChild(d);
})
},
refresh: function(place,params){
removeChildren(place);
config.macros.tiddlersBar.handler(place,"tiddlersBar",params);
if (config.macros.tiddlersBar.previousState!=config.macros.tiddlersBar.isShown()) {
story.refreshAllTiddlers();
if (config.macros.tiddlersBar.previousState) story.forEachTiddler(function(t,e){e.style.display="";});
config.macros.tiddlersBar.previousState = !config.macros.tiddlersBar.previousState;
}
},
isShown : function(){
if (config.options.chkDisableTabsBar) return false;
if (!config.options.chkHideTabsBarWhenSingleTab) return true;
var cpt=0;
story.forEachTiddler(function(){cpt++});
return (cpt>1);
},
selectNextTab : function(){ //used when the current tab is closed (to select another tab)
var previous="";
story.forEachTiddler(function(title){
if (!config.macros.tiddlersBar.currentTiddler) {
story.displayTiddler(null,title);
return;
}
if (title==config.macros.tiddlersBar.currentTiddler) {
if (previous) {
story.displayTiddler(null,previous);
return;
}
else config.macros.tiddlersBar.currentTiddler=""; // so next tab will be selected
}
else previous=title;
});
},
onSelectTab : function(e){
var t = this.getAttribute("tiddler");
if (t) story.displayTiddler(null,t);
return false;
},
onTabClose : function(e){
var t = this.getAttribute("tiddler");
if (t) {
if(story.hasChanges(t) && !readOnly) {
if(!confirm(config.commands.cancelTiddler.warning.format([t])))
return false;
}
story.closeTiddler(t);
}
return false;
},
onTabSave : function(e) {
var t = this.getAttribute("tiddler");
if (!e) e=window.event;
if (t) config.commands.saveTiddler.handler(e,null,t);
return false;
},
onSelectedTabButtonClick : function(event,src,title) {
var t = this.getAttribute("tiddler");
if (!event) event=window.event;
if (t && config.options.txtSelectedTiddlerTabButton && config.commands[config.options.txtSelectedTiddlerTabButton])
config.commands[config.options.txtSelectedTiddlerTabButton].handler(event, src, t);
return false;
},
onTiddlersBarAction: function(event) {
var source = event.target ? event.target.id : event.srcElement.id; // FF uses target and IE uses srcElement;
if (source=="tiddlersBar") story.displayTiddler(null,'New Tiddler',DEFAULT_EDIT_TEMPLATE,false,null,null);
},
createActiveTabButton : function(place,title) {
if (config.options.txtSelectedTiddlerTabButton && config.commands[config.options.txtSelectedTiddlerTabButton]) {
var btn = createTiddlyButton(place, title, config.commands[config.options.txtSelectedTiddlerTabButton].tooltip ,config.macros.tiddlersBar.onSelectedTabButtonClick);
btn.setAttribute("tiddler", title);
}
else
createTiddlyText(place,title);
}
}
story.coreCloseTiddler = story.coreCloseTiddler? story.coreCloseTiddler : story.closeTiddler;
story.coreDisplayTiddler = story.coreDisplayTiddler ? story.coreDisplayTiddler : story.displayTiddler;
story.closeTiddler = function(title,animate,unused) {
if (title==config.macros.tiddlersBar.currentTiddler)
config.macros.tiddlersBar.selectNextTab();
story.coreCloseTiddler(title,false,unused); //disable animation to get it closed before calling tiddlersBar.refresh
var e=document.getElementById("tiddlersBar");
if (e) config.macros.tiddlersBar.refresh(e,null);
}
story.displayTiddler = function(srcElement,tiddler,template,animate,unused,customFields,toggle){
story.coreDisplayTiddler(config.macros.tiddlersBar.tabsAnimationSource,tiddler,template,animate,unused,customFields,toggle);
var title = (tiddler instanceof Tiddler)? tiddler.title : tiddler;
if (config.macros.tiddlersBar.isShown()) {
story.forEachTiddler(function(t,e){
if (t!=title) e.style.display="none";
else e.style.display="";
})
config.macros.tiddlersBar.currentTiddler=title;
}
var e=document.getElementById("tiddlersBar");
if (e) config.macros.tiddlersBar.refresh(e,null);
}
var coreRefreshPageTemplate = coreRefreshPageTemplate ? coreRefreshPageTemplate : refreshPageTemplate;
refreshPageTemplate = function(title) {
coreRefreshPageTemplate(title);
if (config.macros.tiddlersBar) config.macros.tiddlersBar.refresh(document.getElementById("tiddlersBar"));
}
ensureVisible=function (e) {return 0} //disable bottom scrolling (not useful now)
config.shadowTiddlers.StyleSheetTiddlersBar = "/*{{{*/\n";
config.shadowTiddlers.StyleSheetTiddlersBar += "#tiddlersBar .button {border:0}\n";
config.shadowTiddlers.StyleSheetTiddlersBar += "#tiddlersBar .tab {white-space:nowrap}\n";
config.shadowTiddlers.StyleSheetTiddlersBar += "#tiddlersBar {padding : 1em 0.5em 2px 0.5em}\n";
config.shadowTiddlers.StyleSheetTiddlersBar += ".tabUnselected .tabButton, .tabSelected .tabButton {padding : 0 2px 0 2px; margin: 0 0 0 4px;}\n";
config.shadowTiddlers.StyleSheetTiddlersBar += ".tiddler, .tabContents {border:1px [[ColorPalette::TertiaryPale]] solid;}\n";
config.shadowTiddlers.StyleSheetTiddlersBar +="/*}}}*/";
store.addNotification("StyleSheetTiddlersBar", refreshStyles);
config.refreshers.none = function(){return true;}
config.shadowTiddlers.PageTemplate=config.shadowTiddlers.PageTemplate.replace(/<div id='tiddlerDisplay'><\/div>/m,"<div id='tiddlersBar' refresh='none' ondblclick='config.macros.tiddlersBar.onTiddlersBarAction(event)'></div>\n<div id='tiddlerDisplay'></div>");
//}}}
<html>
<head>
<meta content="text/html; charset=ISO-8859-1"
http-equiv="content-type">
<title></title>
</head>
<body>
<table class="x10" border="1" cellpadding="4" frame="" rules="cols">
<tbody>
<tr>
<td> Scale </td>
<td> Progression </td>
<td> <br>
</td>
<td> Actual Time </td>
<td> Act.Pnt. </td>
</tr>
<tr bgcolor="#ffceae">
<td> 1 </td>
<td> A Phase </td>
<td> <br>
</td>
<td> 2 seconds </td>
<td> 4 AP </td>
</tr>
<tr bgcolor="#ccb8d0">
<td> 2 </td>
<td> A Round </td>
<td> 3 Phases </td>
<td> 6 seconds </td>
<td> 12 AP </td>
</tr>
<tr bgcolor="#ffceae">
<td> 3 </td>
<td> A Turn </td>
<td> 5 Rounds </td>
<td> 30 seconds </td>
<td> 60 AP </td>
</tr>
<tr bgcolor="#ccb8d0">
<td> 4 </td>
<td> A Sequence </td>
<td> 10 Rounds </td>
<td> 1 minute </td>
<td> 120 AP </td>
</tr>
<tr bgcolor="#ffceae">
<td> 5 </td>
<td> A Scene </td>
<td> 5 Sequences </td>
<td> 5 minutes </td>
<td> 600 AP </td>
</tr>
<tr>
<td> 6 </td>
<td> A Coffee Break </td>
<td> <br>
</td>
<td> 15 minutes </td>
<td> <br>
</td>
</tr>
<tr>
<td> 7 </td>
<td> A Sitcom </td>
<td> <br>
</td>
<td> 30 minutes </td>
<td> <br>
</td>
</tr>
<tr>
<td> 8 </td>
<td> A Show </td>
<td> <br>
</td>
<td> 1 hour </td>
<td> <br>
</td>
</tr>
<tr>
<td> 9 </td>
<td> A Film </td>
<td> <br>
</td>
<td> 3 hours </td>
<td> <br>
</td>
</tr>
<tr>
<td> 11 </td>
<td> A Shift </td>
<td> <br>
</td>
<td> 12 hours </td>
<td> <br>
</td>
</tr>
<tr>
<td> 12 </td>
<td> <br>
</td>
<td> <br>
</td>
<td> 1 day </td>
<td> <br>
</td>
</tr>
<tr>
<td> 13 </td>
<td> <br>
</td>
<td> <br>
</td>
<td> 3 days </td>
<td> <br>
</td>
</tr>
<tr>
<td> 14 </td>
<td> <br>
</td>
<td> <br>
</td>
<td> 1 week </td>
<td> <br>
</td>
</tr>
<tr>
<td> 15 </td>
<td> <br>
</td>
<td> <br>
</td>
<td> 1 month </td>
<td> <br>
</td>
</tr>
<tr>
<td> 16 </td>
<td> A Season </td>
<td> <br>
</td>
<td> 3 months </td>
<td> <br>
</td>
</tr>
<tr>
<td> 17 </td>
<td> <br>
</td>
<td> <br>
</td>
<td> 6 months </td>
<td> <br>
</td>
</tr>
<tr>
<td> 18 </td>
<td> <br>
</td>
<td> <br>
</td>
<td> 1 year </td>
<td> <br>
</td>
</tr>
<tr>
<td> 19 </td>
<td> <br>
</td>
<td> <br>
</td>
<td> 3 years </td>
<td> <br>
</td>
</tr>
<tr>
<td> 20 </td>
<td> <br>
</td>
<td> <br>
</td>
<td> 5 years </td>
<td> <br>
</td>
</tr>
<tr>
<td> 21 </td>
<td> A Saga </td>
<td> <br>
</td>
<td> 10 years </td>
<td> <br>
</td>
</tr>
</tbody>
</table>
</body>
</html>
special note* When Armor or some kind of Protection is being worn simply add Damage Resistance as a bonus to that protection. Thus for purposes of Penetration modifier Damage Resitance takes on the modifier of the protection worn:
example:
Zarius Tremain is wearing Light Power Armor Prt: 45 Pmod -4.
Zarius Tremain has Physical: 14 and thus a Damage Resistance of 14.
vs Physical Attacks: 45 + 14 = Prt: 59 Pmod: -4
vs Energy Attacks: 45 + 7 = Prt: 52 Pmod -4
Cost: 1 Trait Point
Skill Base: [ 6 ]
- [[Light Armour|Skill: Light Armour]]
- [[Heavy Armour|Skill: Heavy Armour]]
- [[Draw and Ready|Skill: Draw and Ready]]
- Straight Sword
- Axe
- Spear
- Dagger (Knife)
- Parry
- Dodge/Evade
- Shield Block
- Throwing: Dagger
- Throwing: Spear
- Punching
- Block
- Grab/Grappling
Changing this again:
Characters earn Trait points and Skill Points, only these two. (well maybe purchased from experience)
But anyway the point is that the Trait Bar level is determined by how many Trait Points the character has earned.
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This Level describes how high a Character's traits are overall. As the Trait Bar rises so may all Traits be increased.
[[Bar Levels|https://spreadsheets.google.com/ccc?key=tMMISC_xRvSLqNGx9fV5uXg&hl=en_GB]]
[[Experience Table|https://spreadsheets.google.com/ccc?key=tlPZI2OHndLpzYRwKOs1nMQ&hl=en_GB]]
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These are taking the place of Primary Points because they are specifically for Traits.
Trait can go up and down in level depending on whether they are being used and practiced.
This happens as they change slot postions. So a Trait in the number one slot is being used most and will be at the highest possible level.
Traits which fall in lower slot positions will be at a lower level, modified depending on whether the character is a generalist or specialist.
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Work is now being done on [[Targeted Traits]]
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TRAITS:
[[Racial Traits (Fantasy)]]
[[Racial Traits (Sci-Fi)]]
[[Class Traits (Fantasy)]]
[[Class Traits (Sci-Fi)]]
[[Profession Traits (Modern)]]
[[Magic Traits]]
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[[Active Traits]]
[[Dormant Traits]]
[[Root Traits]]
{{ageshead{Traits encompass quite a large range of characteristics. Traits could be such things as: Racial Abilites, a Profession, a Class Trait, some kind of Special Training, powers or abilites either inborn or gained. }}}
{{ageshead{Traits deal with these things in a broad sense (as opposed to Skills which are more detailed).}}}
Traits encompass many things. They can be inborn qualities or general areas of skill and knowledge. They may or may not have a level, but are never checked against with dice rolls.
Some of them may be purchased with Building points, some with Character Points, but mostly Trais are aquired by filling a Character's Trait Point slots. There are several types of Traits.
MAJOR:
1. Core traits can reach very high levels, usually up to level 20. They determine what a characters main area of expertise is. Core Traits do not resemble any particular profession but are often key. For example, in fantasy campaigns the Personal Combat Trait is very important, but it is not a particular profession. All kinds of people rely on this trait.
2. Profession traits can span very high levels, usually reaching level 20 or higher. They determine what a characters main area of expertise is. Major Traits are generally gained through study or practise much like skills.
Examples might be: a doctor, an engineer or a cleric.
3. Ability traits reach of 20 or higher, these traits encompass such things as Psychic ability, Magic or Super Powers. They are usually innate or natural powers that require time to develop.
Minor:
1. These traits range from as low as level 3 to as high as level 10. They are usually requirements for MAJOR Traits or for things used with MAJOR Traits. Magery for example and Mana Pool are Lessor Core Traits required to use the MAJOR Spellcasting Trait.
2. These traits range from as low as level 3 to as high as level 10. They are usually extensions of MAJOR Traits that may be branched into.
Traits are one of the three main ways of defining a Character. Traits sometimes but not always, have Levels. Note that different from Skills those Levels are not used for making dice rolls. They merely describe how advanced the Character is with the Trait.
Trait Point Slots are used to define the big things about a Character. Because you don't need to take a Character Class with this system the Trait Point Slotss become the things that control what is definitive about a Character. You don't have to buy Trait Point Points, they are optional, but if you want to buy the majority of Traits then you will need to. If all you want to do is buy Skills, then you won't need to buy Trait Point Points. (note that some Skills require you have a Trait.) Trait Point Points cost either 20 Building Points or 20 Experience Points and make note that you may never have purchased more than 2x you Character Level in Trait Point Points.
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@@font-size:16px;''UPDATES:''@@
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''2011.Dec.17''
New Work has finally been done:
[[ Core Eminence: |https://docs.google.com/spreadsheet/ccc?key=0AmN4VNZ-A4V3dGIwcHV6dUJ1eGhUd2hPc09IUTJuVFE]]
[[ Skill Levels: |https://docs.google.com/spreadsheet/ccc?key=0AmWMSHjHYfSTdDFGX04xN25DMFB5aTlEZmpvNDBGSHc]]
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''2010.July.11''
[[ Tests, Checks & Contests: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFRjQ0NKb1ZMalVfaWtvNzQyVk5TM1E&hl=en_GB&output=html ]] Updated regarding Attributes and Skills as support.
[[ Protection & Penetration: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dHJPWlR1QnRMeko1RWxOdHJWV3pJaUE&hl=en_GB&output=html ]] Simplified, so that now Armour denoted its penetration as a negative number. Weapon Penetration is multiplied by this number and subtracted from the Armour's Protection Value.
[[ Armour.Fantasy: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dDNwS2ozRWJHVGZjd1FGVDA2ZFNkN3c&hl=en_GB&output=html ]] Updated to reflect penetration changes.
[[ Weapons.Melee: | https://spreadsheets.google.com/pub?key=0AmWMSHjHYfSTdG51d0ZualN1LXJWR3ZZcWxfWEZfQVE&hl=en_GB&output=html ]] Updated to reflect penetration changes.
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@@color:#000000;font-size:13px;
''2010.July.7''
[[ Evasion: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dEdlWnlQMWYyRnB6V3ZVeUZFMVMyVGc&hl=en_GB&output=html ]] Continued work on simplfying Evasion.
//::Reworked from Passive Defence to Evasion//
[[ Attributes: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGZvSkY1Z1loMkhIWVI0Qk9TRTUxdWc&hl=en_GB&output=html ]] Purchasing chart added in.
[[ Tests: Checks & Contests: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFRjQ0NKb1ZMalVfaWtvNzQyVk5TM1E&hl=en_GB&output=html ]] Test desciption and examples reworked.
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''2010.June.27''
[[ Evasion: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dEdlWnlQMWYyRnB6V3ZVeUZFMVMyVGc&hl=en_GB&output=html ]] Work on simplfying Evasion and matching it to new Attributes system.
[[ Attributes: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGZvSkY1Z1loMkhIWVI0Qk9TRTUxdWc&hl=en_GB&output=html ]] Updated to reflect the new changes in how hows Checks and Tests are made.
[[ Experience: | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dFEtWDVTbzlzWnJsVTVIWGR2R0lVY2c&hl=en_GB&output=html ]] Updated since the [[ Eminence | https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGIwcHV6dUJ1eGhUd2hPc09IUTJuVFE&hl=en_GB&output=html ]] Trait has been added.
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''2010.June.25''
''Organizing the List of Google Documents:''
• Alphabetical List: [[Full List]] and Section Lists
• [[Google Published Links|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dHFCSDVJSzVkeFZ4NVdBVnB3Y2JuRFE&hl=en_GB&output=html]]
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''2010.June.20''
NPC Sheets Update: Death Knight, Aktchan'van: Wraith and Ulgat: [[Death Knight|https://ages.acrossworlds.com/NPCS/NPC.Aktchvan.Death.Knight.Final-02.pdf]], [[Wraith|https://ages.acrossworlds.com/NPCS/NPC.Aktchvan.Wraiths.Final-02.pdf]], [[Ulgat|https://ages.acrossworlds.com/NPCS/NPC.Ulgat.Final-02.pdf]]
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''2010.May.25''
*NPC Update: Bellakoss, Skeleton, Aktchan'van: [[NPC Stats|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGpxWWM1Q3k3R0hPVTBpZGs0LUxmQnc&hl=en_GB&output=html]], [[Wraith Sheet|https://docs.google.com/fileview?id=0B2N4VNZ-A4V3NWQyMGZlYmMtYmY4MS00ZmE3LWFjZGYtMjg5YjBlOWNiNTMz&hl=en_GB]]
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''2010.May.25''
*Armour Penetration and Fantasy Armour: [[Protection & Penetration:|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dHJPWlR1QnRMeko1RWxOdHJWV3pJaUE&hl=en_GB&output=html]]
*Condition: Mettle and Health: [[Condition:|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGlSRmJXcWVTTzJOdExWVXU1cnkyb0E&hl=en_GB&output=html]]
*Tests: Checks and Contests: [[Weapon Scale:|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGo2cUg5TGpSNnJKNnotNVFXalU1OGc&hl=en_GB&output=html]]
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''2010.May.24''
*The AGES System has been updated with a significant number of changes.
*AGES has been changed from Html to Google documents, predominately spreadsheets, so many of the pages have multiple sheets.
[[Google Published Links|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dHFCSDVJSzVkeFZ4NVdBVnB3Y2JuRFE&hl=en_GB&output=html]]
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''2010.May.02''
*[[ERA|https://spreadsheets.google.com/pub?key=0AmWMSHjHYfSTdE5lQm5aMG9TblAtM2RSeTEtZzlwcVE&hl=en_GB&output=html]]
*[[Attack & Damage Type|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dGdWT3Yzc3E4ZDNtWXVBdXhvOU40NEE&hl=en_GB&output=html]]
*[[Armour Penetration|https://spreadsheets.google.com/pub?key=0AmN4VNZ-A4V3dHJPWlR1QnRMeko1RWxOdHJWV3pJaUE&hl=en_GB&output=html]]
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''2010.Apr.16''
* New work on Condition, new idea for Trauma.
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''2010.Mar.31''
* New format for the AGES System using Tiddlywiki and Google Docs.
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''2010.Mar.01''
* Old Html Charts updated to Spreadsheets
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Value Range 1-100 or
Score Range 1-100
Value Range is synonymous with [[Score Range]]
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Value Range is in reference to Values and Scores.
Whether it is an Attribute or Skill or Weapon Damage. It has a Value Range. All games use different Value Ranges.
I have chosen to make Value Range an Element, a specific component to a the Game System.
I have selected several Value Ranges and decided to define them as being a Value Range.
They will be denoted using VR.
The three Main Value Range are:
*Value Range 1-10 (VR 1-10 or VR-10 for short)
*Value Range 1-20 (VR 1-20 or VR-20 for short)
*Value Range 1-100 (VR 1-100 or VR-100 Value Range for short)
In no way does it imply a limit; it is not defining boundaries. It is merely defining the Scale that used. To move between Value Ranges you just multiply or divide. (example to go from VR-20 to VR-100 just multiply by 5).
Attributes and Skills should use the same Value Range as each other.
Damage Values and Protection Values are always Value Range 1-20 (because the Damage System is based on this).
Because Power is a Value used for Damage it is always VR-20. If your Attributes are VR-20 then Power = Strength. If your Attributes are VR-10 then Power = (Strength x2) or if you Attributes are VR-100 then Power = (Strength/5).
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<HTML>
<TABLE border="2" cellpadding="2" cellspacing="0" rules="none" width="500">
<TBODY>
<TR bgcolor="#000000">
<TD colspan="6" align="center"><font color="#FFFFFF">Value Range Chart</font></TD>
</TR>
<TR bgcolor="#444444">
<TD><font color="#FFFFFF">Attributes</font></TD>
<TD><font color="#FFFFFF">Skills</font></TD>
<TD><font color="#FFFFFF">1-10</font></TD>
<TD><font color="#FFFFFF">1-20</font></TD>
<TD colspan="2" align="center"><font color="#FFFFFF">1-100</font></TD>
</TR>
<TR>
<TD>Incapable
</TD>
<TD>Inept
</TD>
<TD>1
</TD>
<TD>1-2
</TD>
<TD>1-10
</TD>
<TD>(10)
</TD>
</TR>
<TR>
<TD>Poor
</TD>
<TD>Unskilled
</TD>
<TD>2
</TD>
<TD>3-4
</TD>
<TD>11-20
</TD>
<TD>(20)
</TD>
</TR>
<TR>
<TD>Weak
</TD>
<TD>Novice
</TD>
<TD>3
</TD>
<TD>5-6
</TD>
<TD>21-30
</TD>
<TD>(30)
</TD>
</TR>
<TR>
<TD>Below Average
</TD>
<TD>Below Average
</TD>
<TD>4
</TD>
<TD>7-8
</TD>
<TD>31-40
</TD>
<TD>(40)
</TD>
</TR>
<TR bgcolor="#DDDDDD" style="font-weight: bold;">
<TD>Average
</TD>
<TD>Average
</TD>
<TD>5
</TD>
<TD>9-10
</TD>
<TD>41-50
</TD>
<TD>(50)
</TD>
</TR>
<TR>
<TD>Above Average
</TD>
<TD>Above Average
</TD>
<TD>6
</TD>
<TD>11-12
</TD>
<TD>51-60
</TD>
<TD>(60)
</TD>
</TR>
<TR>
<TD>Strong
</TD>
<TD>Skilled
</TD>
<TD>7
</TD>
<TD>13-14
</TD>
<TD>61-70
</TD>
<TD>(70)
</TD>
</TR>
<TR>
<TD>Exceptional
</TD>
<TD>Highly Skilled
</TD>
<TD>8
</TD>
<TD>15-16
</TD>
<TD>71-80
</TD>
<TD>(80)
</TD>
</TR>
<TR>
<TD>Astounding
</TD>
<TD>Expert
</TD>
<TD>9
</TD>
<TD>17-18
</TD>
<TD>81-90
</TD>
<TD>(90)
</TD>
</TR>
<TR>
<TD>Phenominal
</TD>
<TD>Master
</TD>
<TD>10
</TD>
<TD>19-20
</TD>
<TD>91-100
</TD>
<TD>(100)
</TD>
</TR>
</TBODY>
</TABLE>
</HTML>
When a Character takes damage they may receive a Wound Level. This will depend upon whether the damageactually hurts them or not. If the damage is enough to hurt them then they will receive a Wound Level. This will usually be from 1 - 10. Anything higher than 10 will likely kill someone outright. When figuring Condition a Character will add together all of his Wound Levels.
Keeping a Skill or Trait with one point means it is easy to bring it back. You can start adding points quickly.
Once you pull all the points from it however, it has fallen into disuse and needs alot of retraining time.