Sunday, May 31, 2015

Sexto Updates into June

a part was somehow a nugget, and a nugget was oh so many nuggets in a basket of nuggets, but these range anywhere from all types of nuggets, some flavors nuggets go with each other  from another place separately into one new flavor. This could be a bacon sour cream and onion jalepeno would go together with a cheesy potato nugget, and these could often be prepared with a classy spiced flavor of chicken nugget, paired with a complimentary dipping sauce. This sauce would coat the nugget, but alas, some nuggets or sauces are easily separated, while one may not be able to separate the infused flavor of chicken, but the spice can be neutralized by another flavor, and the sauce can be defeated by an overpowering or inappropriate double saucing.

There were oh so many nuggets  in a basket.

If you were classy and the smallest batch of nuggets made by the happenstance was an 8 piece nugget, or even a 2 piece tender strip that were twice the volume, a double cube length wise of chicken and it actually takes 2 normal laborers without gain to carry this tender of reared resource material, being that one of them carries only one resource on the day to day.

so an 8 size nugget of one unit of uranium is 8 mole uranium in a compound composing a unit means that with a volume of a meter^3 would say V / P (Volume/Propensity) P = 8M M~molar molecular volume, or volume of one mole of molecules substance times 8. A mole is this is to use more accurate representation of taking a part of oh so yea size and consists of counting the little flavor ghosts, each mole has been alleged to be the same number of flavor ghosts, these ghosts consisting the entire mole or part of the substance, these ghosts like the undying building blocks of the cusinary essence of a nugget and sauce.

These ghosts were trying to get by and had to work together sometimes to create that real flavor. The science aficionado knew that only one flavor ghost of one flavor could work together with one flavor ghost of another type; but it could also be convinced to work with another flavor ghost rather than the one that it found. The story says that flavor ghosts told one diviner that there 6.022 x 10^23 flavor ghosts in  one part of a flavor. If you wanted a part, you wanted that many ghosts. This flavor was only 1 gram of the lightest substance, a heavier substance would need more of this to have one entire part, but this was dandy enough because it was rather dense.

Magic was rife and profulgent This was about one heavy, with one one wight, and one bird that consisted of the inner workings of this small flavor ghost. The bird can fly, and it does not have weight because it is not pressing down on anything, instead it is always flying. This means for with a weight of one dangler or wight inside of the plaza in the fields of the pleasure villa that there is only a weight of one part per 1/1000th unit, legend to be only one part per 1024th of a unit or , the droplet of flavor. The flavor droplet consisted of these plazas, and the bird would drag the plaza away from anything, and the wights may just happen to be caught inside of it.

Carbon-12 was 12/C\  this was a possible plaza that can have been created. The legend says that if there is not a plaza, the bird will psychologically torture the wight forcing it into establishing a plaza, even to go so far as to say the bird drags the wight around, tied by rope, to the places in order to construct a plaza. 12/C\ was C, number 6 plaza; and 12/C\ happened to have 12 wights consisting of; 6 peddlers and 6 nodders, and it was known that each peddler would catch a bird, yet a nodder has yet to catch a bird for the plaza; this tale alleged by the drunk flavor ghosts . So classy to tame a bird with a stare, everyone is down to mutually live and die for the plaza. This man of 12 wights in a plaza, was what the Flavor Diviner’s Number 6.022 x 10^23. So this number multiplies against the number of wights in a plaza, and that tells you how many plazas will make up a part of flavor. It just so happened to be that one wight of a unit multiplied this number was one gram in weight. This is the weight of one part, each part has a different size.

To have 12 gram wight flavor, this would be 12 x 6.022 plazas of 12 wight flavor (plazas with 12 wights in them; birds do not add to this number)

each one of these Flavor Villas plays a role of a dancer in a mutual affair between two or more flavor villas. Some of these were famous

Two Highway Men and One Orangutan make the Thirst for life to occur. For without life, This odd bunch could never be infamous more for their antics than for their crimes, and still be 3 of America’s Most Wanted Criminals. The legend says that water was 3 highwaymen and one orangutan

 Say, Sour cream had a density of three of these  parts, and a spicy hot pepper has a weight of 12 wights per plaza. and bacon had a weight of 3 part, and onion (and/or other vegetables) had a weight of 3 parts, as the pepper actually had a hollow area inside of it that was 100% by magic, of course, of it’s size. This means it would always want to find something that was 100% of it’s size to fill it’s potential. This was because

Valence rings exist and there ’s a certain gyre that the birds like to circle in, and only oh so many birds are let into each orbit ring to circle around the plaza at a time. This means there can only be a maximum of 2 birds in the first level, 8 in the second and so forth.

this goes on indefinitely, with the number of birds per ring established by veritable scientists.

driving around in cars because i’ve got to collect rings because it was nonviolent today, and somehow there are bitches i’ve got to pleasure with my presence as my car patrols through the streets of town, ghost riding with all parts of coincidence with the flatness through out  the area, giving that there; the lady would only give you a ring if you got her pregnant and payed some fee; and there were terms you had of her use, because it was still alive; i was saying “no hands”  with the no-handed fecklessly fuckless  facial effulgence and effacement directed an unwitting crowd, unconcerned with the blindness.

One somehow made enough money, but there were enough loops one can build, as one can say that things will not erode with sheet wood or anything plastic, to somehow explain the nature of the game like Sonic the Hedgehog, going very fast and collecting rings on loops and jumps with dangerous obstacles. This was to oppose the necessity of shooting or attacking somebody to play the game. This makes a game much more difficult. The novelty to this, is that one is driving a car or motorcycle rather than running around; one could fly a helicopter or even a plane, ride a bike, walk, skate, or any other vehicle around.

Were one to introduce a shooting concept, that could be an Arcade mode, as that is much like a multiplayer star fox 64.

Starship Animals- Arcade Game. Like sonic, but with cars, guns, and you have a vehicle that can take oh so many people; but people all have guns and stats and there is combat and function like a normal game

Danger Racer- Arcade Game- This is also like sonic, in that you were one player, but you drive around in a car and attempt not to die.

you have multiplayer in that you can build a base with enough loops, traps, and good jumps for your car; as you take a color roll each time to get away without getting bumped by your opponent who may have seen you steal those rings form it’s container on it’s map. The objective were to get the gross majority or over 2/3 majority of all of the rings. Somehow the game starts off the same way, but you meet carl, and Carl had free telepathic magic birds, which had 200% the movement of a bird for a turn and keep the 200% base vision bonus of a bird, these are invisible like a camouflage of equal level, attacking the bird if it is found kills whatever % of the vision the bird was cast with. A bird can take 100% of normal unit vision and the caster only takes a 50% reduction of sight for losing vision for three rounds after the bird is killed, however it cost nothing for the caster to stay in contact with the bird, the bird would stray out of the command of the player and become a neutral unit if it leaves the area established of 1 days (1 turn) of movement for the bird at the given time. The bird will not listen to the master at a chance of ((B/M)-1) so a pet doubling the master’s resource tag the animal would have a 0% chance to listen to the master  and would not listen at all at that point, if the master was at 100% or more of the spirit bird, then the bird would listen ; if the spell was cast with buffs, or the master has had it’s resource weight reduced, losing these buffs could decrease the chance that the bird will listen to you. A spirit bird is like a unit, if a unit were an item item, so it falls like an item and can be worn, carried and thrown like an item, but it is also a unit in that it can move around, and assault units, however at a 10% multiplier to stats, 10% effective resource weight for the small spirit bird. . The spirit bird would roll this chance at the start of the summoner’s turn each time.  chance combat tag / effective resource weight with all factors included

These are summoned units, and this is a type of summoning in itself that is neither good nor bad, but one can control the spirit birds as if they are thrown items, each with the ability to cast an Assault with their stats, however, at a 10% rate of basic attack damage due to their size, because my summer dress is also a noose, creep! I can’t believe you were so lascivious that you would allow me to take my dress off and pull you towards the bed, so we can have fun, and you pulled out your penis. I was sexually harassed at this point because my intention was to play dress up. can also be An item still miraculously has full weight when used as AP/MP, so these birds can perform full abilities at the weight that they are cast, and can also receive buffs at the same rate. one can only have 7 birds, one for each day, one for the sun, the moon, and the 5 proximate planets visible to the naked eye. (Mercury, Venus, Mars, Jupiter, Saturn); unless one has alternate planets that are visible, or otherwise falling around the sun in orbit, being pulled away by it’s momentum while being pulled in by the sun’s gravity, the balance of momentum keeping the planet in orbit in an ellipse.

A Roman may say there are 8 days, West Africans May live on a 4 day week, Assyria having a 6 day week; Egypt a 10 day week; and China a 15 day week.

Ancient Germans had a 5 day cycle named for their gods, which explains the modern days of the week; Norse gods [Tiw, Odin, Thor, Frigga]: {Tue/Wed/Thur/Fri} e.g.
A  la wikipedia
While the Sun and the Moon had Their own days,
Tyr’s Day “Tiw’s Day” Tiw in old english is the modern equal of tyr, sometimes with an accented E. This name was sometimes latinized as Tius or Tio; Tyr was a god of war and red things, and he was associated with mars.

Tyr is associated with adrenaline, fighting, courage, initiative, drive, culmination of plans, and motivation.

Odin’s Day (Woden’s Day) ~ This god,in Old English Woden; modernized as Odin, is associated with healing, death, royalty, the gallows, knowledge, battle, sorcery, poetry, frenzy, and the runic alphabet, and is the husband of the goddess Frigg. Odin is associated with mercury, as his volatility, malleability, deadliness, magic (liquid metal), messages, movement esp. rapid and fluid movement, thick liquids like blood and mercury, and mystic things that are mysterious or supernatural.

Odin is often interpreted as the god Mercury by Roman sources.

Óðinn (the Old Norse form of “Odin”). Óðr means “ecstasy, inspiration, furor.” Óðinn is simply the word óðr with the masculine definite article (-inn) added onto the end.


Thor’s Day ~This god; Þórr in old norse; he wields a hammer associated with thunder, lightning, storms, oak trees, strength, the protection of mankind, and also  hallowing/sanctifying/consecrating/venerating (making something holy/sacred/honored out of respect, tribute, or devotion.). , healing and fertility.

Thor often identified with the planet Jupiter.

Thor has a chariot that is pulled by two mean goats. Thor has even eaten his goats, and then resurrected them with his hammer.

Thor is often interpreted as Hercules by Roman Sources.

Freja’s Day~ This goddess, known was Frigg in modern english, was the wife of Odin and was a goddess of the air, things such as clouds and the atmosphere. She is associated with foreknowledge, which is predicting the future through Norse magic known as seidr, even being able to change the course of the future by reweaving the web that is the passage of time. The is also associated with wisdom. She is also associated with the planet venus.

In the war-bands that were tightly knit tribes of Vikings, the wife of the viking leader leader; a chieftain or a king, played a roll to foretell the outcomes of the Viking’s and influence the outcomes with a form of active magical manipulation while entranced in the divination. This was kind of like attempting to find holes in one’s logic or reasoning and fixing them before they occur. The war-band’s leader was also trusted with serving special liquor.

Saturday was named for the roman god Saturn. This, however, “Grimm asserts that the Saturday does not retain the name of the Roman Saturn, but is named for Sæter ("insidiator" or "one who lies in ambush"), a name that he connects with Loki and suports with Anglo-Saxon and Old Norse sources.  However, there is no evidence of a historical Loki-cult, or that he was ever worshiped as a god.  There are, instead, multiple contradictory portrayals of the slippery figure.”

So these bonuses may come in the future, for that spirit bird divine class, if that comes around, can choose one bird that gets 200% bonus to the stat/composition bonuses given by each god for their respective fortes.

Because I don’t have a sharp glass icicle shank filled with quicklime that has a thick handy handle that might just break the blade just barely fragile enough inside of you to release the quicklime into your 75% water body.

i saw a roller sakes with my man and said, we each get but one skate, we cut it in half, I take one and cut it longwise, but not across, while you take your simply once across, preserving the two axles of 2 wheels separately from the 4 wheels of the roller skate. I take the  two long wise pieces of two wheels parallel by the line between their faces and make a skateboard rater than perpendicular to the axle.They have a free safe machine place for someone to spot you while you use a public machine, and we take the skates there. T

Somehow i hope you have shoes, because skating might take your leg away really easy now, leper.

The roller axles were fitted to be braced by a bracket and socketed parallel to the length of the boot aligning the medians. Roller blades are like snow shoes of the pavement being longer than normal shoes sometimes. Being roller skates or the very similar roller blades, these wheel frames have no brakes, and the brakes must be installed on the boot mechanism, this boot mechanism provides some parts of the car-style control socket below boots, aside from this, one can can attempt to stop gaining momentum by turning sideways and one would slow down at a normal momentum retention rate of the wheels without any horizontal momentum. being gained, because this seemed to be a common maneuver. The brakes are to have a manipulatable  control over speed in a more easily applicable way rather than to attempt to apply the friction of the wheels every time. In order brake via turning the wheels perpendicular to the horizontal momentum, one cannot exceed the roll over rate of the vehicle in this case which was the roller-skate, or one rolls over, in this case begins to fall with the momentum the  rider was carrying, this is the same with roller skates, bikes, and skateboards all the same. The amount of momentum this takes to turn over determined by the height of the unit compared to the area of the base, for example, with  2:1 height, of, a 1x1x2 area size takes a roll, not quite like where a cube would need 100% horizontal momentum to turn one unit as much as roll over one unit, then a 1x1x2 would only need 50%, being twice as tall as the base. a 2x2x1 would need 400% the horizontal momentum going perpendicular to the wheels, having 400% the horizontal area on the top and bottom faces of the vehicle. . A 2x2x2 would need an equal amount of displacement momentum as horizontal momentum to roll over being equal on all sides in area to roll over. Standing on a roller skate happens to put pressure from the boot evenly onto the wheel brackets that house the wheels.  while one propels the blades foreword by running with them with a mildly inward slanted foot and catching yourself on the other foot and doing this again to keep going with more speed , and with this investment of momentum the wheel was allowing them to glide downward on surfaces. rather than doing work to move something down hill.

when a car rolls over, it will be treated like an object that is on the ground, rather than a car that will retain it’s momentum via it’s wheels, as the wheels are no longer the part of the car that is touching the ground. this were one ever attempting to flip a car or lift a car that has spilled over or flipped over onto it’s side and is stuck like that. The roll over ratio is area of the side : area of bottom. if one could lift or move half of the car’s rollover rate physically as  unused carrying capacity or one resource of knockback per momentum needed  and the car along it’s fulcrum of the wheels on one side if it was in its natural state up to 45 degrees, at that point the roll has ended the amount of weight on the lifter’s side and instead falls in the lift direction, so at the start, lifting a car was only lifting it to half of the actual height of the width door to door of the car, so were this 2 lengths, then lifting it one length is enough to flip it (50% Length side to side = Roll over lift need. )this is for a vehicle of large size to flip over 90 degrees, yet even still once it has been lifted 45 degrees, it will fall in the other direction, the one the lifter is pushing it towards, naturally, the direction that the face opposite the lifter is facing, or the direction the lifter is facing if lifting looking directly at the tile the car was being advanced to.

If man was a scavenger, why not genetically meld together all of the scavenging animals, even platypus, vulture, crow, seagull Marabou stork, Flying Squirrel, and a choice of a dactylic species for hands, with a general bit melding the hair and skin of mammal with the feathers of bird; would be good enough.

Perhaps other mammals as a blend would be a much safer bet, as a human a wolf, hyena or a Bear, dog,; perhaps a try of platypus, tasmanian devil, raccoon, ; there are many scavengers.

Even simply another mammal could be enough to provide enough basis to meld genes appropriately for a specialize genus, a small

Human, Platypus, Crocodile,

A roller blade cop was just as good as a bicycle cop in the open eyes of the public. A bicycle cop did not need a drivers license to enforce the law.

Say for a Meter, one can also take the molar mass.
And y

Indentured Servants
Living Earning Citizens

Still a TCG or a Card Shop; Table Game Shop


resources ~like energy cards; one of these is a resource node on the map.You don’t really need a resource card, as one randomly rolls for resources on the map, but if one wanted to have resource cards that a unit held as it moved, this would be reasonable to draw at node and discard once dropped or used.

Have a map of nodes
A map of map terrain height
A map per map tile of terrain height
A map of lakes and even permanent rivers and river system(rather than
Have a tile Sheet, each tile with something dropped on it has it’s own piece of paper, and each item or raw-resource that was dropped has a sticky note. If there are multiples, then the item gets two sticky notes, one for number and one for the item. One can make a new sticky note when traded or pick up a sticky note from the book of tiles.

The TCG would be reliant upon tech mode, starting out as a normal game, known basic inherent attacks and abilities; this includes basic attack, labor, harvest, breed,
units ~built a unit
unit type- start as this type of unit

Children of the Earth would be too difficult to emulate in a card game, so one takes resources to a sacred mountain, grove, or pool of water and prays over them for 3 days and the resources become the unit, which can then occupy an empty creature den and functions as normal.

One would be one’s own |2| player, being god if there was no other |2| player, or if there were two or more |2| players, their means would be substantiated with or without any of it’s own cards cards or completely dependent on the |1| players it lords over.

There is only one realm by default, the living realm, but one could have a card that enables multiple realms if one had enough players.

The 0 world units would sit idle where they die. A player could play his own 0 world units if it wanted to during another units turn to look for items or something; but MS/UD are still obedient to the summoner because the game is traditional. Even with a MS/UD player, when summoned; MS/UD follow the orders of their summoner until they leave the chain of sight of the summoner in the card game. This is not true for any realms on the ring save for the adjacent ones.

there are only like 20 cards if one does not play some tedium of tech

with say, rather than make any caravan

one could break it down by proportion, being able to unlock one’s deck of proportions through tech research, while also being able to unlock a tech of say
level 20 caravan,
or level 20 mayor (one can now recruit one mayor of 20 resources once per week; one can only recruit one mayor a week)
80% primary color 20% secondary color caravan.
(if bird or other flying type gain flying, flying, if aquatic or shark, gain water bonuses)

50% primary
25% secondary
25% tertiary

One combines a color % and a level.

There is also a type %

100% structure

80% structure 20% energy

50% structure 50% energy type

25% of each type

50% energy 25% luxury 25% power

This would be one style

There was not a dollars and change style set ups, rather than cold cut % break downs. This worked like monopoly, one dollar being 1% and one could make any combination of up to 100% in 1,$5,$10,$20,$50, and $100. If one were full dominus, one could have any combination of up to $500, half dominus, $250, etc.
% system does not work, as it is usually out of 64, so 1% of 64 isn’t going to be clean.

Resource Composition Card; Add these together to make the Number farm for the resources. A colorless and typeless frame counts as 7 tech cards in a dossier. A colorless type frame counts as 3 dossier cards, A typeless colored frame counts as 2 tech cards in a book, while a frame of color and type counts as one tech card in a tech dossier.

One can combine resource number cards; with color cards when researching tech; there are only 16 colors, and each resource cold be broken down into S3 resources, each made of one stat, an each S3 resource being a specific stat. Each S3 node being a card.

Each S3 resource is actually a quarter stat, but one gets 3 micro-stats per S3 resource, so a resource that provides just one stat would be.

S3 = 1/4x =1 x=4

y4=1/3  ~~y = (1/4 ) / (4) ~ = 16

if One S3 unit is a 25% unit, and you need one of them to get 3 micro-stats (~25% of a stat without being modified) This means to have one micro-stat exactly, one needs 4/12ths of a S3 resource

S3 is 1/4
the next is 1/8
and then 1/16
1/32 etc

One can cross multiply to find out when the number is nice and have that many units
4/12 = x/16 or 4/12 = x/32

i guess and checked up to
 768 / 12 = X = 64

So divide 4 out of 768 due to it  being where the original 4/12 was.

This 192 is how many 1/756th units it would take to yield one micro-stat. (e.g. One point of cunning This was the first even number I found.

Log 2     (756 is 9.562); this conjunction would not occur at a S level such as S2

This where log 2 (512) is 9, and Where and S3 unit is Log 2 (2) [add one to log input inside of parenthesis to find the S unit]

For this to be a whole number it works well at Say 150% unit, as

S2 ~( Size 1/2)
S3 ~(Size 1/4)

~Given Size 2.5 is S 3/8

this is a median unit, in between the two sizes.
S1 unit is made 8 parts and these are 8ths one eighth yields 12 true-stats (micro-stats)
S2 Units is made of 16ths yields 6 true stats (2
S3 unit is made of 32nds, yields 3 true stats, one of each type
S4 units is made of 64ths and yields 1.5 true stats, 0.5 of each type, but a true resource was 1/3 of a 32nd, so

this was 1/96, and this was before, this was S5+S6 unit or 150% S5 unit

S5 parts of 128ths. of 0.75 true stats

So one micro stat is more than this. it is this, plus 1/3 of itself. So it is 4/3~S5 units.

S6 parts of 256ths  or
S7 part to 512ths of a resource

One S1.5 unit is one micro-stat.

I don’t know if a power of 2 is ever divisible by 12, but if it were, this would be the Size # Unit that could also be a whole number of S units rather than using 4/3~S5 unit of 150%S5 unit  used to make substats independently

One could have 200 node cards per resource color deck, these could be of any of the type of genus ; . The node card choose what stat of the 4 that the substats provided that the resource would be.

One can also say

Make indefinite amounts at store
weapon~per type
item effect~per effect
tattoos  per type, all 5 areas don’t need cards, but one can just pick one of 5 areas when researching a tattoo.
anything like this included

Alternate part explanation. (Parts are not always the same size or weight) ( I just made this up, it may not be any good)
A part like, 1 part flour or dough, 1 part sugar and/or 1 part butter, 1 part oats, 1 part healthy grains or nuts, 1 part honey or other room temp capable-sticky sauce 1 part sweetened condensed milk  or unsweetened. One can use powdered milk, or powdered milk flavoring like chocolate or starwberry.

1 or 2 piece bakers chocolate
1 can sweetened condensed milk.

1 stick butter

1 cup dark brown sugar

1 cup creme

very low heat, just enough to slowly melt the chocolate without evaporating any


  1. Mode-Simple Play Style-Gladiator Culture- Hand made board

    and it was said that we would be classy, and duel on wednesday at high noon. Your man had so long to ready himself for the duel from saturday at noon. The game starting as normal, however in a 64 x 64 square. There were 3 of these. The middle one was a chess board of sorts.

    The towns on each side of the board would send in a number of units, anywhere from 1 to 16 at a time into the middle, and each town was protected by gates that would organize the number of fights. 16 torches lined the wall, one on the first one and every 4 after that. there was One torch in the middle to make this 17, but this torch was for a hero, and bigger than the other torches. The torches were seen to be 1 corner of fire from 64 units, with the hero’s torch being 2 corners making a diamond with the bottom vertex soutching the touch. Being 64 tiles away, which means that for every 8 tiles the blaze dimmed in size by half, so one can multiply the size by 2 for every 8 units in-between the spectator on the ledge of his own wall 3 or 4 high, even 6 or 8 high with turrets, or 4 high with barbed wire. (If one was a Homm Fan, one can have a moat around one’s kingdom area, and these gates functioned as keepers tents, one must have permission to go beyond the gate, or one would have to fight the units occupying and fortifying the gate and towers; if not, these were simple one’s local kingdom, and the kingdoms enjoyed a true spectator’s sport in combat matches to the death in the area between the kingdoms.

    One can also play a 3x3 map tile area, 9 64x64 tile units. Each of 4 kingdoms was located at the cardinal direction of the map. Kingdom of the North, Kingdom of the East. Each kingdom would have a main color and 4 minor colors chosen, the middle kingdom would be made up of it’s own color; different than the player colors, and also have the 4 player colors as the minor colors of the middle 3x3 wilderness. Each kingdom is still only one map tile in preparation; however one can take the option.

    [option- player kingdoms in Gladiator Culture mode are 3x3 wilderness when the wilderness is 3x3; player kingdoms are the same size as the wilderness in Gladiator Culture mode]

    The kingdom served as a safe starting area to prepare your units. With gladiatoring bend an honorable sport, one could not collect affinity through friendly fire, and must be gained from fighting in the wilderness, surviving , and then one has accrued affinity. One can only collect affinity through friendly fire via “training or sparring” up to 128 or 50% affinity max; this area was less restricted and one could not strike a unit that was below 50% health or 50% broken out of respect of peace. If a unit died, then a “Patron Saint” would ride to the location on a horse and resurrect the unit. There can be multiple patron saints throughout the wilderness; one for each kingdom, and each one will resurrect the units by the most efficient route when combining the efforts of all 4 Patron Saints.

    Gladiator Matches have a set standard. One can send a bird, with a proposal for a limit of unit level, item level, non-cast buffs, or stat/weapon/ability bans or handicaps. Upon agreeing, then one is bound to this agreement, and one will be unable to send units into this foray that do not meet the criterion. The players can agree at what time in terms of rounds these are to be created.


  2. Gladiator Matches have a set standard. One can send a bird, with a proposal for a limit of unit level, item level, non-cast buffs, or stat/weapon/ability bans or handicaps. Upon agreeing, then one is bound to this agreement, and one will be unable to send units into this foray that do not meet the criterion. The players can agree at what time in terms of rounds these are to be created.

    One can play this as the base litter. This is without a roll. For a litter with a multiplier roll, take half of this number, and round down if after multiplying the roll multiplier, dropping any incomplete unit that could have been born.

    1-8 : 16
    9-16 : 12
    17-24 : 8
    25-32 : 7
    33-40 : 6
    41-48 : 4
    49-56 : 3
    57-64 : 2

    This occurs per week.

    An hour was one turn phase, or all of the player’s units or movement. This could also be a minute, and one could play other legacy games if one was finished preparing for the next weeks duel. Following the duel. The winner will host a congratulatory party honoring the combatants somewhere in the 3 tiles of wilderness adjacent to it’s kingdom or in the center tile at a large public building. It is at this gathering that the Counsel Members (Players) will discuss the limits and handicaps on the next weeks game.

    A handicap would be applied automatically through the will of the Gods, who were entertained enough by the sport to allow some manipulation of the environment and existence to accommodate the tastes of the Gladiator’s Counsel.

    If this is Hero’s Warfare mode (same victory circumstances as normal), then there would be no organizing of handicaps or limits on a weekly basis. Hero’s warfare is simply a mode where kingdoms and wilderness tiles of the same size os a kingdom alternate like a checkerboard between tiles. If one could get to the tavern (neutral castle) and the tavern had not sold it’s hero or mayor for the week, one could recruit one hero, one mayor, with an exchange of currency at a rate of one unit of currency per Resource composing the hero and any weapons and items it carries at a minimum, if more than one player wanted to buy the hero, the hero would be auctioned off by the tavern keeper at the end of Sunday, the hero turning into possession of the hero at the end of the auction, which was to be held a 6 PM. The tavern uses it’s weekly hero recruitment 6 hours early because heroes actually want to be at a tavern rather than looking for work for the crown.


  3. One’s resources were rolled as normal, and respawned and were collected as normal. Combat is the same for most parts, unless it is modified by a handicap; with the exception to the (suggested) limit of 16 units and 1 Hero
    Also available common sizes for gladiator’s contests. (For 1x1 map tile wilderness or larger in)
    1 unit
    2 units
    4 units
    4 units 1 Hero
    8 units 1 Hero
    32 units 1 Hero
    64 units 1 Hero
    64 units 2 héros
    96 units 3 héros

    The wilderness of a 1x1 map tile; if a map tile is 256 x 256, then a 64 x 64 tile; 2^12T or 12T map Map Tile in area.

    T tile would be 2^0 so 1
    T1 would be 2^1 so 2
    T2 would be 2^2 so 4
    and so on.

    The winner had free range of the items on the ground until there was a winner of the next week’s showdown between the players. Each player had a week to collect the items dropped on the field if one wanted to return these to their kingdom for future use.

    On a small map like one map tile wilderness, one could even have 25% base movement of 2 per round; 50% base movement of 4 per round, or 75% base movement of 6 per round, to account for how small the map is, just to make movement less of an issue regarding the strategy of moving first in a round or moving second.

    Hiding food or consumables on the map is not appropriate, so everyone refrains from this; however,the player can positioning of 1 wench per team of the kingdom’s home color, anywhere in the wilderness and then each of the 4 other colors composing the player have 1 wench which is placed by the player’s opponents. If the player does not choose to place a wench of it’s own color, then the opponents do not get to place any wench. The Wench cannot be in the tile that is adjacent to the 3x3 wilderness and in the center of the face, but the corner 2 tiles can be used. So this means for placing a wench.

    Normal NESW clockwise on the map below


    North Player cannot place a charity wench on tile B;
    East cannot place charity wench on tile F
    South cannot place charity wench on tile H
    West cannot place charity wench on tile D

    This was true even if there was already a wench on all other tiles. One could place one’s home wench in the tile banned for a charity wench.

    One can/can’t cook ingredients and use drugs; either one can start with a carry limit of X drugs /food at start; or X number of plants/powder/drugs/tools A,B,C etc. are found in the wild and respawn every week of gladiator time.
    One can also use rustle to cause a nit to drop other non-weight items like ingredients or powder. This was like an ingredient rustle or powder rustle, as opposed to a consumable rustle.


  4. Oh no, but someone thought 64 meant something. To apply labor this cost the laborer one labor, plus one for each resource already applied to the building and being applied to the building for the additional time to apply the resource, with or without any more tedium as always. If this was not, even 2ˆx where X was the number or resources already built into the item being worked plus the number of resources being added to the building or item, because somebody doesn’t like getting level capped. But someone never drowned a handful of griffons with dozen barrels of pikemen, even though the footman was limited by it’s 1/8 stature, meaning of the normal 64 weight of an item, the footman can only carry one of of these instead of the 8 or so items the normal military unit would get hainvg 200% bonus to weapon and item carry because racial reality runs deep. This unit would carry that are truly items, or of so 10% of their weigh, however, being 1/8 size, the footman has 50% dock to movement or 200% bad man multiplier to movement every movement naturally, but a 200% Better Batter bonus with 200% bonus to carry capacity (or C/2 for half effective carry weight is true effective carry weight for a military unit) , so rather than carry 4 items like a normal person of 1/8 stature, docked from 8 64s, with 200% max cap. take the /2 to the cap, now having a cap of one 64 res item, and 4 left to dock, this 4 took this 64 to 16, and 16 resource was a nary sweater for a pikemen, where armor would be 32 resource, having put 200% of item on carry; for having 8 items at 200% would dock a man the same as wielding a weapon 200% it’s weight. so this would be 50% to movement rather than attack rate; but this can be countered by the natural 200% ,, having non-weight to shoes, chains weapons, roller-skates or blades and rings as their own category.t per vandal scone

    Even the mayor was classy enough to play low down slow down, taking only one powder to mayor affinity every time one takes it; using the powder only gives affinity one time; one gains vampire affinity for drinking other powder; one still has the 256 affinity cap, but it is hard because mayor played with the need to take 53 powder to fulfill level 53 of mayordom affinity. This powder could only be taken from the mayor in combat and friendly fire would not count towards this vampirism, nor would the rush of new blood-powder from an ally give affinity; powder-vamping a neutral creature that is aligned to one’s self gives 0 affinity, a truly neutral creature gives 1 affinity, and this will make the creature hostile to you and demand tribute of currency for each stat lost *sub,2nd,3ry: upon losing the powder to the vampire, matching color to the powder. This unit would kill the man unless blade runner is too civil to the point where the man is unable to kill the vampire, or the unit is unable to kill the vampire by it’s own will as it is too weak. Vampire powder-drain Vampowdramancy or Powder-vamp . would grant 50% chance for one affinity on a civilian of the enemy player’s civilians, but only a 25% chance (flip H twice) on a neutral civilian, (laborer,wench,saboteur) with a 50% chance on a neutral mystic and enemy civilian, and 100% chance for a pure mayor to gain 1 powder-vamp affinity on an enemy units of all types, including mystics, while still excluding the small time civilians or non-hostiles (if saboteur flip 2 coins, anything but Two Tails wins one powder-vamp affinity gain for a pure mayor)


  5. A false mayor also takes a a 150% flat bonus to it’s mayor income yield, while a pure mayor gets a 250% bonus to it’s radius and income yield. This 150% bonus is also applied to the false mayors non-cast buff bonuses, rather than the 250% that is applied to non-cast buff for pure mayors, and a 100% non-cast effect bonus for most units most of the time, up to a certain limit of consumption per type.

    A pure false mayor also takes a 50% chance for weapon skill, as a pure true mayor has 0% chance weapon skill. and only 25% chance to hit with a cane in melee (but still 0% chance with cane in ranged), being one of the few weapons a mayor can yield, and 10% chance with an umbrella gun, the single shot umbrella rifle with the safari rounds. This %hit chance can be taken up to 25% chance to hit by having helical magazines full of bullets, while you load the 22 long rifle rounds into the curved shafted handle of the remarkably thick cane; this was a mix of a banana extended magazine and a machine-gun hex top box large number magazine in that bullets were stacked on top of each other in rows, but rather helixes of around 5 bullets per helix frame in the cane, with the pez dispenser bolt action switchblade would make both of them possible, even possibly automatic if harnessing the recoil of the gunshot to take the bullet catching arm of the dispenser deep into the helix to grab a bullet that was deep in the cane, as it was firing so fast; this might take much momentum from the bullet if allowed to expand too soon. The bullet hexes within the cane, looking much like a spring would, twine in nice loops, filled with bullets slowly making this corkscrew around the cane. These bullets can be loaded by pointing the cane down to provide enough momentum for the bullet to travel down to the end of the cane into the bullet intake chamber before being taken back by a locking the door as the bullet entered it’s firing position in the chamber. These bullets are robbed of their induced force on a small piston behind the chamber of the gun that latches back, very light piston indeed, and quite small, simply with a ride along area of a very mild ellipsee side to catch the next bullet and slide it back into the bullet intake chamber, with the motion of a rotary manifest of a stick and cam gear parallel to the face on the piston, spinning with those bar tooth extending from my cam head, with the gear tooth parallel to the valleys of the gear in order to spin it, because sometimes you let a cam head spin another cam head on an axel, and you just let the momentum push the cam heads for you, without the use of the engine,, and yet someone just shifted the transmit ion to cause the main spinning gyro to spin this here long chain of cams. in a series of some odd number of chains of cams.

    This sort of breakdown multiplier (for genus bonus)
    R1% x PR1B ~Where Race 1 % bonus was multiplied by the PR1B~Pure Race 1 Bonus
    R2% x PR2B~ Etc,so on; for Pure Race 2 Bonus and beyond *here living and mayor*

    The reloading bullet catching spring arm through the center of the helix is sustained by just enough force to see that the next bullet is returned into the chamber in T amount of time. It does not matter exactly which bullet that the spring arm catches onto, because so long as it is hooked onto one bullet, then it will push all the bullets below that one towards the bullet intake chamber, but like a spring-floor of a traditional magazine for a gun.

    where T is the time between rounds fired.


  6. An animal / neutral creature can be turned into a hostile creature as if it were the torment the damned ability but it was 200% more difficult to get the animal to become hostile. This is like tame in that it gets benefit from the whip. A critter only has a 1/8 chance to be dangerous for each 8 resources composing the critter up to 64 normal S1 resources.

    I tell you one time i had my sun setter retractable awning metaphorically, seeing as I am not flavored enough by the heat of the sunlight to enter the shade at a tasty -1 temp unit of a shade, and more so have plenty of natural shade around me to keep the beater death of the sun off my brow.

    The clutch of a car/vehicle is released when one is changing gears so the running engine does not scrap with moving transmission, the clutch releasing the transmission from the engine.

    a transmisison for a bike may be something like 3 gears, these with the slanted grooves and in line with each other. these gears were also catching on a belt and chain, allowing one to get to 3rd gear only if one was in 2nd gear, and so on, unable to shift up or down more tha one gear at a time, with the option to start in 1st or second gear.


  7. Stat Breakdowns and Composition Stat-Weight Bonus (Stat-weave/ Skill-weave)

    Abilities and spells all have a % breakdown of primacy. Each spell has
    1 primary (%800),
    2 secondary (400%),
    3 tertiary (200%),
    1 Quad bouns(150%),
    2 Normal (100%), (The middle)
    1 Neg Quad bonus of (75% effective weight of stat)
    3 Neg Tertiary bonus (50%)
    2 Neg Secondary bous (25%)
    1 Neg Primary taking (12.5% or 1 effective grid stat for every 8 stat of the unit.)

    This was the Stat-weave of a spell.

    Spells can be very advanced, so having some pre-woven or partial/empty-shell spells is key to reasonable turn rates.

    Each bonus had a stat. One creates a skill-weave for each of the 3 types of stats.

    So One could choose Finesse as primary stat.

    If one has 12 finesse, 800% bonus to this is 12 x 8 ~ 96 effective finesse. This is the effective grid-stat, and this is what is used when all substats, secondary stats, and tertiary stats are summated for the combat grid. The difference between the two units provides the initial numb for base damage, one would use ability composition or unit composition, also unit+weapon composition, and others such as unit+weapon+ability composition.

    The grid stat does not effect the % bonus that the stat gives. So if one got 10% bonus from having X of this stat. Putting that stat as primary and taking 800% bonus on the grid would not give any more than 10% bonus that the stat gives before any of this. The buff is determined by the raw stat.

    This or the % bonus that the stat gives is effected by the grid-stat when it has a grid-stat bonus and is used. So if one had 10% bonus to melee attack damage, and one has a melee basic attack, putting dexterity as primary, so this 10% bonus get 8x multiplier into 80% bonus to melee attack damage.

    Scoring a 10 on the combat grid would deal 10 points of damage to the unit, given that one had no bonuses, which would be remarkably rare, as there are bonuses even with base modifying rolls of an attack.

    A unit has a basic unit-weave. This is how it’s stats are counted on the grid in combat when it choses to attack with it’s basic attack, when it is defending, or it’s stats have otherwise been taken to the combat grid. A mystic can change one stat in the unit-weave of a unit for one mystic point.

    A weapon also has a basic weapon-weave. This works in the same way as a unit’s weave when the weapon deals damage or absorb damage (if one can parry).

    A shield is more or less a weapon, even if it is used to block things. The shield-weave would be active upon attempting to absorb damage, or even dealing damage of thrown or otherwise.

    An ability can be pre-woven, and it has an ability-weave that determines the weights of the stats composing the ability.

    One has a x/200 chance to be able to ability-weave an entire weave for an ability at no cost of movement based on X affinity of weaving that exact spell-weave/ability-weave. Otherwise it costs one movement, one sprint, or one breath to craft a spell-weave and this is a bit like the reloading of a gun. One can do this without any reagents or help, unlike the unit-weave and weapon-weave.

    Spells and abilities can both be called skills, as they are very similar, and nearly always interchangeable, abilities simply use AP, while spells use MP.

    A stat weave only involves stats and color is not impactful.

    ~dexterity changed to
    Dexterity: increases Melee & Ranged Attack Damage 4% per point


  8. crabs get 200% bonus to nightsticks and guns

    the nightstick gives that handle the right way so a crab has the beating arm where it would normally swing its pinching hand. Being a nightstick, it would not work well underwater as it is not very aqua dynamic, this would cause the use of a blade with a nightstick handle as well under water. This is 400% bonus for a blade with a nightstick handle. The nightstick handle allows you to brace your being with your arm, giving it an effective 150% weight for knockback applied by the weapon to have a streamlined motion, even an aqua dynamic flowing of grooves through the blade,

    being underwater, things that explode or otherwise burn underwater were used in place of gunpowder. The crab claw is what enables it to use a gun. being able to hold it by the stock, in the claw, and then throw the gun upwards a slight bit while still holding it, and slipping the tip of the crab claw into the trigger house, supporting the handgun by resting it on the back part of the claw on the tock while balancing it with the tip of the claw. The claw is good at shooting guns. A gun that is double the weight of a normal sized gun, requires two claws to shoot and functions like a normal weapon of 200% the unit’s blood tag would in terms of reductions to movement. An automatic rifle can be be fired as a one handed weapon, taking a 50% accuracy that must be rolled a majority of times per successive shot. so if one has fired 1 bullet, the second bullet has a majority of 2 flips to be accurate as a normal shot, 50% is y/n a majority of 2 coin flips, failing this coin flip is a miss (if you still wanted to shoot the bullet. roll 3d6, divide he horizontal momentm by the first 1d6, multiply the displacement momentum the bullet would have had when it reached the target by the second 1d6 and multiply the vertical momentum of the 3rd 1d6: this is the momentum of the bullet fired from the angle it was fired at, moving one’s hand at 10% the momentum of the bullet in the opposite direction as the bullet: if it hits a target it does full damage as if the unit that was hit was the intended target of the assault. here it counts as a major roll on top of the

    Blades were aqua dynamic and it was 100% as easy to move a blade in water if it was cutting blade was (moving the blade vertically while having the point of the blade moving perpendicular to the ground. Otheriwse melee weapons were 150% as hard to move, if you had to pull of motion point, this unless they were aqua dynamic. Most Units, or at least military units and mayors are amphibious, aquiline (this means aerodynamic or like an eagle as much as it is a nose) and are aqau-dynamic and have the same move rate in water as land., birds can only float on water, rather than be able to swim.


  9. One could make a genus-species bonus (e.g. aquatic-crab ; underground-crab; fey-crab; flying-crab) along the crab lines. With two 200% bonuses to weapons or abilities. Weapon bonus only applies to basic attack portion of the weapon before it was combined with the unit or any abilities, but it does count the buffs and effects on the weapon, effectively a 200% bonus to all stats on the weapon while wielded by the crab, without any excess weight on the weapon; this, while ability bonus was 200% to composition of a specific ability (e.g. stun/knockback/summon bird);

    The wind is odd, and if your wind movement is 1N4E and you shoot east, then for each time your 1% weight bullet gains 4 horizontal momentum for crossing the 10 tiles was it is 1% as large front to back (horizontally momentum wise foreword/backward;; horizontal momentum and forward momentum are the same, forward sounds about correct. Vertical was called Yaw momentum, if you ever had a “new up”, the Z axis was Yaw; while foreword/back axis was horizontal momentum, and the perpendicular axis was the displacement axis.) and this means it only catches 1% of the wind. A long bullet 22 Long Rifle is a long bullet, only when compared to the 22 Rimfire/Short which was a pistol round. A 22 short was 0.7 in; a 22 long was 1 inch. per inch, this is the wind on as normal if the bullet is square, pushing the bullet in all directions; while if it was longer, say 2 units long with a square face. it would take double on the displacement and vertical, momentums, but 100% on horizontal, as it’s foreword face was a one area, square, but it’s faces that faced up/down and side-to-side ways were both 2x1 area squares, this giving them 200% the area ratio of a 1:1 face, meaning 2 faces totaling to taking 200% more impact from the momentum.

    For traveling 4 to the east and 1 o the north, per every set of momentum traveled, this means of the 360 horizontal momentum one put on a bullet, each time the bullet travels 360 tiles after being shot it has moved 4 to the east and 1 to the north, but the bullet that has a length of 2 has two side faces with a length of two, this surface area of 200% the true value of a 1x1x1 cube unit traveling in the wind, this side takes 200% of the wind impact for having 200% the exposed area; as the bullet is shot East ~Horizontal momentum from wind is applied at a 1:1 rate per momentum income because the 1x1 square faces were front and back and akin to horizontal momentum, the 200% area 2x1 faces were the sides and top and bottom of the bullet, and this 200% area catches 200% more wind; so the displacement momentum of 1N is multiplied by % size that this face was larger on that side than the smaller side, doing this again if one has a large side than the length side, still using the smallest side and applying a % of the winds momentum. These faces are called wind-prone faces.

  10. I got started on the new revision; but I am not working very hard on it at the moment. A rough estimate is about 25% of material translated into appropriate sections (New revision already has 25+ sections, not even counting the original 5 or so. These sections are designed to be shorter and more concise, covering a specific topic as opposed to a broad one, like the original ones did.)

    E.g. Mayors & Powder is a section; This shows the scale of the Section:

    From Units, Items, and Buildings


    Many types of sections simply to cover units; Civs; genus; Call to Arms; breeding; Critters

    Items is broken into sections; weapons; item effects; food; etc

    Buildings as well;; professions; types of buildings

  11. there are many many more sections than the one's listed above, that is just a sampling

  12. This comment has been removed by the author.


  13. ~~~~~

    Soul catcher: a soul catcher can be wielded as a weapon. It has 50% normal weapon weight; effectively 25% of pure weight. This means one can wield a 32 resource weapon as well as a 64 resource soul catcher without taking burden-toll

    The soul catcher will collect the souls of units that are killed by the wielder. One can also collect the souls of a unit by performing a ritual over their body for minimum of one round before the unit dies, of natural causes or otherwise; but this function can be used to collect the souls of allies and enemies that the Soul Wizard does not personally kill.

    This is done within melee range. The soul catcher does not function as a weapon, in that it does receive an independent attack that can be combined with one’s own basic attack, (one can combine the attacks of two weapons and one’s basic attack simultaneously if one is wielding two weapons.) The soul catcher also does not possess the ability to cast spells like a normal item or weapon. The soul catcher still provides stats like a normal item that one would carry otherwise.

    The soul catcher allows one to retain these souls of the units in the |1| realm rather than have them descend to the |0| realm. These souls are the same type of unit as any normal |0| realm unit that wanders the |0| realm and is not summoned via necromancy to the |1| realm. This gives the wielder of the soul catcher access to the souls as if they occupied the same tile as the caster in the 0 realm allowing them to be specifically summoned. The souls that the wielder has collected can also descend into the 0 realm and interact with the realm just as any 0 realm unit can normally, allowing them to manipulate 0 world items, exchanging them as they please, as well as utilize any other aspects of the 0 world such as professionals.

    Regardless of where the souls bound to the soul catcher are in the 0 realm, they can be summoned as if they were located on the same tile as the wielder of the soul catcher.

    If the soul catcher collects the soul of a unit that has been blessed by a priest and goes to heaven rather than the 0 realm, the wielder of the soul catcher can still exorcise this soul from heaven at 100% cost of summoning the unit normally by necromancy when summoning the unit into the |1| realm, and a 25% cost of summoning the unit normally by necromancy when summoning the unit into the |0| realm from the |0H| realm.

    Summoning a soul that is bound in the soul catcher the unit is wielding only has 50% cost; which is the same as having 200% effective composition of the effective summoning spell cast when the necromancy spell is summoning a 0 realm unit that has it’s soul bound in the wielded soul catcher.

    The souls are bound to the soul catcher, meaning that if the soul catcher is dropped, the souls are still stored inside of it. This means that if another unit picks up the soul catcher, they now have access to the same souls that were stored in it when it was dropped.

    If a unit wielding a soul catcher is killed, it’s soul is stored in the soul catcher, just like any other unit that is killed by the wielder of the soul catcher.


  14. The wielder of the soul catcher does not have to cast any spells or abilities to have the unit whose soul is bound to the soul catcher accessible by summon as if they were occupying the same tile in the 0 realm that the caster occupies in the |1| realm. The caster can also elect to have the bound soul’s actual position in the 0 realm used, rather than the synonymous tile of the wielder, in the case the caster did not want to summon that specific unit, but would rather have that unit retain it’s place in the 0 realm.

    The soul catcher appears as it’s own unit, in that it moves around the |0| realm occupying the synonymous tile as the unit in the |1| realm. The soul catcher release any ghosts that are stored into it into it’s exact location in the 0 realm. The soul catcher can also open a dimensional portal between the 0 realm and the respective realm it occupies at 100% effective resource weight of the cast. The resources composing the soul-catcher are still full resources, regardless of being 25% pure weight, just like how a resource in an item will provide the same amount of stats as a resource in a weapon, or a resource in a unit.

    The soul catcher can summon any living unit to it’s location in the 0 realm at 100% the cost of normal living summoning, but it can only summon living units that are already in the 0 realm. It can also summon the native 0 world units at 25% the cost of normal necromancy. These summoning spells can be cast by the wielder while the wielder occupies a tile in the |1| realm, which would be impossible without a soul catcher.

    The soul catcher can summon 2 birds to give the wielder of the soul catcher the ability to have vision in the |0| realm that is provided by these birds. When the wielder is actively controlling the souls in the soul catcher, these must be within chain of sight of the birds, only counting the sight of souls stored by the soul catcher, the birds, and any allied units (under normal circumstances all units become true neutral units when they descend into the 0 realm and attain their ghostly 0 realm form.) The birds do not have to remain within the chain of sight of the soul catcher in order for the wilder of the soul catcher to retain control of them. One of these birds has the composition of the blood tag and soulblood tag of the soul catcher, and the other bird has the composition of the blood and soulblood tag of the wielder of the soul catcher. These birds are Soul-catcher unit type; and only other soul-catcher type birds can assault, harm or interact with each other and fight.

    If the wielder’s birds lose sight of a bound-soul, they can always be summoned by the soul-catcher by the normal means. One can also allow one’s souls to wander the 0 realm just like any other 0 realm unit, with the same AI.


  15. The soul-catcher’s bird has the item effect, the resources composing the enchantment of the soul-catcher acting as base resources, along with the soul-catcher’s blood tag and soulblood tag. The wielder’s bird also has the unit’s tattoos and unit type applied to it. Effectively, regardless of being mentioned or not (i could have forgotten some), the soul-catcher’s bird and the wielder’s receive stat gains and bonuses that are permanent non-cast and effecting their progenitor, but does not receive stat gains and bonuses that are non-permanent non-cast or cast on their progenitor.

    The soul-catcher’s bird will possess any affinity of the soul-catcher; and the wielder’s bird will possess any affinity of the wielder.

    When a unit drops a soul-catcher, the wielder’s bird disappears from the 0 realm, and the soul-catcher’s bird flies in a circle around the soul catcher. The radius of the circle is 50% the base max sight of the bird, at a 45 degree angle from all sides of the soul catcher until the soul-catcher is picked up. The soul-catcher’s bird can still only be seen in the 0 realm. The path of the bird is rather level and effectively a consistent height, so the end-height of the projected cone of 45 degrees conic-point with a length of 50% the birds base vision from the soul catcher’s position on the ground.

    Being a weapon-type object, in that it is heavier or at least wielded by the hands, the soul catcher is defined by the weapon creation system, rather than the item creation system. However, being 25% pure weight, rather than 50% weight, this means that it only gets 50% of the normal corners that weapon gets.


  16. ~~~~Weapons- Relation between pure weight and composing corners)
    The number of corners composing a weapon is variable. The original system is for a 1 handed weapon. One can elect to make a side arm of 10% true weight, this has 20% the total number of corners, and one can elect where partial corners become whole corners, and where they do not; so long as the number of corners still sums to the correct 20% of the number composing a normal weapon. One can also elect to make a double-weapon or two-hand weapon; this weapon would be designated as a double-cap, meaning that even in a 64 resource cap, this weapon can be composed of 128 resource; being 100% pure weight, rather than 50% like a normal weapon, a double weapon gets 200% the number of corners, due to being 200% the weight of a normal weapon.

    The soul catcher will only collect souls from living units, and does not gain these from undead that have been resurrected from the 0 realm. This also includes heaven which is effectively a dimension of the 0 realm, while not vertically above it, these realms can be seen as parallel or adjacent. (Heaven being the 0H realm (or L0H realm), rather than the 0 realm, both are naturally inhabited by the same type of unit, 0 realm units, or soul units/spirit units [only called this if there is no soul realm on a realm ring or spirit realm on a realm ring, otherwise simply 0 world units, or unit ghosts). If a unit that is naturally a resident of L0H dies after being summoned by necromancy, it’s soul returns to the L0H realm and returns to it’s original position.

    The soul catcher will still collect the souls of natural born undead units of the undead realm, if these somehow make their way into the |L1| world, and it will also collect the souls of any native born |M1| magically summoned units that are killed by the wielder. It will not collect the souls of Magic Unit Ghosts or Undead Unit Ghosts native to the |M0| realm and the |U0| realm respectively. (The lettering of realm tags may not be consistent, but it is trivial, as all names can be customized, and this would change the letter assigned to the realm tag.)

    This is handy, because; given that one has the capacity to freely summon a |U1| unit (without advancing through the living procession) into the |L1| realm by having a proper amount of undead realm resources composing the effective combat tag of the unit and also knows the proper spell by having visited a mages guild composed of sufficient undead-realm-type resources to have the capacity to summon the unit, or otherwise having acquired a spell book with this capacity along one’s adventure, you shameless corpse pilferer. This works with each respective realm, replacing undead-realm-type resources with any other, such as ghost-realm-type resource, or anything else.


  17. ~~~~
    Somehow, i looked into the realm rings, and both Spirit units and Ghost units are realm-types; so calling the 0 world units ghosts or spirits would be confusing and misleading. Phantom is already an ability, Ghosts are different than Ghost-units, Ghosts are the 0 realm form of civilians that are created by houses or dying civilians. These are different than Ghost-units, which are native to the Ghost-realm, which is different than the |0| realm. Ghost realm of course has it’s own 0 realm. This would be the |G0| realm.

    As heaven is technically part of the living realm. A correct tag would be |L0H|; Living 0 realm Heaven. Putting H in front is incorrect as this would state that heaven is it’s own realm on a realm-ring / true-realm / realm-shell; rather than a plane of existence; or intra-realm / local-realm / (even just “realm” is used readily) within a true-realm.

    The thesaurus is handy, so here are some alternatives.

    True-realm (e.g. Living Realm, composed of L0; |L0H|; |L1|;|L2| etc.)

    Living-theatre ** stay classy

    and then for minor-realm or realm-plane

    (these are traditionally called just “realm” ; so the 0 realm is traditionally the L0 plane
    L1-plane / L2-plane / L0-plane ; etc
    Living-demesne (this is pronounced dih-meyn like domain; not de-mez-ne; )
    ^Aristocratically classy
    The civilian that has answered the call to arms and then died becomes two units, a traditional ghost, of the civilian type that attempts to escape the 0 realm and haunts away one resource of it’s native color type, as well as retaining it’s called-to-arms form, which behaves as any normal 0 world unit does once it’s soul has descended.

  18. ~~
    The Item effect that deals up to 10% of the unit's total health per attack; this one should not exist in the game. The game was designed so that if you're army was poorly designed to take on the opponent, 10 of your units attacking one enemy unit could end up dealing less than 10% of that unit's total health, because of things like color resist; color rolls, and other things.

    Adding "Gaurantee 10% health in damage" as an item effect cheapens the strategic elements of creating an army to tackle an opponent's army. This is simply too good and too useful, and there really should not be anything that is that far above and beyond the other item effects in the applicability and usefulness.


  19. “Meals produced by a chef can contain up to 128 ingredients.” This is ridiculous. There is normally a limit of 4 ingredients. The meals produced by a chef can have up to 8 ingredients, at 16 stats per ingredient, this is 128 stats; not 128 ingredients. (This equates to 32 resources, or 50% of a full item)

    (Grand wizard had a shitty copy edit)
    Inherent- An Grand Wizard works in an Mages Guild. An Grand Wizard performs a color roll against the Mages Guild. An Grand Wizard can permanently change the basic elemental type of a unit. The 16 changes of the basic elemental type of a unit are multiplied by the color roll of the Grand Wizard against the Mages Guild to create an effective number of Unit’s basic elemental types that can be changed per turn by the Grand Wizard. Effectively a change of unit element type cost one Wizardry point, and an Grand Wizard has a base of 16 Wizardry points per turn. An Grand Wizard loses this ability if he leaves the Mages Guild. ( A Grand Wizard still provides it’s original bonus)

    Option- 500% health - Units and Heroes have 500% normal health; buildings have the same amount of health. ( As of now, it could be too easy for a heavily build unit to kill plethoras of weaker units in one shot)

    Option - 50% / 25% / 10% combat grid result - This would be to minimize very strong units being able to cause insane damage against units that are not as well equipped.

    Option - 50% / 25% / 10% spell and ability composition - There are many composition bonuses, and utilizing all of these can yield an effect that is 5-10x stronger than the unit that casts it.


  20. Fast Mode

    Rigmarole is reduced.

    Items can transported instantly between any vault and any unit so long as the two parties are both occupying a tile that is a road. So long as there is a road on the tile in front of the door of a building, (adjacent, but not diagonally adjacent) then items can be transported from within a vault into any units possession so long as the building and the unit are connected by road without any breaks in the road (diagonally adjacent road tiles still count as connected). This includes anything that can be carried, weight items or non-weight items.

    Raw-resources can be transpired by the same means along a road, but they cannot be stored inside of a vault, and still must be carried by a unit. Any unit or laborer can utilize any resource that it is held by another unit, so long as both are connected to by road. The resources cannot move by themselves, but can be manipulated freely along the road-web so long as there is a unit that is actively holding them.

    Laborers gain 400% base capacity for labor, 4 labor points per turn, and 800% movement, so 8 movement when carrying up to 4 resources, and 16 movement when it is not carrying a resource; carrying any resources will still induce the penalty to movement, so even carrying one will cause the laborer to move at 50% rate.

    All units gain 400% of normal bonus from currency, so for one currency, the unit can carry 4 resources of that color, and apply 4 labor of that color per turn. This also applies to inactive mayors who are effectively a moving unit of currency when they are not the active mayor, gaining a base of 4 labor of it’s majority color.

    Service professionals

    One Can Build Pylon. This does not do anything except for provide an area that a building or professional will be able to provide services in. A pylon has a vault.

    This has a 32 unit radius from it’s center and this is the area of the Manifest-aura allowing the use of professionals within this aura, rather than physically seeing the professional, and it is a 1x1 building. There is no limit to the amount of services a pylon can transport throughout the manifest-aura.

    Things like enchants and tattoos can now be applied given that one has the appropriate building and the target is within the area of a pylon.

    An enchanter and tattoo artist both get 400% bonus to effective rate. A tattoo artist can provide 64 tattoos per turn anywhere within the manifest-aura.

    An enchanter can provide 128 enchants to items and weapons per turn.

    An enchanter’s house can be composed of 400% the number of resources of a normal building, for a total of 256 resources.

    There are no longer professional points for non-cast bonuses like tattoos and weapon enchants, but there are still profession points for things like a priest’s effect of curing a disease or lameness.

    This also applies to mages guilds, so a mages guild can give out a spell book to any unit that is within the manifest-aura.

    A shaman is still limited by shamanic points, but it has 400% the amount, so 64 per turn. This can be performed anywhere within the manifest aura that the shaman is within.

    An alchemist is also limited by alchemical points, bit is has 400% the amount per turn, so 32 per turn. This can be performed anywhere within the manifest aura that the alchemist is within.

    This is also the same for a grand wizard, so 64 changes of element type per turn.

    Also true for an Animist

    A sous chef still has the same yield, 4 changes of color of ingredients per unit of currency.

    Food still must be within the vault of a kitchen for it to be utilized by a chef.

    Units still have the same amount of movement per turn and attacks per turn.

  21. A pylon is composed of 8 resources. Color and Type does not matter.

  22. Blade Runner Stats Updates of clear allusion

    Blade Runner

    Self Improvement

    One gains an affinity for the following.

    (Up to 512) Stamina ~ 1% bonus to sprint capacity per point. Gain 1 affinity for every 100A tiles sprinted, where A is the units current affinity.

    At 100 points; 200% sprint now only costs one movement, one can 400% sprint at a cost of 0.5 points of sprint per tick ( A walking tick is 5 tiles traveled; a 200% sprint or running tick is 10 tiles traveled; and a 400% sprint or actual sprint tick is 20 tiles traveled)

    At 200 points; 400% sprint now only costs 0.25 points of sprint per tick.

    A movement point is just a commitment to moving. One gets one movement per turn-second and this constantly refreshes.

    A sprint point collects in a pool. One has 16 sprint points in this pool naturally. It takes one turn-second for two points of sprint to return while standing still; it takes one turn-seconds for one point of sprint to return while walking; it takes two turn-seconds for one point of sprint to return while running, and one will not regenerate sprint points while actually sprinting.

    One can swim at 1/3 the rate that one can run at, while keeping the ability leisure swim (100% rate), swim (200% rate), and sprint swim (400% rate)

    (Up to 256) Lung Capacity ~1% bonus to breath (base of 32 ~10 meters; one breath expended for each tile traveled underwater (a tile is ~0.3 meters or 1ft in blade runner). Gain 1 affinity for every 20A tiles swam underwater when utilizing breath, where A is the units current affinity. Swimming at the surface of the water does not cost breath.


  23. (Up to 256) Strength ~ 1% bonus to physical damage output per point. Gain 1 affinity for every 30A / (B/2A) repetitions of strength training, where A is the units current affinity, and B is the weight that is being lifted.

    Types of Strength (up to 256 each)

    Arm Strength- Punches and Melee Weapons; 0.5% bonus to composition of Wrestling Moves

    Leg Strength - Kicks and Stomps; Leg Pins; Wrestling Moves;

    at 64 leg strength, gain 75% of normal maximum vert

    at 128 leg strength, gain 100% of normal maximum vert

    Base Jump Height is 50% of normal maximum.

    Core Strength - (This does not have weight gain like arm or leg strength)

    64 point Reduce incoming blunt melee damage to 75% effective damage

    128 point Reduce incoming blunt melee damage to 50% effective damage

    256 point reduce incoming blunt melee damage to 25% effective damage

    Athleticism - (This does not have weight gain) This is gained from agility training like jumping rope, dancing, and exercises done without weights. This is for every

    64 point - 25% chance to dodge incoming melee attacks

    25% chance to parry incoming attacks via light melee weapons (deflect the attack for no damage) given that one is holding a light weapon (short sword / nightstick / bow-staff ; as opposed to a heavy weapon like a two-handed sword or a baseball bat)

    128 point- 50% chance to dodge incoming melee attacks

    50% chance to parry incoming attacks via light melee weapons (deflect the attack for no damage) given that one is holding a light weapon

    256 point - 75% chance to dodge incoming melee attacks

    25% chance to riposte an attack after successfully parrying it, allowing one to use one’s attack instantly. This riposte cannot be parried, but it can be dodged and it can be blocked.

    100% chance to parry incoming attacks via light melee weapons (deflect the attack for no damage) given that one is holding a light weapon. (Attacks can only be parried from the front; if a person were a 1x1x2 rectangle prism, then the front is any of the cubic tiles in front of them that are within the length of one’s arm added to 75% the length of one’s weapon weapon)

    50% chance to riposte an attack after successfully parrying it, allowing one to use one’s attack instantly. This riposte cannot be parried, but it can be dodged and it can be blocked.

    Each point of fat above 64 subtracts 0.5 athleticism points from one’s effective score.
    Each point of fat above 128 units subtracts 1 athleticism points
    Each point of fat above 256 units subtracts 2 athleticism points.


  24. Total Strength ~ Arm + Leg + Core + Athleticism

    One can take 200% of ones effective chance at a cost of one sprint or the unit’s next two movement.

    0 ~ 0% chance to block heavy melee with heavy melee
    25 % chance to block heavy melee with a shield
    50% chance to block light melee with a shield

    256 ~ 25% chance to block incoming attacks via heavy melee weapons (deflect the attack for no damage) given that one is holding a heavy weapon.

    50% chance to block incoming attacks via a heavy melee weapon given that one has a shield.

    100% chance to block light melee with a shield

    512 ~ 50% chance to block heavy melee with heavy melee

    100% chance to block heavy melee with shield (one can only block with a shield from the front and sides (2/3 of the volume of a 3x3x3 cube surrounding a 1x1x2 unit in the center, this is the volume of the front and sides), in an area the size of the shield, given that the trajectory of the swing of the attack moves through one’s shield but one can aim one’s shield like a weapon to guard against slash attacks that are horizontal and vertical.

    50% chance to counter heavy melee weapon with shield; this falters the opponent, and they lose their ability to move, block attacks or attack for their next turn.

    (Light melee cannot be faltered from being blocked)

    50% chance to falter the target of one’s melee attacks with a heavy melee weapon given that they used sprint to block the attack.

    1028 ~ 100% chance to block heavy melee with heavy melee equipped

    50% chance to falter heavy melee with heavy melee equipped

    100% chance to block and falter heavy melee with shield .

    100% chance to falter the target of one’s melee attacks with a heavy melee weapon given that they used sprint to block the attack (with a shield or heavy melee weapon).

    One point of strength gives the player 0.5 lbs of weight. 1 lb of weight is ~ 1 resource for comparable compositions of knockback, etc.


  25. (Up to 512) Fat

    Gain 1 point of Fat for every 4 ingredients composing a meal. One point of fat weights 0.5 lbs of weight.

    At 128 points of fat, lose 25% sprint capacity, 25% jump ability

    At 256 point of fat, lose 50% sprint capacity and 50% jump ability,

    At 384 point of fat, lose 25% of movement speed, 75% of sprint capacity, and 75% of jump ability; it takes 200% the amount of movement to get up from being swept (knocked down)

    at 512 point of fat, lose 50% of movement speed, 100% of sprint capacity, and 100% of jump ability; it takes 400% the amount of movement to get up from being swept

    A Unit weighs 128 lbs with 0 fat and 0 muscle and is about 6 foot tall.

    A lady is about 90% as large as a man. This means a lady is about 65 inches or 5 feet and 5 inches, and 115.2 lbs with 0 fat and 0 muscle. This also means a lady only gains 0.45 lbs for each point of fat or muscle.

    An individual loses one point of fat for running, swimming, or doing exercise. Moving or exercising for 4 hours will cause one to lose one point of fat. Sprinting for 2 hours will cause one to lose one point of fat. Lifting Weights for 2 hours will cause one to lose one point of fat.

    Lifting weights and objects costs two movement per repetition of the exercise given that the weight is scale weight. Scale weight being 200% of one’s strength points for the category (legs, core or arms).

    As one movement takes one second (scale this as one pleases);

    This would mean. 4 hours of walking is 60 tiles per second, for 60 minutes, for 4 hours ( 60 x 60 x 4 = 14400 tiles walked ~ 4320 meters or 4.3 kilometers, or 2.7 miles; sprinting for two hours covers this exact same amount of distance when sprinting is 200% the rate of normal walking; )

    This is not appropriate scale for walking. It takes ~20 minutes to walk one mile. In 4 hours, one should cover 12 miles at 3 MPH. This means only covering 2.7 miles is about 22.5% of the appropriate rate. 20 minutes is a slow mile walk at any rate, still.

    This means, that a unit can cover 5 tiles per second, when a tile is one foot, when walking at a normal rate. 400% sprint at this rate would lead to a 5 minute mile which is around about the level of a true runner.

    100% movement rate or normal movement is called “walking”
    200% sprint is called “running” on the small scale; this has only half the stamina cost of sprinting normally, so one can run for two lengths at the cost of one sprint.

    a 400% movement rate is an actual sprint and this costs one point of sprint to cover four lengths in the time a normal person would cover one while walking at a normal rate.

    If one does not have any fat to lose when one would otherwise lose a point of fat, then the unit will lose one point of muscle from the category with the highest number of points (total body strength is not a category on its own)

    If one does not have any muscle one will lose one point of stamina. If one does not have any stamina one will lose 1% of maximum health, and the unit will starve to death if they lose all 100% of their maximum health.

    Each 1% of maximum health lost is 1 point of emaciation, and a unit will die at 100 points of emaciation.

    An individual loses one point of fat every 24 hours spent being alive without eating. If one eats, one does not lose this weight.


  26. Up to 1024 Respect- This is gained by doing work for a a career criminal. The career criminal determines how much respect you earn. Having more respect allows you to recruit followers to help you. These are NPC characters that you can command to move and accomplish things up to their own capabilities, as well as attack enemies.

    Each 64 respect that one has from a Mafioso allows one to recruit one follower that is a member of the mafioso’s organization.

    A Mafioso can require that one needs a certain amount of respect to go on certain missions or enter certain places that the mafioso controls.


  27. Sex Appeal; Up to 1024

    This gives a bonus to flirting with people. Every 256 sex appeal gives one the effect as if one has flirted with a target an extra time.

    Having between 128 and 196 muscle in all 4 areas will give one full sex appeal from muscle. 256 points. Having over 196 muscle on arms or legs will only give 50% of the potential sex appeal for -32 points for each type. Core strength and Athleticism do not cause this reduction.

    Clothing will give up to 256 sex appeal. One can gain 64 sex appeal for wearing clothes designed to be sexy. Each resource spent being sexy provides no function or utility, as opposed to other clothing.

    Looks will give up to 256 sex appeal. One can roll a 1d6 for looks when one is born or is fresh off the boat.
    1 : 8
    2 : 16
    3 : 32
    4 : 64
    5 : 96
    6 : 128

    One can gain up to 128 sex appeal from adornment and decoration. One can gain more than 128 sex appeal, but having over 128 does not provide any more than 128 sex appeal for calculations sake.

    Haircut : 64
    Shave : 32
    Watch : 32
    Tattoos: 32

    One can also have tattoos in place of a watch, a sexy tattoo is good points; but some tattoos do not give points, and a bad tattoo can give -8 sex appeal.

    Sexy Tattoos only give sex appeal if the target you are flirting with likes them. Each person likes certain things and not others.

    Bugs / Insects
    Death symbols
    Gang / Political
    Indigenous / Tribal
    Ethic / Heritage
    Nautical Tatoos
    National / Patriotic
    Spiders/ Arachnids
    Mascots / Logos

    Some people will only like others without tattoos, and will dislike all tattoos, giving negative sex appeal consistently

    If you can think of another type of tattoo, just put it on the list.

    Hairstyle : 64
    Make-up : 32
    Jewelry : 32
    Tattoos : 32

    128 points come shockingly from personality. One only gains sex appeal for stats in one’s base composition.

    2 points of sex appeal for each point of


    1 point of sex appeal for each point of

    If playing without stats ; 1d6
    1 : 8
    2 :16
    3: 32
    4: 64
    5: 96
    6: 128


  28. (up to 250) Vehicle Skill ~

    One has a basic ability of 0. This means one can input a command such as turn or break each time the vehicle has traveled 10% of it’s momentum rate. When one attempts to turn or brake, the vehicle will travel 10% of its momentum rate before the command will meet a response in the momentum of a vehicle. Every 50 skill will reduce this by 2%, up to the ability to input commands instantaneously at 250 skill.

    One gains Gain 1 affinity for every 500A tiles driven, where A is the units current affinity.

    Each Class of Car has its own affinity.
    (example classes)

    Many of these car classes do not exist in modern day, but don’t let that hold you back.

    Another Example Set (NHTSA)
    • Passenger Cars :
    ◦ Light : Cars with curb weight of 2,000–2,499 lb (907–1,134 kg).
    ◦ Mini : Cars with curb weight of 1,500–1,999 lb (680–907 kg).
    ◦ Compact : Cars with curb weight of 2,500–2,999 lb (1,134–1,360 kg).
    ◦ Medium : Cars with curb weight of 3,000–3,499 lb (1,361–1,587 kg).
    ◦ Heavy : Cars with curb weight of 3,500 lb (1,588 kg) and above more.
    • Sport Utility Vehicle – also called as Suburban Utility Vehicle comes equipped with four wheel drive system. It is believed that Jeep Cherokee was the first SUV ever made.
    • Pick Up Truck – It is a light motor vehicle with open top for light loads.
    • Vans- It is a vehicle used for transporting goods or people like Ambulance. It was initially designed with covered box for Army. Nowadays the Vans are mainly used in transportation of cargoes.*curb weight – is the gross weight of vehicle with including fuel, coolant lubricant but not considering the cargo weight.

    Wikipedia (Market Segment)

    Subcompact Car
    Compact Car
    Mid-Size Car
    Compact Executive
    Executive Car / Mid-size Luxury
    Full- Size Luxury Car
    Grand Tourer
    Mini Multi-purpose Vehicle
    Multi-purpose Vehicle
    Minivan/Large MPV
    Cargo Van
    Passenger Van / Minibus
    Compact SUV
    Full-size SUV
    Mini pickup truck
    Mid-size pickup Truck
    Full-size pickup truck


  29. Car Classifcation (Wikipedia Car Configuration Portal)

    • Antique
    • City car
    • Classic
    • Compact
    • Compact executive
    • Compact MPV
    • Compact SUV
    • Crossover SUV

    • Custom
    ◦ Hot rod
    ◦ Lead sled
    ◦ Lowrider
    ◦ Street rod
    ◦ T-bucket

    • Economy
    • Executive
    • Family car (large)
    • Full-size
    • Grand tourer
    • Hot hatch
    • Kei
    • Leisure activity vehicle
    • Luxury
    • Microcar
    • Mid-size
    • Minivan / Multi-purpose vehicle (MPV)
    • Mini MPV
    • Mini SUV
    • Muscle
    • Pony
    • Personal luxury
    • Supercar
    • Supermini
    • Sport compact
    • Sport utility vehicle (SUV)
    • Sports car
    • Truck
    • Ute
    • Van
    • Voiturette

    Body Types (Wikipedia Car Configuration Portal)
    • 2+2
    • Barchetta
    • Berlinetta
    • Brougham
    • Cabrio coach
    • Cabriolet
    • Convertible
    • Coupé (Coupe)
    • Coupe de Ville (Coupé de ville)
    • Coupé (Coupe) utility
    • Multi-stop truck
    • Drophead coupe
    • Fastback
    • Hardtop
    • Hatchback
    • Landaulet
    • Liftback
    • Limousine
    • Notchback
    • Panel van
    • Phaeton
    • Pickup truck
    • Quad coupé
    • Retractable hardtop
    • Roadster
    • Saloon
    • Sedan
    • Sedan delivery
    • Sedanca de Ville
    • Shooting-brake
    • Spider (Spyder)
    • Runabout
    • Station wagon
    • Targa top
    • Torpedo
    • Touring car
    • Town car
    • T-top
    • Vis-à-vis

    Truck Types
    (Using ford size for simplicity)

    Light Duty ~ Pickup Trucks (Up to F-350)
    Medium Duty ~Pickups / Flatbeds / Box Trucks(F-450 to F-650)
    Heavy Duty ~Dump Trucks / Big Rigs

    Truck Types (more)
    • Box truck
    • Cab forward ( ~Train / Flat faced truck)
    • Chassis cab ( Truck w/o bed or cargo container)
    • Conversion van (Cargo Van with luxuries like an RV)
    • Flatbed truck
    • Logging truck
    • Panel van (Rapist Van; no back windows)
    • Platform truck (Redirects to Fire Truck)
    • Pickup truck
    • Sport utility vehicle
    • Tractor unit (Semi tractor) (Lorry Cab)
    • Tow truck
    • Van (Smaller than Truck, bigger than Car)

    Utility Cars

    Public Bus ~ Omnibus
    Ambulance ~Panel Van
    Garbage Truck ~Heavy Duty Truck
    Tow Truck ~Medium Duty Truck

    Other Vehicle Types

    Golf Car


    Quad-bike / ATV

    Motorcycle Types
    Muscle Bike
    Power Cruiser
    Sport Bike
    Sport Touring
    Dual Sport
    Monkey Bike

    Off-road/Dirt bike


  30. Weapon Affinity ~ Gives Weapon Bonuses

    Weapon accuracy is a cone that extends at a slope from the vertex of the tip of the gun. A weapon with a slope that is 0.25 is accurate up to 4 units away, this can be determined by the area of a line of that slope extending foreword going up, down, left, right, and the 4 diagonal directions; with 0.25 slope, this creates a one unit hit-box at a distance of 4. ( A distance of 4 units is 1.2 meter in bladerunner; size of tiles is dropped to ~1 foot cubed or 0.3 meter cubed, as the people are more so rigidly defined) [This is a very inaccurate gun]

    The line starts at the opposite corner or center of the side. So the slope that goes at a rate of 0.25x upwards, starts from the center of the bottom of the tile that is the muzzle of the gun. The slope that goes at a rate of 0.25 x up-right starts from the bottom-left corner of the square face that is the muzzle of the gun.

    At a distance to 8, it has extended now two units in all direction, so the hit-box is now a radius with a length of 2 tiles, counting the center tile, creating a 3x3 hitbox for the weapon.

    Shooting while moving incurs a penalty of 200% to this slope as a basic level. Only some guns can be shot while moving.

    Firing a Weapon consecutively incurs an accuracy penalty of +50% of the current accuracy. So if a weapon is 0.5 accurate, the second consecutive shot is at 0.75 accuracy, then the third is 1.125 accurate, the fourth is 1.6875 for the accuracy slope, feel free to round to the nearest easy slope. (small fraction 1/2;1/3;1/4)

    Guns tend to be inaccurate recoiling upwards, and up-right and up-left
    1-4 ; up
    5; up-right
    6; up-left

    If a gun has a base accuracy rating of 0.1; then for each bullet fired directed at a target that is 1/ 0.1 ~ 10 tiles away; the aiming reticule will drift up one tile that is 10 tiles away. This scales well, so this means that crosshair of the weapon will drift up 0.1 tile.

    This means If one were shooting at a horizontal line at a a distance of ten yards. The slope between the target of the crosshair and the muzzle of the gun would change from 0/10 to 1/10 for each bullet fired successively. This effect is also effective by the successive inaccuracy increase, so it moves up 0.15 tiles (true length and movement of the muzzle of the gun) from the second consecutive shot, and 0.225 ties

    This is with a gun that is firing the standard round. So common pistol bullet for a pistol, a common rifle round for a rifle, etc.

    A gun that fires a larger round will induce more of this effect.

    A magnum round such as a revolver rounds have 150% the length of a standard pistol round, and these have 150% the base recoil reticule movement rate.

    An ivory round has 150% the length and 150% the diameter of a standard pistol round and this gives it 200% the base recoil reticule movement rate.

    This is with a recoil factor of one.


  31. A 12 gauge has a velocity of 25 and an energy of 78. This is 1950 when multiplied together; this number is multiplied by the recoil multiplier of 1.5 for a shotgun, and this is a result 2925 recoil scale.

    Then this recoil scale this is divided by 40000 ~for a base accuracy rating (accuracy slope) of ~ 0.073. This means that the gun is accurate to the exact tile aimed at within 1 tile / 0.073 ~ 13.7 tile distance ~ 14 feet or about 4.5 yards.

    This can be improved by gaining skill with the weapon.

    An enthusiast could be accurate at a distance of 18.2 ft or 6 yards.

    An professional could be accurate at a distance of 28 feet or about 9.3 yard with the same weapon.

    This is under circumstances where there are not winds to effect the bullet.

    Recoil Multipliers
    High Powered Rifle - 1.75
    Normal Shotgun - 1.5
    Long Barrel Shotgun / Low Power Rifle / Small Pistol- 1.25
    Pistols and Revolvers- 1.5

    Another example.

    A 7.62x39mm has a scale of 7 velocity and 6 energy, for a total of 42. This is the bullet used in an AK-47. This is a low powered rife as this is a small bullet. A high power rifle is along the lines of a sniper rifle.

    This is multiplied by 1.25 for 52.5 recoil scale. Divided by 40000 is 0.0013125 accuracy for a single round.

    (40000 is just the function constant)

    Accuracy to within a 1 tile hitbox is 1 / 0.0013125 ~ 761 feet or 231 meter

    This can also be improved by weapon skill.

    Again, this is not including wind effect. This may seem generous, however this is with a single shot


  32. At 0 Affinity “Novice” level

    One can move at 50% rate while firing a one-handed gun.

    One can move at 100% rate while aiming a one-handed gun

    One cannot move while aiming a two handed gun.

    At 128 Affinity one attains the “Enthusiast” level, (e.g. “9mm Handgun Enthusiast”

    The bonuses for the

    a 25% chance for a double strike without cost (except for the bullet expense) per shot fired for semi-automatic weapons

    A 75% multiplier effective accuracy slope for the weapon.

    One can move at 50% rate while aiming (but not firing) two-handed guns

    One can move at 200% rate (sprint) while aiming one-handed guns

    One can move at 100% rate while firing one-handed guns.

    At 256 Affinity one attains the “Profesional” level

    A 50% multiplier effective accuracy slope for the weapon.

    Can move at 50% rate while firing two-handed guns

    One can move at 100% rate while aiming two-handed guns. (One cannot sprint wile aiming two-handed guns)

    One can move at 100% rate while firing dual-wielding two one-handed guns

    One can sprint (move at 200% rate) while

    Two-Handed Guns
    Shotguns (including sawn-off shotgun with pistol grip, which is one handed, but take two handed penalty)
    Automatic Rifles
    Submachine Guns (Light Submachine Guns are one-handed guns)
    Heavy Pistols (Revolvers take the penalty of a two-handed weapon, regardless of being one handed)

    Weapons with example bullets


    Heavy Snipers, 8.6mm x 70mm round (bigger and longer)
    Ivory Rounds; 14.9x76mm

    Automatic Rifles (fires automatic rifle rounds ; 5.56x45mm / 7.62x51mm) Light Snipers and Machine Guns are also in this group; these fire automatic rifle rounds

    Revolver Rounds 9mm x 33mm

    Standard Submachine Guns (automatic rifle firing rate; fires standard pistol rounds 9x19mm / 0.45 caliber (11.43x23mm) )

    Light Submachine Guns (automatic rifle firing rate; fires small rounds (5.6x15mm) / (5.7x28mm )

    Gun Modification-One can have a Muzzle brake to reduce the recoil energy of a gun (not the velocity) by 10% up to 50%. (This would effect the recoil scale of a gun; the recoil scale is {recoil energy x recoil velocity} )

    Calculations ~

    Recoil Scale = {recoil energy x recoil velocity} x Recoil Multiplier

    Accuracy Rating= Recoil Scale / 40000

    Ideal Accuracy = 1(tile) / Accuracy Rating = Number of tiles that the gun will be accurate to a size of a single tile target.

    (The recoil multiplier takes into account the weight of the gun counteracting the higher energy output of the gun being fired.)


  33. Physically/Magically Tainted- Item Effect- This allows one to convert 4X/A % of the damage dealt by any basic assault (excluding ability/spell; only effects carry tag) into physical or magical damage. This also applies an ((A-4X) / A) % multiplier to the original assault. Where A is the number of resources composing the assault and X is the number of resource invested in the item effect.

    Death Primer- Ability- Cast this effect as a debuff. The next basic assault against the target can utilize this debuff to combine with their assault. The resources are additive and are added to the composition of the assault against the target; this includes the full weight of the assault including equip tag and combined abilities. Multiple casts of this debuff can stack. This debuff lasts for 6 rounds and fades at the start of the casting unit’s 7th turn following the cast. Multiple instances of this debuff can stack and can be dispelled individually. This debuff has normal composition (100% of resource weight of cast)

    Shadow Cloud- Ability- This creates a smokescreen that does not obstruct movement. The shadow cloud provides vision to the caster and lasts for 6 rounds. The caster gains { 50% x (A/R) } effective movement cost within the cloud. Enemies have a { 150% x (A/R ) } effective movement cost within the cloud. The radius of the cloud is 5 units from the targeted tile. This ability provides camouflage to the caster and all allies within the cloud, the strength is (A/2). The cloud can be dispelled, and this causes a 200% effective cost of movement to all units within the cloud that are allied to the caster. This ability has normal composition (100% weight)

    Assassin’s Current- Ability- Killing a target with this ability allows one to instantly teleport to any tile within range of the cast ability that is also within range of another target. The spell is duplicated against the new target. This spell will also duplicate any assault one has combined with the ability, up to A, where A is the number of resources composing the ability. This means if one casts a 50 resource Assassin’s Current combined with a 100 resource assault and 100 resource spell; the replicated assault on the second target will consist of a 50 resource assault combined with the 50 resource spell, these being scaled versions (here 50% effective weight) of the assault that was originally cast; Assassin’s current will always retain it’s cast weight. Assassin’s Current does not deal damage by itself.

    Rage Rallying - Item Effect - After utilizing an assault or ability; this grants 20% R resources that can be utilized for or added to a subsequent ability or added to a subsequent assault. This also grants 4% R movement after using an assault or ability that is greater than or equal to R in weight. These bonuses fade at the end of the unit’s turn. This where R is the number of resources invested in the item effect.


  34. clarification - Throw Spear - This will pull the target to the caster if possible. This will pull the caster to the target if the spell is not strong enough to pull the target, but strong enough to pull the caster. This spell can be converted into a disarm spell at 80% of the cast weight if it is not strong enough to do either.

    Battery - Item Effect- This will store 20% of AP/MP spent to cast spells and abilities as Battery Points (Battery Points here, which can be used as either MP or AP) up to R Battery points for R resources invested in the item effect. These can be spent at any time, able to be cast as a standalone spell or ability, as well as combined with an assault like a normal spell cast. and are consumed when they are utilized and must be collected again. This where R is the number of Resources invested in the item effect. (The battery points are colorless and typeless {as are all AP/MP} and can be utilized to fuel any spell or ability one is capable of casting)

    [The battery points are stored within the item, and the unit loses access to the battery points if it no longer has the item equipped. Dominus resources composing an item that are assigned to this item effect will still yield 500% effect on item effects, so one Dominus Resource provides 5 points of item effect, and one assigned to battery would store up to 5 Battery Points (effective AP/MP)]

    [Battery points are independent from the AP/MP resources composing an item normally provide; and the items with battery item effect still provide the normal amount of AP/MP per resource composing them]

    Magic Conduit - Ability- This is a buff that can be cast for R resource. This buff functions as the item effect battery, allowing the unit to store up to R battery points, gaining 20% of all AP/MP spent within an 8 unit radius of the unit as Battery points. The Battery points can only be utilized by the unit with the buff, rather than the caster. If this buff is dispelled, the unit that casts the dispel can utilize all Battery Points that the unit has stored free of charge. It costs 5% of R AP/MP per round to maintain the buff at full strength, if this tax is not payed, then the buff loses 10% of the maximum amount of battery points it can store, and if this causes the battery to fall below 0 battery points then the buff falls off. Any unit can pay the tax on this buff, and any unit that has the target identified (all allied units are mutually identified) can pay the AP/MP tax. This, where R is the number of resources composing the ability.

    [If the units are both under mutual control, then another unit that is not the magical conduit can utilize any battery points stored by the unit on it’s own turn, given that the casting unit is within a 16 tile radius of the conduit, however, the unit utilizing the conduit cannot combine the battery points with it’s own assault like the conduit itself can; so the spells and abilities cast by the conduit must be independent from the utilizing unit’s given that the points are utilized when it is not the conduit’s turn; however, this does mean that they can be utilized when it is not the conduit’s turn.]

    Gamble - Ability Augment - This will cause the spell to consume 150% AP/MP and be cast at 100% rate. If this spell kills the target, then it will refund 100% of the original AP/MP of the spell/ability.

  35. very little progress on the revision. Its just a matter of motivation. Just trying to get something done has been the goal lately, and even that does not get accomplished consistently.