Table of Contents

All That Legal Stuff

Forum Board Commandments

Special Notes on “Divine Powers”

THE BASICS

1. The Core “Law”:

2. The GM’s “Law”:

3. The Mechanics “Law” aka “The Luck Factor”:

4. The Gaming “Law”

The Mechanics “Law” aka The “Luck” Factor

The “d100”

Rounding Fractions

Multiplication Factors

Mass? Weight?

The Stats of the Body Human

d20 vs d100

A Simple Lesson in Probability

Raid: Shadow Legends.

Skills, Skills, & More Skills; O! My…

Those Replicative and Multiplicative Skills

Perception/Awareness

A Calculus Equation for Skills

Partial Skills Listing

The −200 Skills

Crafts

The Open Profession

Master Development Tables

The Open Profession

Skill Specialization

Skill Bonuses

Skill Classification

Profession Name/Title

Profession Development

Standard DP Cost Progression

Skill Specialization

Guidelines

Skill Bonuses

Standard Method

Chosen Method

Skill Classification

Guidelines

Development Points

Of the CAJA

childhood (0-6 years)

adolescence (6-10 years)

juvenile (10-14 years)

apprentice (14-16, 17, 18 years)

Extended DPs per Level Tables

Some Example Professions from the OSRD20

Occupations Descriptions

Character Psyche

Alignment

Good vs Evil

Law vs Chaos

The Nine Alignments

The Goods

The Neutrals

The Evils

My Favorite Alignment: Rational Anarchy

Personality

Motivation

Demeanor

Outlook

Physical Characteristics

Height Determination

Build Determination

Weight Determination

Material Factors

Age OSRD

Questions About Character Background

An Example

Special Conditions

Ignorant

Special

The Guide Crater

Pronunciation Guide for the Parsum Lisan (Ancient Tongue)

GMs Especial Note

Character Advancement

Etherlond Modifications

Us Human Three

Human Characteristics

Current Date and Upcoming Projects

Projects Approaching

Other Info, Put Somewhere

Dorganthis-Sara Speaking…

The Great Survival Trick

The rhamahath

Etherlond’s “Monsters”

The Sapient Species

Life Span

Size Classes

RMU Size Classes

Onaviu Size Classes

Damage Adjustments Due to Size

Size Classes with Weight Ranges

And finally, an Easier Method …

The Great Mystery

Etherlond Calendar Timekeeping System

The Eleven Months

Comparison Total Seconds

Shortcuts…

Holidays

The Zero Date

For Inside-Out Version

Volumes

Masses

Mean Densities

Project “Death Star”

Smaller Monthly Calendars…

SCOCS: Simplified Celestial Object Classification System

My SCOCS

Super-Exotic Elements (SEEs)

Bismuth, Unstable?

Just found something...

Now Comes Some GOOD Stuff

T…H…I…N…K…

Further Notes

Some Dictionary

Unusal Elements

Periodic Table Extended

Some Elemental Densities, etc.

Etherlond’s Stellar Primary: Ëosalis

Sol-Ëosalis Comparison

Orbit Ranges for Ëosalis

Orbits

Then there is Gwarna …

Etherlond

Bulk Parameters

Orbital Parameters

Longitudinal Elements

Atmospheric Details

Gwarna

Gwarna

Bulk Parameters

Orbital Parameters

Longitudinal Orbital Elements

Notes on the Fact Sheets

Stellar Parameters

Bulk Parameters

Orbital Parameters

Longitudinal Orbital Elements

Atmospheric Details

Related Definitions

Longitudinal Orbital Elements

Dichotomy of Power

Law of Dichotomy of Power

Trichotomy of Power

“The Trichotomy of Power”

Differences of Kreäsa and Syos

Common Points

Another Interesting Viewpoint

Soul Crystal

Commonality & Power Levels

Commonality

Power Levels

Visual Acuity

Photophobia

Causes of Photophobia

Treatment

Color Deficient Vision

Genetic Inheritance

Random Determination of Color Blindness Form

Notes on Visual Acuity

Color Blind Test Images Answers

And, another test

The Goblet Test

Glossary

The TEW Repriser

Enigman Worldswallower

The Fifth Planet

THE Wall

SoulMate Dedication

When I say, “I Love You”…

“MY” Standards & Measures

Light Speed & The Second

All those skills in an attempt at categorization

Inside-Out World

Volumes

Masses

Mean Densities

New Skill Listing for Onaviu

Encumbrance, Movement, & Exploration

Carrying Capacity

Movement

Tactical Movement

Local Movement

Overland Movement

Moving in 3-D

Tactical Aerial Movement

Evasion and Pursuit

Moving Around in Squares

Exploration

Vision and Light

Breaking and Entering

Smashing an Object

Breaking Items

All That Legal Stuff

Copyright © Wednesday 17 March 2021. All Rights Reserved.

License: Etherlan Open Role Playing Content by Arakish Geideiri and RMF Runyan is licensed under CC BY-NC-SA 4.0.

Persons are free to alter anything and everything in this document. That is what is known as Open Role Playing Content (ORPC). Persons wishing to alter this document MUST keep the Copyright and Creative Commons License as is, which also applies to their addenda.

The best viewpoint for using this system is to think of it as a tool chest full of tools you can use to build your world your way when also using the RMUS (Rolemaster Unified System).

Translations into other languages is actually encouraged. I would just like to have a copy for me self. Thanks. erinthur awithcircle gmail point com.

Some text may seem to have been plagiarized from the older versions of Rolemaster. Au contraire. I pulled the same data from the WWW and formatted it very similarly. Such WWW public accessible data is NOT copyright infringement. Rather, it was a “seeking of learning and knowledge”. Once gathered, I just decided to contruct me tables the same way. I even added some, I think.

Basically, I did mine own research for years on Personality, Demeanor, Motivation, and Outlook. I found all the same information as ICE did while Rolemaster went through three different versions. I just finally decided, “Why re-invent the wheel?” and used the same table design as ICE did in RM2.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Forum Board Commandments

Since I have participated in PbP style RPG, I have since created a list of Forum Board Commandments for guidelines to follow while one may be perusing forum board PbP role playing.

Until proven otherwise, ALL persons on a forum board ARE idiots, most of all, YOU, moron. You can speak respectfully, or act the moron.

Always refer to First Commandment whensoever in doubt.

Thou shalt not be drinking or eating whilst thou art perusing forum boards for thou shalt never know when a post may cause great spewage and/or spillage.

Thou shalt be patient for everyone has a life and may not login every day.

When addressing or commenting on post/poster, always begin thy post (or the specific section of thy post) directed to the username by using the “at” (@) symbol, followed by a single space, then the username; such as “@ Arakish”. Better, provide a link back to the specific post by using the anchor tag and the text “Reference” or “Reference Link”.

Wear oven mitts unless typing response. They help against the face-palms. If necessary, also wear a full-guard football (American) helmet. Then those oven mitts hit the face-guard instead of your face, during some of those face-palms. Helmet also helps to prevent concussions when banging head on wall, dependent upon how hard you hit head…

Place monitor screen out of “punching” range. Even with oven mitts, you could break it.

Imagine you have burnt that dumpster of <whatevergarbage> that you are responding to. But keep the flames away.

??? … others

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

THE BASICS

Foremost, it is advisable to familiarize your self with the Rolemaster Unified System (RMUS). It can be obtained at

As far I am concerned, there are only four laws within role playing gaming as detailed below.

1. The Core “Law”:

The Core “Law” is that any character may learn any skill whatsoever, regardless. However, all professions shall find some skills easier than others.

2. The GM’s “Law”:

GMs should feel free to change anything in the game system that they feel should be changed to better fit “their” world. This EOGC version (hoping later to create an OSRD100 version) is no different, providing a modular core system that is easy to modify and can be built upon to create a detailed RPG rule-set for any setting. GMs and players are advised to refer to these documents as “guidelines,” instead of rules etched in stone. GMs are encouraged to make changes as they see fit in order to tailor the “setting” to his/her “vision of the world.” Another analogue would be, these guidelines are a “tool set” to use to build the world you wish.

3. The Mechanics “Law” aka “The Luck Factor”:

Whenever you attempt an action, within the world setting, that has some chance of failure, roll a d100.

4. The Gaming “Law”

“Fun > Balance > Reality”; Cory Magel @ICEForums. ‘Nuf said.

The Mechanics “Law” aka The “Luck” Factor

Some dice rolls are described with expressions such as “2d8+3,” which means “roll two eight-sided dice and add 3” (resulting in a number between 5 and 19). The first number tells you how many dice to roll (summing the results). The number immediately after the “d” tells you the type of die to use. Any number after that indicates a modifier that is added or subtracted from the result. Examples: 4d8−4, 6d6+6, Cd100+32, etc.

The “d100”

d%/d100: By far the most common dice roll, the “Percentile” dice, better known as “d100,” work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One (designated before you roll) is the tens digit (blue, green, etc.). The other is the ones digit (red, yellow, etc.). Some GMs may House Rule that the two d10s used to emulate a d100 roll may NEVER be changed, once designating the tens digit d10, for the entirety of the RPG session.

Example: Suppose you are using a red d10 and a purple d10. You may designate the red d10 as always being the tens digit and purple being the units. Or, vice versa. Or, the dice could be gold and silver, orange and fuchsia, black and blue (;-P), clear and opaque, etc., etc.

Roll one of five types of d100 rolls, with Standard Default being an Od100:

Ud100 – Under d100 roll. A roll of “00” is read as zero, producing a range of 00-99. Mostly used only by the GM.

Cd100 – Closed d100 roll. A roll of “00” is read as 100, producing a range of 01-100.

Od100 – Open-Ended d100 roll. Explodes at either end, with a 01-05 being low and 96-00 being high, with low-high determined by 1st roll.

Ld100 – Low-Ended d100 roll which only explodes at the low end (01-05).

Hd100 – High-Ended d100 roll which only explodes at the high end (96-00).

Add any relevant modifiers.

Compare the result to a target number to determine success/failure. If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail. However, there are differing levels of success/failure.

Special Note: Usually, if the GM neglects to mention which type of d100 roll, it is to be assumed, with Etherlond role playing, to be the Standard Default Od100. Thus, GMs, do not forget the type if not default.

Notes on Exploding Dice: Exploding Dice is an open-ended roll which means that there is no absolute minimum or maximum. First make an Od100 roll; a roll of 96-00 indicates that the dice are rolled again and the result added to the first roll. If the second roll is 96-00, then a third roll is made and added, and so on until a non 96-00 roll is made. The total sum of these rolls is the result of the open-ended roll.

If the first roll is a 01-05 the dice are rolled again and the result subtracted from the first roll. If the second roll is 96-00, then a third roll is made and subtracted, and so on until a non 96-00 roll is made. The total of these rolls is the result of the low open-ended roll. A roll of 01-05 on anything other than the first roll does not cause one to roll again.

Example: The GM asks a player to make an Od100 roll, and the initial roll is a 98 (thus between 96 and 00). A second roll is made with a result of 97, so a third roll is made with a result of 85. Thus, the open-ended roll that the GM requested is a 280 (= 98 + 97 + 85).

Example: The GM (me wife) asks a player (me) to make an open-ended roll, and the initial roll is a 03 (thus between 01 and 05). A second roll is made with a result of 97 (thus between 96 and 00), so a third roll is made, resulting in a 98, a fourth roll of 89. Thus, the open-ended roll that the GM requested is a −281 (= 03 − 97 − 98 − 89) [Wife: “Well… you die instantly. Never felt a thing.”].

In some cases, the roll is only open-ended at the high end (Hd100 rolls of 96-00), but results at the low end are not open-ended as some other mechanic is used for low rolls. The most common case is attack rolls, where low unmodified rolls indicate a fumble. Oops.

On a final note, certain items, attacks, Special abilities, maneuvers, etc., etc., actually can alter the high-open and low-open ranges. For example, Elves on one world had an high-open range of 91-00 when using bows, but not crossbows which as 98-00.

Rounding Fractions

In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.

Exception: Certain rolls, such as damage, etc., have a minimum of 1. Additionally, if the fraction is > 0.8, then go ahead and round up. I shall not care.

Multiplication Factors

Sometimes a rule makes you multiply a number or a die roll. As long as you are applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1 = 3).

When applying multipliers to “real-world values” (such as weight (actually mass) or distance), normal rules of math apply instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares (doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice).

 Mass? Weight?

Which is Correct?

Depends largely upon reference. In worlds with gravity very similar to Earth’s, they would be the same. Where change occurs is in drastically different gravity. Your mass will remain the same, weight will change. On a world with ½g, your weight of 100 kilograms will be 50 kilograms, but your mass will remain 100 kilograms. On a world with 2g, your weight of 100 kilograms will be 200 kilograms, but your mass will remain 100 kilograms.

Make sense? If not, research the topic “Difference between Mass & Weight”…

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

The Stats of the Body Human

How many of you RPGers remember the 80s? Probably known as the Decade of Role Playing Gaming Systems (RPSs). It seemed almost once a week a new Role Playing System (RPS) was introduced. In my collection, I have almost 500 different RPSs.

How many remember the RPS Villains and Vigilantes?

As a scientist, I did one experiment: What are the most common stats used across the RPSs? After building my own database system (back in the days of DOS and no windows) to compile all this information. Below are the twelve most common stats used throughout all those RPSs.

Physical | Mental | Both
Strength | Memory | Presence
Constitution | Reasoning | Self Discipline
Agility | Intuition |
Quickness | Empathy |
Appearance | Sanity |

I did use the Rolemaster system to name ten of the stats and the two additions. Most are obvious. Only reason I can give is I have used the Rolemaster system since 1980 with my purchase of Arms Law. 2024 - 1980 = 44 years using the Rolemaster system as my guidelines. Now 45+ years.

Strength – This is a relative measure of not just the character’s brute musculature, but the ability to use existing muscles to the greatest advantage, also referred to as: power, might, force, conditioning, physique, etc. Not just pure brutish brawn, yet can be, this is actually a measure of how well you can use what strenth you do possess.

Think of these two guys I would give a score of 98 in Strength, yet also compare their two sizes: Bruce Lee and Arnold Schwarzenegger. Just imagine those two whooping bad guy arses. Bruce doing them singly, while Arnnie throws a huge table at a whole group. T…H…I…N…K….

Constitution – This is a relative measure of the character’s general overall health and a contented state of being happy and healthy and prosperous, resistance to disease, and the ability to absorb physical damage are all reflected in a character’s Health, also referred to as: constitution, stamina, endurance, physical resistance, physique, damage resistance, fortitude, etc.

The many different names of this one also describes it, the best three are: Health, Stamina, Resistance. Hypothetically, this stat could be split into those three. That would make 15 stats. I have seen people whom NEVER suffer a cold, flu, covid, etc., etc, yet, their Stamina weren’t shit. That poor kid, out of breathe just walking outside for PE/Recreation class was so pitiful. No one helped him except me. I wonder if he is still alive. All needed was good physical strength and aerobic training. Yet he was like me and NEVER caught the cold or flu. Had no covid back then.

Agility & Quickness – This is a relative measure of the character’s manual dexterity, dexterity, deftness, grace, manual skill, adroitness, maneuverability, stealth, dodging ability, litheness, agility, etc. This is a relative measure of the character’s speed, reflexes, and conscious reaction time, this stat is often lumped with several others as dexterity, also referred to as: quickness, reaction time, readiness, reflexes, etc.

You only need to remember only one thing: Quickness is how fast can you move/react, Agility is how well you can move/react. Had one player whose character had lightning reflexes, yet was a bumbling fool. Funny as 7734. IOW, low Agility, 100 Quickness.

Appearance – This is a relative measure of the character’s overall natural outward or visible aspect. Think along the lines of how pleasing-displeasing you are to the “eye of the beholder” within your same species. Most often, this is also called comeliness or beauty. However, this stat is ENTIRELY subjective. It is the only stat that is so.

Now is the time to Think Critically. An orc with an Appearance modifier of +9 will still have an Appearance modifier of about -5 to -8 to a human, and ALWAYS a -20 in the eyes of an elf. Think Critically… Just always remember, Appearance is entirely subjective. Basically, the Appearance modifier only works for like, or very similar, species. For diametric (characterized by opposite extremes; completely opposed) species, the Appearance modifier could actually be equally negative. This is the MOST Subjective of all stats. Basically, within your species, how beautiful or ugly are you. And remember, both have positive AND negative bonuses in differing settings. An ugly galor, may have a negative ApMod, but with Interrogation skill, it becomes positive.

Memory – This is a relative measure of the character’s ability to retain what has previously been encountered and learned. In many instances, handled as GM sees fit, it may be necessary for the characters to rely on the player’s memory, since that tends to be used whenever it is advantageous anyway. Memory provides a good basis for determining how much is retained of the “pre-adult” period that the GM doesn’t have time to devise and describe in absolute detail to each player, also referred to as: information capacity, mental capacity, recall, data assimilation, retention, recognition, mnemonics, etc. Guess what this is? IQ is another name. This stat score only helps to determine three things:

how fast can you learn new things

how much you can retain in memory

how fast can you access that information

Just like those IQ tests, this↑ is Memory. SQ tests (Sapience Quotient) are very, very different.

I once used a perfect example about Memory for me daughters. It would seem the computer desk scissors would be borrowed and never returned. I would then borrow the kitchen gadgets-drawer scissors. After not too long a time, I would forget where I left the kitchen scissors. My daughters ask me why this was so. I pulled off a 50-capacity 3½-inch floppy disk holder. I knew they knew the storage capacity of each. I then grabbed the CD-DVD ROM disk holder that held 50, but I think it had only 25 at that time. It was not full. I told them the amount of total information they had to sieve through was comparable to the micro-floppies. The total information I had to sieve through was comparable to the CD-DVDs. Adults naturally will have more information to sieve through than any child. Me daughters were only 11 when they asked about that scissors-thing.

Reasoning – This is a relative measure of the character’s ability to absorb, comprehend, and categorize data for future use. It also reflects the ability to take available information and draw logical conclusions, also referred to as: intelligence, learning ability, study ability, analysis rating, mental quickness, logic, deductive capacity, wit, judgment, IQ, etc. Reasoning is the ability to take available information and draw logical conclusions. Reasoning helps determine how well you can use your Memory. Reasoning also determines your ability to determine facts from fiction, truth from lies, reality from dreams.

Intuition – This is a relative measure of the character’s combination of luck, genius, precognition, ESP, and the favor of the gods are embodied in this stat, also referred to as: sixth sense, “gut-feeling,” wisdom, luck, talent, mental reactive ability, guessing ability, psychic ability, insight, clairvoyance, inspiration, perception, “spidey-sense,” etc. This is a measure of a person’s ability to derive a solution without all the facts. Intuition is a combination of subconscious thinking, luck, genius, precognition, and the favor of the gods, all of which are embodied in this stat. This provides the ability to draw conclusions or make decisions quickly, without stopping for deep consideration.

Empathy – This is a relative measure of the character’s ability to perceive the emotional states of others and the capacity to form emotional attachments to persons, places or things. The relationship of the character to the “all pervading force” that is common to all things natural and is the basis of most things supernatural, also referred to as: emotional capacity, sensitivity, judgment, alignment, empathy, manna, magical prowess, etc. Empathy is the ability to perceive the emotional states of others and the capacity to form emotional attachments to persons, places, or things.

Since Empathy is “emotional”, it IS the least reliable of the Stats. Remember, emotional thinking is already fallacious and irrational before the thought is complete. Furthermore, Empathy, emotions, have nothing to do with the “gut-feeling” of Intuition.

Presence – This is a relative measure of the character’s control of one’s own mind, courage, self-esteem, charisma, and the ability to project these to affect or control others are the principal elements of a character’s mien, also referred to as: leadership, morale, vanity, perceived power/ability, bardic voice, charisma, presence, etc. This is the measure of your character’s willpower, charisma, appeal, magnetism, attractiveness (with Appearance). You may even be a person who wishes for no followers, yet attracts them anyway.

Self Discipline – This is a relative measure of the character’s ability to control mind-over-body, the ability to stay focused or push harder in pursuit of some goal, or to draw upon the inner reserves of strength inherent in any individual, also referred to as: will, mental strength/power, concentration, self-control, determination, zeal, etc. Self Discipline is the amount of control of mind over the body, the ability to stay focused or push harder or longer in pursuit of some goal, or to draw upon the inner reserves of strength inherent in any individual.

How easily can you keep from eating all those sweets? How easily can you finish a started project?

Sanity – This is a relative measure of the character’s,… well,… sanity. Sanity can cover a rather complex definition:

normal or sound powers of mind;

the psychological state of someone who is functioning at a satisfactory level of emotional and behavioural adjustment;

free from obscurity and easy to understand;

the comprehensibility of clear expression;

a lucid state of mind;

the state of having good sense and sound judgment.

This stat can also be referred to as: mental health, lucidity, reasonableness, etc.

This is a measure of how sane a person is. Some person’s, me self included, can be quite mad, yet still function in society.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

d20 vs d100

What is the difference?

A Simple Lesson in Probability

The big difference between the d20 versus d100 is the “number of chances” versus the “percentage chance”. Further explanation and elaboration:

If you MUST roll a “20” on a d20 for success, this equates to ONE number of chances (a 20) and a 5 percent chance.

For a d100 the same success would be a roll of 96-00, equating to 5 number of chances (a 96, 97, 98, 99, 00) and still a 5 percent chance.

T…h…i…n…k…

Furthermore, since the d100 system is constructed to include the concept of “exploding dice rolls”, one does not need to rewrite all the rules as one would have to do with the d20 system and D&D to include such a concept.

Raid: Shadow Legends.

As best I can figure, Raid uses a d1000. Perhaps d10,000?

With the d1000, you would have 50 “number of chances” but still 5 “percent chance”. d10,000 is 500 and 5 respectively.

My logical deduction for d1000 is the FACT Mythical heroes have only a 0.5% chance of being summoned. Even with a Red Shard. That gives 5 “number of chances” but still ½ “percent chance”. And the d1000 can still be used in combat also.

I just hate the way the game truncates numbers instead of rounding. I would use 0.7+ to round up. Maybe 0.65? Once, I did 16,969,874 hits on Demon Lord Hard. The game truncated it to 16.96M. Practically 16.97M, yet truncked it. I am certain the “game” keeps the score down to the units, but truncating ain’t funny. 7734, I was only 126 points away from 16.97M.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Skills, Skills, & More Skills;
O! My…

Those Replicative and Multiplicative Skills

You may think there are TOO many skills within this Etherlond OGC. Your character is likely to be a person who focuses skills into mainly survival: Combat, Environment, Awareness, Survival. Your character is highly unlikely to learn more than 50 skills. Even in medieval times how many skills and specializations were there? In total. I guarantee tens of thousands.

Now, let’s look into how skills can replicate and multiply into such a vast numbers. Practically infinity. I shall use the “Communications” subcategory of the Lore/Knowledge Category.

How many different forms of communication can you think of, right now? Thus far, I have cerebrated about a dozen forms of communication.

Both links below are YouTube videos.

Scribed/Printed – You are looking at one example. WWW pages, books, papers.

Vocal, Spoken – Well, we use this one to role play. Whale song, porpose chirps, clicks, whistles, bird songs,

Visual, Sign – Think American Sign Language and the other 100+ signing languages on Earth.

Sonic, not Vocal – Cricket chirping, cicada buzzing, …

Optical – such as the mesmerizing changes a cuttlefish can do, the hypnotically narcotic color flashes of the Dhralorga.

Movement – Dance, body motion. This one is much more complicated than Visual, Sign languages. This entails the use of movement, such as large dances, where the patterns of movement can be very complex. If such were a language, a good example are Starling Murmurations over Britain.

Telepathy – like speaking, mind-to-mind. Thoughtspeech.

Empathy – communication through emotions. Thoughtemotions.

Odor, Chemical – Ants and bees use this amongst many others.

Gravitic – communication through gravity modulation. And, there is nothing saying this form also cannot fire the message backwards in time… With the correct gravitic modulations…

Tactile – Think Braille.

Vibration, Tremors – communication through vibratory or tremor modulations.

Any others?

Now, think on this. How many languages are there in each category above? Now, at the end, can you see how skills can multiply and replicate. Into infinity and beyond.

Essentially, the number of skills literally approaches infinity. As technology increases, so does the number of skills. Skills are also similar enough they can easily be categorized within a categorization system.

Perception/Awareness

How about a look into Perception/Awareness? How many perception senses do we humans possess? Would you believe 17, perhaps 21? See this page from the Great Wiki.

Optiception (sight)

Photopic vision (daytime vision)

Color vision, or lack thereof

Scotopic vision (night vision)

Mesopic vision (twilight vision (i.e.–dawn and dusk))

Audioception (sound, limited to vibrations in air)

2Hz - 20kHz for most humans

Gustatoriception (taste; with five basic tastes:)

sweetness

sourness

saltiness

bitterness

savoriness

Olfactoception (smell)

Haptiception (Also, somatiception, any form of interaction involving tactility)

Fine Touch

Crude Touch

Vibratory

Social

Speech Recognition

Facial Recognition

Tactile Feedback

Equilibrioception (balance)

Multi-Modal Somatiception

Interoception

Chronoception (time)

Proprioception (self-movement, force, and body position)

Acceleration

Spatial Location (aka Blind-Fighting )

Nociception, also Nocioception (pain)

Direction Sense

Ability to know one’s location and perform wayfinding.

Related to:

cognitive maps

spatial awareness

spatial cognition

And you thought Elves were special.

A Calculus Equation for Skills

The above is read, the summation of skills has a limit that approaches infinity. IIRC.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Partial Skills Listing

First and Foremost, the below listing of skills is by no means exhaustive. NOR is formatting completed. There ain’t no way in 7734 I shall even think of attempting an exhaustive list. What I have provided should be enough to aid you in categorizing any skill not listed, and to apply stats.

The table formatting needs fixing.

The Color Codings below are not entirely implemented.

Bold, Italic, and Red – indicates skill is Restricted and may NOT be made Unrestricted.

Bold, Italic, and Orange – indicates skill cannot be changed from as listed.

Bold, Italic, and Blue – indicates skill is Restricted and may be made Unrestricted.

Bold, Italic, and Cyan – indicates skill MAY be Everyman (ain’t decided).

Bold, Italic, and Green – indicates skill can be Everyman dependent upon upbringing (Adolescence).

† – indicates skill has several sub-skills, each which is a separate skill.

‡ – indicates skill is GM dependent on whether each species type is a separate skill.

€ – indicates skill has sub-skills, but is learned as a single skill with graduated modifier system.

¥ – indicates species specific skill available for listed species only.

Please realize that not all possible skills are listed below. Not even close.

ANIMAL

Handling * – Each animal type is a separate skill
Herding – Each animal type is a separate skill
Riding – Each animal type is a separate skill
Training * – Each animal type is a separate skill

Animal Notes (* above):

Animal Handling is nothing more than caring for an animal, specifically feeding, minor first aid, playful companionship.

Animal Training is a more advanced form of Animal Handling where the animal is purposefully taught to perform certain tasks, stunts, tricks, exceptional care and first aid, etc.

AWARENESS

Alertness/Awareness
Detect Traps
Lie Discernment
Locate Hidden
Poison Detection
Surveillance
Tracking
Perception *
     • Auditory
     • Direction
     • Olfactory
     • Reality
     • Spatial Location
     • Tactile
     • Taste
     • Time
     • Visual
     • Others…

Situational Awareness†
     • Burgling
     • Combat
     • Crowds
     • Guarding
     • Hunting
     • Inn/Tavern/Bar
     • Scouting
     • Sleep
     • Urban
     • Others…

* – Perception here means “becoming aware of something via the senses.” For a “general overall” skill for Perception use Alertness/Awareness. These are specializations.

† – Situational Awareness has NO “general overall” skill. Each type must be developed separately. For a “general overall” skill, use Perception: Spatial Location.

BODY DISCIPLINE

Adrenal Maneuvers
     • Balance (Ag)
     • Deflection (Qu)
     • Focus (SD)
     • Landing (Ag)
     • Leaping
          ¤ Standing (St)
          ¤ Running (Ag)
     • Resistance (SD)
     • Speed (Qu)
     • Strength (St)

BRAWN
Body Development | Resistance Training | Power Training
Strength Training | Endurance Training | Aerobic Training

COMBAT EXPERTISE

Blind Fighting
Disarm
Maneuvering in Armor¹
     • Rigid/Inflexible
     • Soft/Flexible
Martial Arts Dancing
Multiple Attacks
Natural Weapon
Protect

Quick Draw
Restricted Quarters
Reverse Strike
Subduing
Tactics
     • Battlefield
     • Convert Ops
     • Naval
     • Siege
     • Others…

Two Weapon Combo†²
Vehicular Operations
     • AFV Pilot
     • Atmospheric Pilot
     • FTL Pilot
     • Ground Vehicle Pilot
     • Marine Pilot
     • Space Pilot
     • Others…

¹ – The difference between Rigid/Inflexible and Soft/Flexible armor is how it piles when dropped from shoulder height. Soft/Flexible armor will form a lumpy pile, whereas Rigid/Inflexible will keep its shape.

² – I am not going to be a super rules monger on the Two Weapon Combo (TWC) skill. I am going to consider TWC of Sword-Right/Dagger-Left the same as Sword-Left/Dagger-Right. I know the two are quite different. However, during my many times of LARPing, I have seen non-ambidextrous persons capable of switching weapons without any apparent penalty. However, without the Ambidextrous talent, there will be a -25 modifier to the TWC skill. Different weapon combos are separate skills.

² – I may even use the Combat Training Categories (Directed Spell, Energy Weapons, Firearms, Melee Weapons, Ranged Weapons) for TWC instead of specific weapons. Still undecided.

† – indicates skill has several sub-skills, each which is a separate skill.

COMBAT TRAINING

Directed Spell
     • Balls
     • Bolts
     • Illusionary

Energy Weapons
     • Each weapon type is a separate skill

Shield

Firearms
     • Each weapon type is a separate skill

Melee Weapons
     • Each weapon type is a separate skill

Ranged Weapons
     • Each weapon type is a separate skill

Siege Weapons
     • Each weapon type is a separate skill

Unarmed
     • Brawling
     • Grappling
     • Striking
     • Sweeping
     • Each unarmed combat type/style is a separate skill

COMPOSITION

Illusion Crafting
     • Each sense is a separate skill (audio, olfactory, tactile, taste, visual)

Musical Scoring
Playwright

Poetry
Reporting
Saga Writing
Song Writing
Speech Writing

CRAFTING

Culinary†
Drawing/Painting†
Fabric†
Leather†
Metal†

Paper†
Rope/String†
Stone†
Wood†
others…

† – indicates skill has several sub-skills, each which is a separate skill.

Also see “CRAFTS” below.

Any craft can be an Everyman Skill. Dependence = Adolescence.

ENVIRONMENT

Navigation
     • Celestial
     • Terrestrial

Piloting
     • Each vehicle type is a separate skill
     • Each course is a separate skill

Spelunking

Weather Watching

Survival
     • Other (must specify)
           • Alpine
           • Oceanic/Atoll
           • Underground
           • Urban
     • Polar
           • Ice Cap/Ice Desert
           • Tundra
           • Boreal Scrub
           • Boreal Forest

Survival
     • Temperate
           • Cool Desert/Xeric
           • Prairie/Steppe
           • Woodland
           • Rain Forest
     • Tropical
           • Hot Desert/Waste
           • Savanna
           • Woodland
           • Rain Forest
     • Xeno
           • Each xeno environment is a separate skill

Survival Categories (highlighted) above are the main “general overall” skill. The listed ones are the specializations.

† – indicates skill has several sub-skills, each which is a separate skill.

GYMNASTIC

Acrobatics
Contortions
Diving
Games‡
     • Each game is a separate skill

Jumping
Juggling
Pole Vaulting
Skating
     • Ice
     • Roller

Skiing
     • Snow/Ice
           • Cross Country
           • Downhill
     • Water
Surfing
Tumbling

‡ Games which are very similar, such as American Football and Canadian Football, are not separate skills. This only applies to drastically different games such as American Baseball and Indoor Volleyball.

LORE

Artifact
Cultural
     • Each culture is a separate skill. Can also include “same-ish” culture but different sub-cultures (e.g. – different states/areas/regions in the USA)

Fauna
Flora
Heraldry
Historical
Materials
     • Bone/Horn
     • Fabrics
     • Leather
     • Metal
     • Stone
     • Wood
     • Others…
Regional (Geographic)
Religion/Philosophy
Species/Race
     • Demon & Devil
     • Dragon
     • Elf
     • Faerie
     • Halfling
     • Human
     • Orc
     • Each species/race is a separate skill
Xeno
     • Each xeno-lore is a separate skill

Others…

Languages (type categories are formatted thusly; each language is a separate skill; spoken and written are separate skills each language)
Lip Reading (MUST know the lip and tongue flapping language)

Language Categories

Auditory (not vocal; cricket chirping, cicada buzzing, tree knocking, drum banging, etc.)

Mental (empathic, telepathic, spiritual; logic for these languages is where Elfin emotions/thoughts are completely different from Orcish emotions/thoughts, or the emotion/thought processes of the Azerk, etc.)

Olfactory (through odors/chemicals)

Somatic (American Sign Language)

Tactile (American Braille)

Visual (not somatic; Dorjoluna flight patterns, color flashes of Dhralorga wings, the cuttlefish, smoke signals, etc.)

Vocal (spoken; includes such as frog bellows, dolphin chirps and clicks, whale songs, etc.)

Written (with letters, runes, glyphs, symbols, etc.)

I have yet to see any one offer a new language category that could not be put into the “forms” category list above I created many decades ago.

Author’s Note: The only other language group would be the Fundamental Interactions: Electromagnetism, Strong Nuclear Force, Weak Nuclear Force, and Gravity. Why not a communication group for the stars to speak to each other?

MOVEMENT

Climbing
Flying/Gliding
Rowing

Running
Sprinting
Stilt Walking

Swimming
Tightrope Walking

MEDICAL

Hypnosis
Medical Practice *“‡”*
Pharmacopoeia
Psychology *“‡”*

Medicine
     • Autopsy *“‡”*
     • Diagnostics *“‡”*
     • Drug Therapy *“‡”*

Medicine
     • First Aid *“‡”*
     • Genetic Therapy *“‡”*
     • Internal Medicine *“‡”*
     • Midwifery *“‡”*
     • Psychology *“‡”*
     • Second Aid *“‡”*
     • Surgery *“‡”*

All Medical skills marked with *“‡”* are GM dependent whether each different species are also a separate skill.

On Etherlond, all hominid species are similar enough to not require separate skills for each species. However, drastically different species, such as Alnara compared to Azerka, may accrue large negative modifiers. If desired, different species may be developed as separate skills, depicting specialization/expertise.

Han Solo: “And I thought they smelled bad… ah… on the outside.”

MENTAL DISCIPLINE

Control Lycanthropy
Mental Focus
Mind Over Body
Mnemonics
Speed Reading
Stun Removal
Stunned Maneuvering
Substance Tolerance

Meditation (general skill; below are specializations and separate)
     • Cleansing
     • Death
     • Healing
     • Sleep
     • Trance
     • Transcendence

PERFORMANCE ARTS

Acting
     • Mimery
     • Mimicry
Dancing
Poetic Improvisation
Tale Telling

Music
     • Play Instrument
           • Each instrument is a separate skill
     • Reading
     • Singing

Trickery
     • Cheating
     • Pick Pockets
     • Sleight of Hand
     • Stage Magic
Ventriloquism

POWER

Delving€
     • Sensing
     • Perceiving
     • Attuning
     • Reading
     • Melding
Finesse€
     • Manipulation
     • Channeling
     • Sapping
Mastery€
     • Transcendence
     • Trickery
     • Grace

Composing‡
     • Circles
     • Glyphs
     • Runes
     • Symbols
     • Wards
Development
Discernment
Divination
Employment
Evocation
Scrying

Ritual* (general skill; below are specializations)
     • Alteration
     • Creation
     • Defensive
     • Destruction
     • Elemental
     • Healing
     • Information
     • Summoning
     • Transportation
Structuring
     • Lists
     • Powers

* – Ritual Magic operates differently on Etherlond. It is still being worked on. Currently, it is unavailable; however, you may develop the Ritual Magic skill(s), dependent upon CAJA, in preparation for its write-up.

‡ – indicates skill has several sub-skills, each which is a separate skill.

€ – indicates skill has sub-skills, but is learned as a single skill with a graduated modifier system.

SOCIAL

Awareness
Booking
Contacting
Diplomacy
Drug Trafficking
Gambling
Interrogation
Leadership

Influence
     • Bribery
     • Charm
     • Duping
     • Intimidation
     • Seduction
Mingling
Organized Crime

Propaganda
Public Speaking
Scrounging
Streetwise
Tactical Games
     • Each game is a separate skill
Trading

SCIENCE

Alchemy
Algebra
Anthropology
Architecture
Astronomy
Astrophysics
Biochemistry
Biology
Botany
Calculus
Celestial Mechanics
Chemistry
Cryptography
Geographic Information Science

Engineering (design & construction)
     • Acoustical
     • Chemical, Industrial
     • Chemical, Medical
     • Civil
     • Computer
     • Criminal
     • Cybernetic
     • Electronic
     • Environmental
     • Mechanical
     • Power Systems
     • Sanitation
     • Sensor
     • Tachyon
     • Undersea
     • Urban
     • Vacuum
     • Weapons Design
     • Others…

Geology (w/specializations)
     • Seismology
     • Volcanology
     • Hydrology
     • many Others…
Horticulture
Mathematics
Metallurgy
Microbiology
Molecutronics
Orbital Mechanics
Paleontology
Quantum Mechanics
Volcanology
Zoology

many, many Others…

Almost any subject with the “-ology” suffix is basically a field of science. However, there are some fields of science that do NOT have the “-ology” suffix, such as Orbital Mechanics.

SUBTERFUGE

Ambush
     • Directed Spell
           • Bolts
           • Balls
           • Illusion
     • Energy Weapons
           • Each weapon type is a separate skill
     • Firearm Weapon
           • Each weapon type is a separate skill
     • Melee Weapons
           • Each weapon type is a separate skill

Ambush
     • Ranged Weapons
           • Each weapon type is a separate skill
     • Siege Weapons
           • Each weapon type is a separate skill
     • Unarmed
Camouflage
Hiding
Stalking

TECHNICAL

Data Processing
Locks
Sensor Analysis
Traps
Others…

Technical (repair and/or operation)
     • Computer Technology
     • Criminal
     • Cryogenic
     • Electronic
     • Geographic Information System
     • Mechanical

Technical (repair and/or operation)
     • Medical
     • Musical
     • Power Systems
     • Sensor
     • Tachyon
     • Weapon
     • many Others…

VOCATIONAL

Administration (Be)
     • Billeting
     • Bookkeeper
     • Librarian
     • Officer
     • Manager
     • Quartermaster
     • Seneschal
     • Stewardship
     • Schoolmaster
     • Others…

Service (In)
     • Cartography
     • Embalmer
     • Guide
     • Law Enforcement
     • Miner
     • Researcher
     • Sommelier
     • Teacher
     • Valet
     • Barber
     • Guide
     • Masseur
     • Messenger/Runner
     • Scribe
     • Valet
     • Others…

Trade (Af)
     • Beekeeper
     • Farmer
     • Forgery
           • Art
           • Currency
           • Identification
           • Others…?
     • Sailor
     • Scribe
     • Soldier
     • Trapper
     • Vintner
     • Candle Maker
     • Drafting
     • Fletching
     • Horticulture
     • Roofer
     • Taxidermist
     • Trapping
     • Others…

SYOS DOMAINS

Telepathy
     • Behavioral Trigger
     • Concealment
     • Confusion
     • Control
     • Detection
     • Empathy
     • Illusion
     • Memory Alteration
     • Mind Defense
     • Mind Shield
     • Mind Store
     • Mind Trap
     • Paralyze
     • Probe
     • Sense Destruction
     • Sleep
     • Suggestion
     • Tele-receive
     • Tele-send

Photonics
     • Darkness/Illumination
     • Photonic Blast
     • Photonic Shield
     • Photonic Wall

Thermal
     • Cryo Bolt
     • Cryo Shield
     • Cryo Wall
     • Pyro Bolt
     • Pyro Shield
     • Pyro Wall
     • Hypothermia
     • Hyperthermia
     • Thermal Control

Discipline
     • Body Discipline
     • Changing
     • Density Control
     • Desolidification
     • Dodging
     • Energy Dispersal
     • Haste
     • Infrared Vision
     • Mind Discipline
     • Sense Discipline
     • Ultrasonic/Hypersonic Hearing
     • Ultraviolet Vision

Electromagnetics
     • Bio-Energy
     • Electrical Bolt
     • Electrical Shield
     • Electrical Wall
     • Energy Control
     • Interface
     • Potential Control
     • Magnetic Bolt
     • Magnetic Control
     • Magnetic Shield
     • Magnetic Wall

Metaphysics
     • Astral Projection
     • Metasense
     • Psychometry
     • Raw Channel
     • Sensory Externalization
     • Shadowmind
     • Teleportation
     • Transfer

Harming
     • Bio-Deregulation
     • Cutting
     • Degeneration
     • Organ Destruction
     • Pain
     • Psychic Surgery
     • Separate Spirit
     • Skeletal Destruction
     • Stunning
     • Tissue Destruction

Healing
     • Bio-Regulation
     • Cut Repair
     • Organ Repair
     • Pain Relief
     • Psychic Surgery
     • Regeneration
     • Restore Spirit
     • Skeletal Repair
     • Stun Relief
     • Tissue Repair

Kinetics
     • Kinetic Bolt
     • Kinetic Control
     • Kinetic Field
     • Kinetic Shield
     • Kinetic Wall
     • Flying/Gliding

Radiation (DPCost = 20/26)
     • Radiation Bolt
     • Radiation Control
     • Radiation Shield
     • Radiation Wall

The −200 Skills

No matter what excuse, logic, reason, justification, rationalization, argument, or even subterfuge, none shall ever convince me that some skills with no skill ranks will not have a modifier greater than −25.

One example would be Harini Culture Lore. How many of you even know what a Harini is? Thought so. −200 modifier.

These skills will receive a −200 modifier when there are no skill ranks in the skill and there has never been any kind of exposure to the skill.

There are far too many skills to list them all here.

Best Advice: Ask the GM.

Partial list:

Power Composing; each sub-skill

Many Lore skills

All “modern day” technology and science skills

All “xeno” lore skills

All Culture Lores with no exposure

Region Lores well outside own region

[others forthcoming as needed]

Crafts

The below is only the slightest attempt to show where MOST of the skills are concentrated. By NO! means exhaustive…

Culinary
Leather
Paper

Baking
Grilling
Rotisserie
Brewing
Curing
Distilling
Winery
Miller

Tanning
Cobbler
Saddler
Tanner
Tooler
Skinning
Armorer

Book Binding/Making
Calligraphy
Paper Making

Bone
Rope/String
Drawing/Painting

Carving
Tube Hollower

Macramé
Rope Mastery
Crocheting
Knitting
Net Maker

Charcoal Sketching
Oil Painting
Watercolor Painting

Stone
Metal
Wood

Sculpting
Brick Maker
Gem Cutter
Masonry
Stone Carving
Stone Cutter
Ceramics
Enameler
Glass Blower
Potter
Tube Hollower

Metal Smithing
     • Iron (blacksmith)
     • Steel
     • Copper
     • Tin
     • Brass
     • Silver
     • Gold
     • Mythrin
     • Aluminium
     • Others…
Armorer
Etcher
Fire Starting
Foundry
Tooler
Weapon Smith
Tube Hollower

Carving
Lathing
Carpentry
Cartwright
Building
Lumbering
Shipwright
Wheelwright
Cooper
Tube Hollower
Wicker Worker

Fabric

Embroidery
Sail Making
Tailoring
Dying
Furrier
Quilting
Sewing/Weaving
Spinning
Upholstery

xxx
xxx

OK, fellow RPGers. Here is a good one for you. Jumping back up to the Awareness Group, how many perceptions/senses do us measly common humans have? Especially compared to other fantasy races?

Eighteen. And possibly as many as 21.

skills, skills, and more skills… damn!

It is time to Think Critically. Think Critically about how many skills you can think of, even for Medieval Europe. If given enough time, I could list tens of thousands of skills. Perhaps even hundreds of thousands. Seriously.

Think Critically.

Of course your character is not going to have even a thousandth of all the skills. Your character basically amounts to the top one-hundredth of one percent of the population. Maybe even one-thousandth of one percent of the population. Your character’s attributes and skills are still far beyond the largest percentage of the population, the peasants; those simply fighting to “just survive” using what skills they have learned.

Think Critically.

Most skills were simply specialized by thousands of persons across a fairly large region, such as Europe. Now think about this. Those same skills are still specialized today by thousands of persons. Just look at all the Medieval Crafting celebrations there are. Look at Williamsburg, Virginia. Hundreds of persons keeping the crafts and skills of Medieval times alive.

Think Critically.

All one need do today is to take those persons, ALL of them across the globe, put them in a fairly large arable region, and boom! Medieval Europe is reborn. Of course you would have to clear out the people currently there… But you GET the picture.

Skills,… skills,… and more skills,… neverending. Damn.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Should try to merge this with ProfessionDev.xhtml.

The Open Profession

The Open Profession is a brand new system for character creation. This has been difficult for me. No one to help me test it.

WARNING: The Open Profession has not been play-tested. Thus, any new players must help this GM test this system to see if it works. If not, then we shall make it where it does work. What think you?

Master Development Tables

Master Stats Table

Category
Stats

Animal
Em/Ag/In

Awareness
Re/In/Me

Body Discipline
SD/Pr/+ as listed

Brawn
St/Co/SD

Combat Expertise
none

Combat Training
varies

Composition
Em/Re/Me

Crafting
Ag/Me/In

Environmental
Co/Me/SD

Gymnastic
Ag/Qu/St

Lore
Me/Re/Me

Medical
Re/In/Me

Mental Discipline
SD/Co/In

Movement
Ag/Co/Qu

Performance Arts
In/Ag/Me

Power
varies, but ⇓
Em/Me/SD/In/Re + others

Syos
Pr/SD/Em/+ as listed

Science
Re/Me/In

Social
Pr/Em/In

Subterfuge
Ag/Qu/In

Technical
Me/Re/Ag

Vocation
Re/Me/+ as listed

Special Notes:

Stats are listed depending upon how the GM wishes to use them. If only one stat, then use the first listed modifier ×3. If two stats, then add the first two listed modifiers. If three, then add all three listed modifiers. If want no more than three, then add the first three listed.

For Etherlond, it is all listed added together.

Essentially, I made it where PowerUsers need, at minimum, good scores in Em/SD/Pr/Me/Re. Then some Power Skills require additional stats. Thus, they are rare indeed. Yet more common than one may think.

Note: Brawling, Grappling, Striking, Sweeping all fall under the “Combat Training: Unarmed” category.

Table: Sub-Category Stats

Category
Sub-Category
Stats

Combat Training
Brawling
St/Ag/Co

Grappling
Ag/Qu/St

Striking
St/Ag/St

Sweeping
Ag/Qu/St

Directed Spells
Ag/Re/In

Energy Weapons
St/Re/In

Firearms
St/Re/In

Melee Weapons
St/Ag/Qu

Ranged Weapons
Ag/Qu/St

Shield
St/Ag/St

Siege Weapons
Re/In/St

Power
(all Em/+ ⇒)
Delving
Me/SD/In/Re

Composing
Me/Ag/Re

Development
SD/Re/Co

Discernment
In/Rg/SD

Divination
SD/Re/In

Employment
Ag/Me/Qu

Evocation
Me/Re/In

Fabrication
Co/SD/Pr/Me

Finesse
SD/Pr/In

Mastery
Ag/Me/In

Ritual
Me/In/Pr/SD

Scrying
Re/Me/In

Structuring
none

Syos
Stats = Pr/SD/Em/+ below

Discipline
SD

Electromagnetism
Ag

Harming
Ag

Healing
Em

Kinetics
Ag

Metaphysical
In

Photonic
Ag

Radiation
Re

Telepathy
Pr

Thermal
Ag

Please note that not all vocational skills are listed. If any.

Vocation

Need to add Vocation to table above.

The table below shows the Standard “No Profession” development point (DP(s)) cost for skills within a skill group. It is the below costs that player’s variate in building the character they wish to play. Usual archetypes such as Fighter, Rogue, Priest, Magician, etc., etc., are perfectly OK. However, with the ability to alter DP costs as wished, you can create a Visionist, Loremaster, Shanikeen Protectorate, etc., etc.

NOT fully implemented. ⇓

Skills shown in bold, italic, orange CANNOT have the DP Cost altered, regardless and irregardless.

Skills shown in bold, italic, red are Restricted and cannot be altered.

Skills shown in bold, italic, green are species specific, as listed.

Skills shown in bold, italic, blue as green, but more than one species.

Skills shown in bold, italic, purple are species specific Restricted.

⇓ table needs fixing

Table: Skill Category/Sub-/etc. Development Point Costs

Category | DP Cost |  | Category | DP Cost
Animal | 2/4 |  | Power: • Delving | 3/5
Awareness | 2/4 | • Composing | 3/5
Body Discipline | 3/4 | • Development | 4/6
Brawn | 3/4 | • Discernment | 2/4
Combat Expertise | 3/5 | • Divination | 2/4
Combat Training: ⇓ | • Employment | 10/12
• Category 1 | 2/4 | • Evocation | 2/4
• Category 2 | 3/5 | • Fabrication | 4/6
• Category 3 | 5/7 | • Finesse | 4/6
• Category 4 | 8/10 | • Mastery | 3/5
• Category 5+ | 12/15 | • Ritual | 5/7
Composition | 2/4 | • Scrying | 2/4
Crafting | 2/4 | • Structuring | varies
Environmental | 3/4 |
Gymnastic | 3/4 | Science | 3/5
Lore | 1/3 | Social | 2/4
Medical | 3/4 | Subterfuge | 3/5
Mental Discipline | 3/4 | Technical | 3/5
Movement | 2/4 | Vocation | 2/4
Performance Arts | 2/4 |
| Structuring ⇓
Syos: • Category 1 | 1/2 | List | 10
• Category 2 | 1/3 | Slots 1-10 | 1 each
• Category 3 | 2/3 | Slots 11-15 | 2 each
• Category 4 | 2/4 | Slots 16-20 | 3 each
• Category 5 | 3/4 | Slot 25 | 5
• Category 6 | 4/6 | Slot 30 | 7
• Category 7 | 6/8 | Slot 35 | 10
• Category 8 | 10/12 | Slot 40 | 15
• Category 9 | 14/18 | Slot 45 | 20
• Radiation | 20/26 | Slot 50 | 30
| Slot 60 | 40
Slot 70 | 50
Slot 80 | 65
Slot 90 | 80
Slot 100 | 100

The Open Profession

This is based on an arbitrarily chosen point cost system in which player’s can mold the profession of the character they wish to play.

First and foremost, the Open Profession has NOT been play-tested. Players and GM alike shall work on molding this into a usable system. Some screw-ups are inevitable. Please forgive the GM for he is as human as you.

SDPCS — Standard Development Point Cost System

Downward ⇓

⇓

⇓

Costs +1 point each step (adds back)

1 / 2

Upward ⇑

⇑

⇑

Costs −1 point each step

1 / 3

2 / 3

2 / 4

3 / 4

3 / 5

4 / 6

5 / 7

6 / 8

7 / 10

9 / 12

12 / 15

15 / 20

MDPCC — Master Development Point Cost Chart

Academic | 1 / 3 |  | Crafts | 2 / 4
Animal | 2 / 4 | Environment |
Athletic | 2 / 4 | Survival | 3 / 5
|  | Biomes | 3 / 4
Artistic | 2 / 4 |  |
Awareness | 2 / 4 | Gymnastics | 3 / 5
Body | 3 / 5 | Mental | 3 / 4
Brawn | 3 / 5 | Movement | 2 / 4
Combat |  | Science | 3 / 5
Expertise | 4 / 6 | Subterfuge | 2 / 4
Weapon |  |  |
Category 1 |  | Trades |
Category 2 |  | Medical | 3 / 5
Category 3 |  | Social | 2 / 4
Category 4 |  | Technical | 3 / 4
Category 5 |  | Vocation | 3 / 4
6+ |  | Administration | 3 / 4
Power: discussed much later. DP Cost varies greatly.

The first number represents the DP cost for the first rank. The second number represents the DP cost for the second+ ranks.

Development Point Cost example:

Running is a Movement skill which costs 2 / 4.

One rank = 2 DPs.

Two ranks = 2 + 4 = 6 DPs.

Three ranks = 6 + 4 = 10 DPs.

Etc. = +4 per rank

With the Open Profession, the player has Skill Specialization, Skill Bonuses, and Skill Classification to tailor the character as desired.

Skill Specialization

Author’s Note: Still deciding on the 6+5d6 or 6+7d4. Difference is with 6+5d6 you stand to lose more, but gain more than with 6+7d4. Both have the same median value also. That is why you see two Random values below.

Two methods: Standard, or Random.

Standard

Flat 25 CP

Random

6+5d6 CP

CP = Character Points. Used to purchase beginning character stat mods.

Guidelines

You have a flat 25 CP, or take a chance with 6+7d4.

To go upward, thus lower DP cost one level costs -1 point (this takes away).

To go downward, thus increase DP cost one level costs +1 point (this gives back).

No DP cost may be lowered below 1 / 2.

No DP cost may be raised above 15 / 20.

No DP cost may be raised/lowered more than ?5 levels.

Skill Bonuses

You may choose ONLY one numbered below.

Standard

One skill receives +3.

Three skills receive +2.

Six skills receive +1.

Chosen, or

You have a total of +15.

No skill may have bonus > +3.

Random

Take a chance with 7+3d4. This one works funny. If two of the d4 are a “4”, then that 7 becomes a 6. Still minimum 15 (6 + 4 + 4 + 1). As high as 18.

No skill may have bonus > +3.

Skill Classification

There are four levels of skill classification:

Restricted: dvrnks ×½, round down.

Normal: dvrnks ×1.

Everyman: dvrnks ×³/₂, round down.

Occupational: dvrnks ×2.

?Specialization: dvrnks ×3.?

Guidelines:

You have a flat 5 points, or 1+d6. You MUST choose.

Moving from Restricted to Normal costs two (2) points.

And, MUST have a very good explanation why a skill restricted for your species is normal for you.

Moving Normal to Everyman, Everyman to Occupational costs one (1) point, each. Normal to Occupational costs two (2).

Moving other way costs -1 point, regardless of level shift.

Moving any skill to Occupational MUST be based on your profession’s skillset.

Profession Name/Title

What to name your Profession? Well… any name/title you want to give it. Even if you developed your profession to be a Fighter type profession, you could call it Myrmidon, Bruiser, Pacifier, Warrior, Prosecutor, what ever you wish to name your Profession. Other Examples from my world of Onaviu:

Shanikeen Protectorate

Visionist

Elemental Lord

Opener

Navigator

Sage

Shanikeen Dread

Loremaster

Forger

PowerForger

and so many others…

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Should try to merge this with OpenProfession.xhtml.

Profession Development

This is a rehash of “The Open Profession”. I just go through it a little differently.

Profession Development is now left to the players. You start with a basic “open profession” profession. The Master Development Point Cost (MDPC) table represents the generalized overall natural aptitude of any given person, regardless of Genus Species. There are three methods players use to direct their character to any profession desired.

Additionally, I have included Archetypical Templates (not made yet) that may be used as guidelines for creating your character’s Profession.

Furthermore, you need not even use the archetypal names for your profession, such as Fighter, Rogue, Wizard, Thief, etc. Some examples include: Shanikeen Dread, Visionist, Night Haunter, Brawler, Empathic Reader, Apothecary, Woodland Stalker, etc., etc.

Standard DP Cost Progression

GMs are encouraged to change this schema as fits their world.

Standard DP Cost Progression: 1/2, 1/3, 2/3, 2/4, 3/4, 3/5, 4/6, 5/7, 6/8, 7/10, 9/12, 12/15, 15/20.

No skill may have a DP less than 1/2.

No skill may have a DP greater than 15/20.

No DP Cost may be changed from above listed costs except for special abilities and/or professional development.

The numbers depict the cost of the first rank, then the cost for each beyond the first. Example: 1/2 indicates the first rank costs 1 DP and every rank thereafter costs 2 DP. For three ranks the cost would be 5 DP (1 + 2 + 2). 4/6 indicates the first rank costs 4 DP and every rank thereafter costs 6 DP. For three ranks the cost would be 16 DP (4 + 6 + 6).

Skill Specialization

Skill Specialization is simply the method used to alter the DP cost on select skills.

Guidelines

You start with 30 (may change) points in which to adjust the DP costs of skills.

DP Cost steps are: 1/2, 1/3, 2/3, 2/4, 3/4, 3/5, 4/6, 5/7, 6/8, 7/10, 9/12, 12/15, 15/20.

This is done on a “per skill” basis, NOT a skill group nor category, but can include a skill with sub-skills and specializations such as Composing, Perception, etc.

Most important, the skills highlighted in bold, italics, and red, and bold, italics and orange on the MDPC and Etherlond Skills Listing tables may NOT be altered using this method.

Adjusting the cost of a skill downward (lower DP cost) costs one point per step the DP Cost is adjusted downward.

Adjusting the cost of a skill upward (higher DP cost) gives back one point per step the DP Cost is adjusted upward. You may not gain more than 10 (may change) points using this method.

Reiteration: No skill may have its DP cost adjusted below 1/2. No skill may have its DP cost adjusted above 15/20.

Skill Bonuses

Skill Bonuses are used to show the direction of a professional aptitude in a specific skill set. Skill Bonuses may be applied one of two methods: Standard or Chosen.

Standard Method

The bonuses are applied to a set of 10 occupationally related skills. Players are allowed to devise any set of 10 skills; however, the skill set may still need GM approval.

One skill receives a +3 bonus per developed rank.

Three skills receive a +2 bonus per developed rank.

Six skills receive a +1 bonus per developed rank.

Chosen Method

You have a total of +15 bonus.

No single skill may have a bonus greater than +3.

For both methods above, a bonus applied to a general skill, such as Perception, etc., is NOT cumulative with a bonus applied to a sub-skill, or specialized skill, such as General Perception and Audio Perception, etc.

Skill Classification

Now, the tricky part. Tricky because you have very few points to spend in Skill Classification. Otherwise, rather simple.

The Skill Classifications are: Restricted, Normal, Everyman, and Occupational as detailed below. I may add Specialized. Still thinking…

Restricted Skill: For every two ranks developed, the character gains only one rank (÷2, round down) for Skill Rank Modifier determination. You may develop Restricted skills one rank at a time each level.

Normal Skill: For every rank developed, the character gains one rank for Skill Rank Modifier determination.

Everyman Skill: For every rank developed, the character gains 3-halves (3-½s), round down, ranks for Skill Rank Modifier determination.

Occupational Skill: For every rank developed, the character gains two ranks for Skill Rank Modifier determination.

Specialized Skill: For every rank developed, the character gains three ranks for Skill Rank Modifier determination. (may change, still thinking…)

Guidelines

You have 5 points (may change).

Going from Normal to Restricted costs -1 point, and why is a normal skill restricted for you.

Going from Restricted to Normal costs 2 points.

Going from Normal to Everyman costs 1 point.

Going from Everyman to Occupational costs 2 points.

No more than two skills may be made Occupational.

No more than five (may change) skills may be made Restricted, not including skills normally Restricted.

Skills in the Etherlan Skills Listing table in bold, italics, and red, and bold, italics and orange are NOT allowed to be changed using this method.

For the purposes of the Professional Skill Bonuses, ONLY developed ranks count, NOT the count for the skill’s Classification.

In other words, Restricted with 4 developed ranks gives only 2 ranks for Skill Rank Modifier but still gives 4 ranks for Professional Skill Bonus.

Everyman with 4 developed ranks gives 8 ranks for Skill Rank Modifier but only gives 4 ranks for Professional Skill Bonus.

Development Points

You get 50 DP each level. For each level greater than Apprentice, you receive +1 DP each level. You also get an additional +1 DP every 5th level. Also see Of the CAJA below.

Development Points per Level

Level | DPs |  | Level | DPs |  | Level | DPs |  | Level | DPs
1 | 51 |  | 6 | 57 |  | 11 | 63 |  | 16 | 69
2 | 52 | 7 | 58 | 12 | 64 | 17 | 70
3 | 53 | 8 | 59 | 13 | 65 | 18 | 71
4 | 54 | 9 | 60 | 14 | 66 | 19 | 72
5 | 56 | 10 | 62 | 15 | 68 | 20 | 74

Levels 21+ follow the same pattern.

Of the CAJA

still a WIP

[CAJA = Childhood, Adolescence, Juvenile, Apprentice] Each of these zero (0) level development periods give a certain amount of DPs. However, there are some restrictions on how the DPs may be spent.

Since I have yet to develop the tables of skills, I am currently relying on you, the player, to be reasoning enough to spend these points as suits your Genus Species and Culture.

childhood (0-6 years)

This is the skill ranks received from the Childhood Culture Ranks table. These ranks are free of cost. Additionally, you have 12DPs (?more?) to spend on ONLY Hobby Skills. And I have yet to devise these tables.

adolescence (6-10 years)

You have 30DPs. 20 must be spent on the Kreshar Skills. The other 10 may be spent on ONLY Hobby Skills or Kreshar Skills.

juvenile (10-14 years)

You have 40DPs. 10 must be spent on the Kreshar Skills. 20 must be spent on skills directed towards a trade apprenticeship. For example, if your character is directing towards a Blacksmith Apprenticeship, then the 20DPs should be spent on blacksmithing related skills. The other 10DPs may be spent on ONLY Hobby Skills, Kreshar Skills, or Apprenticeship Skills.

apprentice (14-16, 17, 18 years)

You have 50DPs. 30DPs must be spent on the Kreshar and Apprenticeship skills. The other 20 may be spent as desired, excepting any Combat skills (Brawling is OK) or Power/Syostic skills. If you have leftover DPs from the 30, they may be spent as desired.

A standard Kreshar in a small villageKrechar

After Apprenticeship, the character becomes a 1st Level Journeyman.

Extended DPs per Level Tables

Development Points per Level

Level | DP |  | Level | DP |  | Level | DP |  | Level | DP
1 | 51 |  | 6 | 57 |  | 11 | 63 |  | 16 | 69
2 | 52 | 7 | 58 | 12 | 64 | 17 | 70
3 | 53 | 8 | 59 | 13 | 65 | 18 | 71
4 | 54 | 9 | 60 | 14 | 66 | 19 | 72
5 | 56 | 10 | 62 | 15 | 68 | 20 | 74

why the c.a.j.a.?

Largely due to when me wife would GM on the fantasy side of our co-GMed multiverse. She was quite Tolkienesque. You know… Like the assault at the falls of Râuros. What was that? Couple hundred of Saruman’s Uruk-Hai? Against a party of nine? Oof!

Because of that, I gave my players four partial development periods before becoming First Level. Gave them much better survival chances…

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Some Example Professions from the OSRD20, Rolemaster, Etherlond

Normal Professions

Barbarian

Bard

Cleric

Druid

Fighter

Monk

Paladin

Ranger

Rogue

Sorcerer

Wizard

NPC Professions

Adept

Aristocrat

Commoner

Expert

Warrior

…and many, many, …many others

Prestige Professions

Arcane Archer

Arcane Trickster

Archmage

Assassin

Blackguard

Dragon Disciple

Duelist

Dwarven Defender

Eldritch Knight

Hierophant

Horizon Walker

Loremaster

Mystic Theurge

Shadowdancer

Thaumaturge

Some Etherlond Professions

Astroseer

Star Reader

Ponderer

Quadarcher

Driver Pilot

Ballisteur

Soldier

Some Professions from Rolemaster

Fighter

Thief

Rogue

Monk

Warrior Monk

Dervish

Ranger

Woodsman

Astrologer

Seer

Mentalist

Cleric

Paladin

Sorceror

Necromancer

Arcist

Archmage

Forger (formerly Alchemist)

Layperson (No Profession, usually the farmers ranchers, orchardist, Cobbler, etc., etal.)

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Occupations Descriptions

still needs further proofing

Of course, the below list is by no means completely exhaustive. There are other occupations not listed. For the positions of Reeve, Messor, and Woodward, I used the description in the Low-Fantasy Population Generator documentation. I also used the description for the Yeoman since its description in the olden days differs from a Yeoman in the USNavy. Reason: In all my years of role playing, I have never heard of these positions, except Mayor (Reeve) and Warden (Woodward). Thanks Erin for providing them. Otherwise, the below descriptions are straight out of my demented, Alzheimer ridden brain. ;)

Adventurers – Really? Need I describe this? Adventurers are the persons who are the role players' characters and the NPCs of the game. Adventurers can be warriors, mages, bards, sailors, etc. These are the persons who travel throughout the country looking for fame and glory and riches. The adventurers encountered can be from this settlement or passing through. Most likely, passing through. Sometimes, adventurers grow tired of the constant travel and the risks involved and begin to think about settling down. Thus, some of the adventurers encountered in a settlement may be working as something other than their adventuring profession.

Many say Advocates, Litigaters, and Lawyers are the same, they are quite different in the services they provide. However, there is a lot of “grey-area” of overlap in the services provided. Essentially, any of the three can provide legal advice for any party.

Advocates – Also called Solicitor, an advocate is one who argues or pleads for a cause or proposal. In smaller settlements, advocates may also serve as magistrates.

Lawyers – Lawyers are the professionals of these professions. Like the physician below in comparison, lawyers are never found in settlements smaller than cities (min. 10K). Additionally, lawyers are the only of the three to have attended and graduated from an university or other form of law school. Also, of the three, lawyers may be the only ones actually licensed to practice their profession.

Litigaters – Litigators are more general than a lawyer, but no less professional. The only difference between the two is that the lawyer may be licensed, where the litigater may not. However, some litigaters do become licensed. They mainly act as advisors in legal matters. Their main job is to have a good understanding of the law and apprise clients of their legal rights and legal obligations. In smaller settlements, they may serve the lord directly and help administer the town council; in larger settlements, they are called upon to unentangle minor disputes over property, money, and guild affairs. In this capacity, they may also be called Magistrates.

Apothecaries – These are akin to the pharmacists of old. These persons specialize in the gathering of herbs and plants which possess medicinal values to create useful remedies for physical illnesses. They may also be flim-flam artist who profit on the belief that their medicinal plants and products do cure ills. Apothecaries may also be brewers of medicinal potions and in smaller settlements, they may also make scented soaps, perfumes, and candles. In the larger settlements, apothocaries usually only sell their wares to physicians and doctors.

Armourers – Armourers are craftsman who specialize in the creation of armor and protective coverings, whether chain, studded scale, plate, mail with plate, leather, etc. Some may specialize in just one type of armor. Most often, armourers will be part of a guild and their services may be bought at a premium since they will be employed by the local nobility. Particularly skilled armourers may never be employable other than the region’s lord or king.

Artists – This is a catch-all category for all those who practice some form of art. This can include stone carvers, sculptors, and wood carvers, since those professions perform their duties in capacities such as sculpting a gargoyle for a lord’s castle, etc. These freeholders usually practice a form of artistic expression such as verse, music, paintings, sculptures, etc. Most often, they will be commissioned by local nobles or contracted with entertainers to stage productions and creations.

Bakers – Bakers specialize in the making of bread whether leavened or not. Most bakers may also be millers, grinding their own flours. However, in towns, cities, and metropoli, bakers will only be bakers, getting their flours delivered by teamsters from millers.

Barbers – Shave and a hair cut, two bits. Barbers will almost never be found in anything smaller than a large town. Their business relies too much on the richer merchants and nobility to find one in any settlement smaller.

Bathers – Usually only found in large towns or larger, or a secluded resort, these are the owners of a bath house. Sometimes, the workers in the bath house are also called bathers, but more commonly called bathservants.

Beer Sellers – Beer sellers are not necessarily also brewers. Most often, beer sellers are those who transport kegs and barrels of beer from one location to another in a lucrative market. Especially from locations where only a certain, highly prized ingredient used in brewing the beer may make that beer highly prized in another location. A good example in our current real world is the importing of Bavarian beers that utilize a special Bavarian hops that grows nowhere else in the world.

Blacksmiths – This a metal smith who usually specializes in making implements of bronze, copper, iron, steel, mithril, etc. Most often, it is dependent upon the technology level available. If your world is similar to the times of Alexander the Great, then blacksmiths would create and repair implements made from bronze. A blacksmith is a generic term for any metal smith that generalizes his skills in the making of ploughs, scythe blades, axes, hammers, daggers, shields, wheel hoops, metal axles, etc. made from black iron. However, some blacksmiths can develop a single smithing skill to exceptional ability, such as a blacksmith who creates exceptional helms, but good to very good product otherwise.

Bleachers –

Bookbinders – Most often, bookbinders will only be found in cities and metropoli that can support a library, public or private.

Book Sellers – Book sellers can be found in settlements that are smaller than where a bookbinder may exist. Oftentimes, a book seller sells books that are older and out of date, having been given away by the libraries of larger settlements.

Brewers – Brewers most often only create beers, meads, and ales. Sometimes, they are not even brewers, instead just letting any sugared product sit around until it ferments into some foul drink that some will drink in order to get drunk. True brewers actually cook their product before setting it in barrels and/or kegs to ferment.

Brick Makers – A brick maker need not also be a mason. Brick makers are usually employed in larger settlements where the demand for masons is larger and more consistent. In smaller settlements, masons will also be brick makers. Bricks most often are made from a mixture of a clay based mud and some fibrous plant material and allowed to bake in the sun. However, some bricks may also be cut from stone planchettes. Or, they may also be chisel-cut or chiseled from larger stones.

Buckle Makers – Usually only found in the larger settlements where their wares are more in demand from those who make belts and straps from leather or other material. Perhaps your character’s mother is the one whom invents the Elasti-Belt?

Builders – These are specialized craftsman who specialize in the construction of large constructs such as a lord’s castle, siege towers, et al. Professional City Builders will never build something like a family residence.

Butchers – These are the meat cutters. Some may specialize in a certain type of meat such as fowl butchers, cow butchers, pig butchers, deer butchers. However, most often, butchers can handle any type of animal.

Calligraphers – These are specialized scribes. Where a scribe simply writes a post, a callipgrapher makes it a work of art. Usually only found in the larger settlements such as cities where their services may be sought by nobility.

Candle Makers – These craftsman use wax and tallow to created wicked lamps that do not require liquid oils or pitch. Candles are sometimes viewed as safer alternatives to lamps since most will self-extinguish when knocked over. However, oil/pitch lamps give off far more light than even even several candles, but more pollution.

Carpenters – Craftsmen who specialize in the construction of wooden contructs such as barns, miller wind mills, family residence, etc. Carpenters in smaller settlements also double and triple their work in the construction of wagons, wheeled barrows, wagon wheels, etc. Even furniture.

Cart Wrights – These are carpenters who specialize in only the construction of wagons and carts. Some are also wheel wrights.

Ceramicists – These craftsman can be viewed as specialized potters. Their creations are made from a different material than terra cotta, and are fired in kilns instead of baking in the sun. Sometimes, a ceramic product can resemble glass, but it is not.

Chandlers – These specialize in the making of oil and pitch for burning in lamps. Chandlers may also be candle makers in addition to making oil and pitch.

Charcoal Makers – Usually only found in the larger settlements. In smaller settlements, the blacksmith may also be charcoal maker. Charcoal makers are invaluable for blacksmiths, armourers, glassworkers, glass blowers, smiths, ceramicists, weapon makers, etc.

Cobblers – A cobbler can also be a shoemaker, but he actually also specializes in the repair of footwear, whereas a shoemaker only makes footwear. Cobblers can also be viewed as "cheap" or "inexpensive" shoemakers.

Coopers – A cooper specializes in the manufacturing of barrels, kegs, and other similar storage containers.

Copyists – Copyists are usually employed by the libraries of larger settlements in order to produce copies of the best information and books.

Curers – Sometimes a butcher will also be a curer. However, in larger settlements, you may have butchers who only cut up the animal only to ship the meat to a curer for preservation. A curer can use a variety of means to preserve meats such as smoking, salting, brine-soaks, etc.

Cutlers – Another specialized smith who specializes in making and repairing cutlery.

Distillers – Distillers tend to specialize in the creation of liquors such as moonshine, whiskey, rum, vodka, etc. Most often, distillers are a small business, sometimes illegal, that only creates a few barrels of product per month. For larger distillers, see Vintner.

Yet another triplet of professions that may seem the same. One way of viewing the differences is: Healers may only perform First Aid; Doctors may also perform Second Aid; Physicians may also perform Surgeries. Also remember that most patients were more likely to die from infection than the actual injuries. Despite this, most healers, doctors, and/or physicians were still a welcome addition to any settlement.

Doctors – Usually not found in the smaller settlements, doctors are more advanced than healers in that they may also perform Second Aid. Some may actually even be capable of performing some minor surgeries, such as amputations, resetting previously healed unset broken bones, etc. Some doctors may also be licensed, but are still not as advanced as a physician.

Healers – Healers usually use the applications of herbs, potions, salves, etc. to promote the natural healing process. However, most healers are incapable of performing anything beyond First Aid.

Physicians – Physicians are more advance than doctors in that they have actually attended and obtained a medical license from a university. They are also called Surgeons.

Drafters – These are the olden name for what is called an Architect in today’s world. They are also called Draftsman. This profession usually creates the designs for new buildings.

Dyers – These craftsman specialize in the dying of clothes, leather, hides, etc. Usually only found in the larger settlements. In smaller settlements, the dyer may also be a dye maker.

Embalmers – Almost never found in any settlement smaller than a city. Embalmers specialize in the preservation and preperation of the dead for burial or cremation.

Entertainers – Even found in the smaller thorps, entertainers are also called dancers, singers, bards, musicians, actors, harpers, skalds, et cetera, et alia.

Etchers – These craftsmen specialize in the etching of something. Most are etchers of metals, but some do etch glass, wood, stone, etc.

Fire Starters – Usually only found in more primitive socities where one or two persons were drafted in keeping the coal for later fire starting or methods in starting fires such bows, spinners, etc.

Fishmongers – Usually only just a fisherman, this profession can also include the scalers and dressers of fish when larger fishing ships bring in larger loads of fish than a simpler net or pole fishermen.

Fletchers – These wood crafters specialize in the making of arrows. Even smaller atlatl spears. Fletchers are usually employed by the nobility of larger settlements where their services are in higher demand.

Foresters – A woodsman, who probably assisted the settlement’s woodward (q.v.). Foresters report directly to the lord and do not belong to a guild. Each forester is responsible for a specific acreage of the lord’s woods and keeps the area free of poachers, highwaymen, and outlaws, and also ensures that charcoalers and timberwrights remain within their rights.

Founders – This profession is usually found in larger settlements and employed by nobility. This profession specializes in the building of a foundry where smiths work. They also build foundries for glasswokers and glass blowers.

Furriers – These craftsmen specialize in making stoals, coats, cloaks, jackets, etc. from the fur of animals. In larger settlements, furriers will get their supplies from tanners. In smaller settlements, furriers may also double as tanners.

Glass Blowers – This is a specialized glassworker who specializes in the creation of glass bottles, vases, amphores, etc. without utilizing a mold like a glassworker. They may also create works of art.

Glassworkers – These usually specialize in the making of glass object through the use of molten glass and molds. Most often, glassworkers create the glass and stained glass for windows of structures for the nobles.

Glove Makers – Especially useful in the colder climes, glove makers can specialize in the creation of gauntlets. Some also specialize in creating those special gloves worn by noble ladies.

Guides – Often working in some other job to support themselves between guide jobs, guides are an essential profession on an empire's frontier. They specialize in knowing the ins and outs of travelling safely through frontier regions.

Harness Makers – Another profession usually under the hire of a local noble for the creation of harnesses for the horses of the officers of the noble's standing force.

Hat Makers – This profession will almost never be found in any settlement smaller than a city.

Hay Merchants – Most often, this will also be an alfalfa farmer selling his surplus. In more commercialized societies, this will be an actual merchant who buys a farmer's surplus to carry and sell in a larger settlement for the noble's horses.

Heralds – Also called Town Cryers, heralds walk about a town or section of a city yelling announcements. Sometimes considered annoying, heralds are usually the only way for news to be spread of important happenings since most of the populace is not capable of reading posts.

Horticulturists – Often called Farmers, horticulturists specialize in the growing of food plants, whether for human consumption or for animal feed.

Illuminators –

Innkeepers – Inns differ from Taverns in that an inn will have rooms for rent by travellers. Otherwise, an inn is basically the same as a tavern.

Hotels – Hotels are specialized inns. The major difference is service. Where an inn can have riffraff, an hotel will only have upper class guests. Often, hotels will also have a restaurant and tavern on their bottom floor so their guests will not have to leave in search of such elsewhere, perhaps less reputable.

Jewelers – Jewelers can be found in surprisingly small settlements. However, the high quality jewelers will only be found in the larger settlements such as large towns, cities, and metropoli. Jewelers in smaller settlements may still be able to produce high quality product, but it will usually be made from cheaper metals such as brass or bronze and quartz, instead of gold and diamonds.

Lapidaries – Usually only found in the larger settlements, lapidaries are also called gemcutters. However, a lapidary is more than just a gemcutter. They also polished stones. Unless of high enough technology level, lapidaries will only be able to polish stones. However, they can achieve polished stones which look to be cut like a diamond. Thus, it is more accurate to also call a lapidary, a gem shaper.

Locksmiths – Not only creators of locks, a locksmith also creates the keys for the locks. Also, a locksmith can either pick a lock or can study it enough to manufacture a key for it.

Lumberers – In today's world, these workers are also called lumberjacks or axmen. These workers are responsible for cutting down trees and transporting them for use by timber wrights who make boards, etc.

Magic Shops – Never found in any settlement smaller than a large town (7500+). Magic shops are not shops where magic items can be purchased, although they may. Magic shops specifically focus in selling wares that magic users need for their profession, such as rune paper, eye of newt, dragon scales, manticore testicles, etc.

Maidservants – Maidservants are not just the maids used by the nobles. Maids are also the barmaids in taverns, waitresses in restaurants, room maids in inns and hotels, etc.

Masons – Sometimes called brick layers or stone layers, masons build the stone constructs. Sometimes they use mortar between the stones, but for larger constructs, they simply place the blocks together.

Masseurs – Usually only found in the larger settlements where there is more demand for their service, masseurs use current knowledge to help customers relax. Oftentimes, masseurs also double as PREs (Personal Recreational Executives).

Mercers – Only found in large towns or larger, mercers deal in cloth and clothes made from the more expensive and finer clothes such as silks, satans, etc.

Messengers – Also called Runners, these workers carry messages from one location to another. Holding to a strict code of honor, messengers never reveal they are carrying a message, nor do they ever read the message. Sometimes, messengers are also supplied with a network of horses and stopovers for longer message routes.

Metal Smiths – These are smiths of anything other than a blacksmith (usually iron and/or steel). Most often, metal smiths are called after the metal they specialize in such as goldsmith, silversmith, coppersmith, etc.

Millers – Millers take grain from local farmers and grind it into a variety of flours, depending upon the grain used. Most often, the grain is wheat, making what we think of as normal flour. However, any grain can be ground into a flour.

Net Makers – Like the sail makers, net makers are especially common in coastal cities where their service is in high demand.

Ostlers – Also called Stableman, ostlers handle the stabling of a caravan's animals, horses for a group of travellers, etc. Sometimes found next door to an inn, an ostler's building will always at least be no more than three or four building removed.

Outfitters – These are the merchants that sell those Adventurer's Packs. Seriously, outfitters are merchants that carry the wares needed by adventurers, law officers, teamsters, etc.

Painters – Not necessarily artists, painters are persons who paint fences, buildings, whatever is desired to be painted in order to offer some protection for something from the natural elements.

Paper Makers – This profession is usually only found in settlements large enough to also support a library, the primary source of a paper maker's wares. Sometimes in more literate societies, paper makers can be found in some of the smaller settlements.

Pastry Cooks – Even in some of the smaller settlements, you will almost find at least one pastry cook. Sometimes, that one pastry cook will be a farmer's wife who grinds her own grain into flour. However, it is most likely to find pastry cooks in the larger settlements from large hamlets on up.

Plasterers – Usually, plasterers will only be found in larger settlements where their service would be in higher demand.

Potters – These craftsman usually specialize in the creation of clay pots, crockery, cups, jars, bowls, and tiles usually from clay, which is cheaper than glass.

Purse Makers – Although called purse makers, these craftsman manufacture all sorts of purses to carry items. The purse can be a backpack, framepack, pack animal sack, coin purse, belt pouch, etc.

Restaurants – Restaurants will usually only be found in cities and metropoli. However, some may be found in smaller settlements. Especially ones that sit on major crossroads.

Roofers – Practically found in almost any settlement, roofers are usually in high demand. Some specialize in only thatched roofs, where others, in larger settlements, may specialize in slate and/or tile roofs.

Rope Makers – Rope makers are always in high demand in any society. All societies will have need of rope.

Rug Makers – Unlike weavers, rug makers will usually use a higher guage thread to make rugs. Sometimes, rug makers take thread and spin it into even thickers strands. Some rug makers even specialize in making fur rugs from animal hides.

Saddlers – Saddlers will almost always be hired by nobility to supply the officers of their standing force with saddles for their horses. In smaller settlements, saddlers usually produce simpler wares.

Sages – Only found in the larger settlements, especially cities and metropoli where libraries are more easily supported. Sages are usually the ranking librarians who are teaching apprentice sages and scribes.

Sail Makers – Especially found in coastal cities where their wares in high demand by sailed ships.

Salters – Salters are simpler curers who only specialize in preserving meats through the use of salt.

Scabbard Makers – This profession is usually only found in the employ of local nobles who would have need of their wares.

Scribes – Scribes are not only writers, they are also recorders, recording events for future need. Scribes are especially in high demand in the larger, more commercialized, settlements to prepare official documents. In smaller settlements, they are usually the official scribe for the Reeve, Messor, and Warden in an administrative manner. They may also serve as scribes for guilds and other contractual legal service.

Sculptors – Sculptors are specialized artists specializing in the carving of stone to create works of arts or in a more official capacity in creating a statue of the local nobles or heroes.

Seneschals – Like a steward, a seneschal is the chief administrator of a household, specifically a noble's household. The main difference between a seneschal and a steward is that a steward is the chief administrator of a Royal Household.

Sewers – Sewers are large category. Some are only embroiderers, others are only quilters. Some actually sew clothes, some specialize in clothes repair.

Shipwrights – Only found in larger settlements, shipwrights are the designers and builders of ships. Sometimes they may specialize in only boats. Shipwrights are also specialized timber wrights who actually choose specific trees for their natural growth shape to create the special timbers needed, such as the bowkeel of a ship.

Shoemakers – Shoemakers are usually only found in larger settlements since they tend to specialize in higher grade footwear such as that worn by nobility. Usually, a shoemaker will not be able to repair the footwear they create. This only makes available a nich for the cobblers.

Skinners – Skinners will most often work in concert with butchers. Skinners will skin the animal, saving the hide, then allowing the butcher to have the rest of the animal. Sometiems, skinners may also double as tanners.

Spice Merchants – These merchants specialize in the trade and transportation of spices to markets where the demand is high.

Spinners – In more commercialized settlements, spinners work only as creators of thread for use by weavers, rug makers, sail makers, etc. Sometimes, in smaller settlements, the spinner is also the weaver.

Stewards – Like a seneschal, a steward is the chief administrator of a Royal Household.

Stone Carvers – Similar to a sculptor, a stone carver usually specializes in carving stones that will be set into a stone construct, like gargoyles in a castle.

Stone Cutters – Stone cutters are simply that. They cut stone blocks from a quarry for use in a stone construct like a fortress.

Tailors – Usually only found in larger settlements, tailors are clothes maker. In smaller settlements, tailors usually only make tunics, and simple breeches and shirts for the everyman. In larger settlements, they specialize in highly decorative clothes, especially for nobles.

Tanners – Found in almost any settlement, tanners take the hides of animals, usually from the butchers, and making hide clothe for use in creating some clothes. Sometimes, a tanners wares are also sold to armourers who specialize in leather armors.

Taverns – More common than one may think, taverns are the equivalent of a bar or pub in today's modern world.

Taxidermists – Taxidermists are more rare in the olden days. They take the hide of animal, and sometimes its skeleton to recreate an animal into a somewhat life-like statue.

Teamsters – These are the caravan drivers. They drive the caravans that carry goods from one place to another across land. Not always is a caravan composed only of pack animals. Sometimes a caravan may be a long train of pulled wagons.

Timber Wright – These craftsmen work in lumber mills where they take logs and make them into boards and other wood products for use by other craftsmen. Timber wrights can also be lumberjacks.

Tinkerers – A tinkerer is a sort of handyman who repairs small, mundane items (like dented pots and shards of crockery or a broken lantern). Some may sell small, second-hand wares much like an outfitter. Tinkerers operate somewhat at the peril of organized guilds, but because they do not manufacture their own wares, the low prices they charge for repairs are not considered a viable threat to guild monopoly. And, in truth, many tinkerers form partnerships with guilds for raw materials or repairs beyond the tinkerer's skill or capacity.

Toolers – Toolers are a specialized blacksmith that creates and repairs tools used by other professions such as spanners, hammers, tongs, calipers, etc.

Trappers – Most persons view trappers as being the most cruel and sadistic profession. However, the demand for furs always remains high enough to readily support this profession.

Tube Makers – These craftsmen specialize in creating tubes from metal, stone, wood, etc. Usually they simply drill holes through a rod of material to create the tube.

Upholsterers – These craftsmen specialize in making cushions for furniture and covering it with clothe.

Valets – Mostly only found in the more upper class restaurants, hotels, and inns, valets are the greeters for the customers and guests and take care of their transportation.

Vintners – Although vintners specialize in the making of wine, they also make liquors from surplus grain. Only the vintners will usually have a business large enough to produce a few hundred to a few thousand barrels of product per year. This leaves the niches for the Wine Sellers. Vintners usually convert fruits from the lord's orchards into wines, brandies, but they may also have their own orchards and/or vineyards.

Water Carriers – These are specialized merchants who transport water to more arid clime settlements. Some think of them as legalized robbers since their service is sometimes vital for a settlement's survival.

Weapon Makers – These specialized craftsman are virtually always under the employ of the local noble to make weapons for his standing force. Some who are especially gifted can be found to be self-employed, able to deny the local noble since they can make more money crafting weapons for others, such as adventurers.

Weavers – Makers of clothe. Weavers may have to rely on spinners for their thread if they are in a larger more commercialized settlement. In smaller settlements, weavers may also double up as spinners.

Wheel Wrights – These carpenters specialize in the crafting of wheels for wagons and carts.

Wicker Workers – I am sure almost everyone has seen wicker baskets, wicker chairs, wicker whatever. This craftsmen specializes in making those wicker items.

Wine Sellers – Although called wine sellers, they also sell liquors. These are the persons who, like the Beer Sellers, contract with the teamsters merchant marines to carry and sell the product they sell for the actual producers of the product.

Wood Sellers – These merchants specialize in the shipment and selling of woods, especially rare and/or hard to obtain woods. A good example of this would be shipment and selling of mahogany by the East Indies Trading Company.

Wood Carvers – Wood carvers specialize in the carving and lathing of wood. Their pieces are usually considered works of art in their own right.

Woodcrafters – Woodcrafters are more generalized than the wood carvers, but still make wood products.

Yeomen – A yeoman pays his rents in military service, and he is obliged to accompany the lord whenever the lord must answer a call to arms. Despite his non-noble status, a yeoman is permitted to bear arms. During peacetime, the yeoman works his land like the rest of the population but assists in the settlement's defence, and possibly captains a portion of the local militia (historical evidence of this practice is questionable). When not called to war, a yeoman is permitted a scutage, which is a cash payment in lieu of military service.

Reeve – Also called Mayor, a Reeve is the chief administrator of a settlement, responsible for delegating and overseeing day-to-day tasks that promote the settlement's ability to satisfy its financial obligations. The reeve presides over local councils, makes purchases on behalf of the settlement, collects rents, and levies fines. The citizen with the most land frequently holds this office, and he wields significant power, the post is not considered popular.

Messor – The Messor is chiefly an agricultural administrator, charged with a settlement’s pastureland, livestock, feed stores, and defence against trespass. Sometimes impolitely referred to as the "fencewarden," the Messor’s job is important in communities where livestock—both as feed animals and beasts of burden—impact food supply and farm work. Messors are called to distinguish boundaries between grazing areas, manage field use and crop rotation, oversee the harvest, and protect stores. In larger communities where agriculture is “outsourced”, Messors are still responsible for property lines, food stores, and commerce related to produce.

Woodward – Also called Warden, a Woodward is in charge of any forest or timberland in or near to the settlement. His primary responsibility is to prevent poaching in the Lord's woodland, but also to cut and plant trees, manage game populations, and to maintain safety within and through the forests. Woodwards are especially useful to Lords who like to hunt, though in larger settlements where most surrounding land is deforested, Woodwards still work to keep the area clear of outlaws and the roads safe for passage.

Constable – Generally, this is the police chief. It is his job to ensure the general peace of the settlement. His job can include overseeing the watch, protecting municipal property, collecting levied fines, and generally enforcing the lord's laws. This position is oftentimes held by a warrior class profession, but in large cities, it can be nothing more than another bureaucrat.

Sherriff – Where the Constable is often the police chief of a single settlement, the Sherriff is usually the chief overseeing several Constables. Often having the same powers and responsibilities as a Constable, a Sherriff's power is greater due to the fact he oversees several settlements. Most often, a Sherriff will be second in command to a Lord of a county, duchy, etc.

Law Officers – Also called Town Guard or City Watch. These are basically the “police” force of a settlement. For this purpose, law officers include any member of the population whose job is to assist the principle officers such as the Constable, Sherriff, Reeve, Mayor, Lord, etc. Dependent upon the overall wealth of the settlement, law officers can be nothing but paid thugs who terrorize the common folk, or they can be honored citizens by the common folk due to their sometimes unforgiving job. Additionally, it is usually the job of law officers to ensure the laws of the land are obeyed.

Clerics – Clerics are the lower ranked priests within a church. They serve as the acolytes, deacons, ushers, etc. in the church. They mostly perform the more menial tasks within the church such as sweeping, meal preparation, cleaning, etc.

Priests – These are the fully vested priests within the church. They are the only ones allowed to perform the various religious ceremonies within the religion.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Character Psyche

A very fragile thing…

Please realize you need not to determine all below initially. Alignment is a good starter. You can fill in later as desired.

FOREMOST, always remember you may just simply “CHOOSE as desired”.

“The dice only rule if you let them.” — Arakish

Alignment

I have found that the OSRD20 text defines Alignment sufficiently. Minor edits exist. However, the d100 system also adds Personality, Motivation, Demeanor, and Outlook, described later.

A person’s/creature’s (person OR creature hereafter) general standards of behavior and mores and character principles can be largely represented by its alignment: “Law versus Chaos” plus “Good versus Evil.”

Alignment is a tool for developing your character’s identity. It is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.

Then there is My Real Life Alignment: Rational Anarchy. Chaotic Good is the closest. As verboseless as possible, Rational Anarchy is the belief that individuals can govern themselves when within a population. Those that cannot should be weeded out. Or, they weed themselves out. Such concepts as Government and Society do NOT exist. Nor do laws. For it is MY laws that govern the Three of Me. If a societal law is acceptable, I follow it. If a societal law is unacceptable, I do not follow it. It is individuals that hold all responsibility and all blame. That is Rational Anarchy. The only thing government and society are useful for is “essential services” such as waste management, water, power, etc., et al.

Good vs Evil

Good characters and creatures protect and/or support life. Evil characters and creatures debase and/or destroy life, whether for fun or profit.

“Good” implies altruism, respect for life, and a concern for the dignity of all beings. Good characters make personal sacrifices to help others.

“Evil” implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue life, killing for sport or out of duty to some evil deity or master.

People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships.

Being good or evil can be a conscious choice. For most people, though, being good or evil is an attitude that one recognizes but does not choose. Being neutral on the good–evil axis usually represents a lack of commitment one way or the other, but for some it represents a positive commitment to a balanced view. While acknowledging that good and evil are objective states, not just opinions, these folk maintain that a balance between the two is the proper place for people, or at least for them.

Animals and other creatures incapable of moral action are neutral rather than good or evil. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. To them, you are potential food and a possible danger. Nothing more.

Law vs Chaos

Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties.

Chaotic characters follow their conscience, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.

“Law” implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include close-mindedness, reactionary adherence to tradition, judgmentalism, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.

“Chaos” implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.

Someone who is neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is honest but can be tempted into lying or deceiving others.

Devotion to law or chaos may be a conscious choice, but more often it is a personality trait that is recognized rather than being chosen. Neutrality on the lawful–chaotic axis is usually simply a middle state, a state of not feeling compelled toward one side or the other. Some few such neutrals, however, espouse neutrality as superior to law or chaos, regarding each as an extreme with its own blind spots and drawbacks.

Animals and other creatures incapable of moral action are neutral. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.

The Nine Alignments

Nine distinct alignments define all the possible combinations of the lawful–chaotic axis with the good–evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as rock-engraved scripts.

The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are for monsters and villains.

The Goods

Lawful Good, “Crusader”: A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.

Lawful good is the best alignment you can be because it combines honor and compassion.

Neutral Good, “Benefactor”: A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.

Neutral good is the best alignment you can be because it means doing what is good without bias for or against order.

Chaotic Good, “Rebel”: A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.

Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.

The Neutrals

Lawful Neutral, “Judge”: A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.

Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.

Neutral, “Undecided”: A neutral character does what seems to be a good idea. She doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she’s not personally committed to upholding good in any abstract or universal way.

Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.

Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.

Chaotic Neutral, “Free Spirit”: A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.

Chaotic neutral is the best alignment you can be because it represents true freedom from both society’s restrictions and a do-gooder’s zeal.

The Evils

Lawful Evil, “Dominator”: A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.

This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

Lawful evil is sometimes called “diabolical,” because devils are the epitome of lawful evil.

Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.

Neutral Evil, “Malefactor”: A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn’t have the restless nature or love of conflict that a chaotic evil villain has.

Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.

Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.

Chaotic Evil, “Destroyer”: A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.

Chaotic evil is sometimes called “demonic” because demons are the epitome of chaotic evil.

Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.

My Favorite Alignment: Rational Anarchy

Read Robert A Heinlein’s The Moon Is A Harsh Mistress.

[Ooops. Gave it away above dummy.]

Here is a good question: What does “dummy” above reference?

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Personality

Personality Traits: Make a Cd100 roll to determine the range of the role trait. Then make a 2nd Cd100 roll to get a general idea wherein the range your character’s role trait falls (low results to the left in the range and high results to the right in the range ).

Please note as in Alignment, this is not a straitjacket on your character’s Personality. Each individual represents such a broad range of personality types, that two characters of the same personality type can still be quite different from each other. Again, few people are completely consistent.

As always, you may simply choose your character’s traits, or better, create a new one.

Table: Personality Role Traits

1st Roll | Range of the Role Trait
01… | eitherway (4K) | …100
01-02 | Sullen, Morose, Somber, Serious | eitherway (4K) | Lighthearted, Cheerful, Joyous
03-04 | Merciful, Compassionate, Kind | eitherway (4K) | Uncaring, Mean, Ruthless, Cruel
05-06 | Austere, Sober, Restrained, Temperate, Moderate | eitherway (4K) | Unrestrained, Indulgent
07-08 | Docile, Pliable, Amenable, Cooperative | eitherway (4K) | Stubborn, Obstinate
09-10 | Martyr, Overprotective, Protective | eitherway (4K) | Intimidating, Overbearing, Bully
11-12 | Radical, Liberal, Open-minded | eitherway (4K) | Orthodox, Conservative, Reactionary
13-14 | Loving, Friendly, Amicable | eitherway (4K) | Quarrelsome, Hostile, Antagonistic
15-16 | Prudent, Patient, Cautious | eitherway (4K) | Impatient, Impulsive, Reckless, Rash
17-18 | Confident, Sanguine, Secure | eitherway (4K) | Nervous, Apprehensive, Daunted
19-20 | Extrovert, Outgoing, Talkative | eitherway (4K) | Reserved, Shy, Timid, Introvert
21-22 | Pacific, Nonviolent, Peaceful | eitherway (4K) | Pugnacious, Belligerent, Bellicose
23-24 | Meek, Self-effacing, Modest, Humble | eitherway (4K) | Proud, Conceited, Cocky, Pompous, Arrogant
25-26 | Lethargic, Lazy, Idle, Easy Going, Laid Back | eitherway (4K) | Vibrant, Energetic, Enterprising, Ambitious
27-28 | Deferential, Respectful, Courteous, Polite, Civil | eitherway (4K) | Impolite, Rude, Impudent, Insolent
29-30 | Charitable, Forgiving | eitherway (4K) | Vindictive, Vengeful
31-32 | Benevolent, Generous, Giving | eitherway (4K) | Selfish, Miserly, Greedy
33-34 | Honest, Direct, Trustworthy | eitherway (4K) | Shifty, Deceitful, Dishonest
35-36 | Honorable, High-principled | eitherway (4K) | Dishonorable
37-38 | Loyal, Faithful, Reliable | eitherway (4K) | Treacherous, Disloyal
39-40 | Lawful, Just, Upright | eitherway (4K) | Arbitrary, Chaotic, Corrupt
41-42 | Moral, Ethical, Principled | eitherway (4K) | Amoral, Immoral
43-44 | Pious, Devout, Religious | eitherway (4K) | Worldly, Impious
45-46 | Quixotic, Idealistic | eitherway (4K) | Practical, Pragmatic, Cynical
47-48 | Gullible, Trusting | eitherway (4K) | Skeptical, Suspicious, Paranoid
49-50 | Curious, Inquisitive | eitherway (4K) | Apathetic, Incurious
51-52 | Focused, Attentive | eitherway (4K) | Distracted, Absentminded
53-54 | Continent, Chaste | eitherway (4K) | Lustful, Licentious, Lecherous
55-56 | Quiet, Reserved | eitherway (4K) | Flamboyant, Boisterous, Loud
57-58 | Valorous, Brave, Bold, Audacious | eitherway (4K) | Timid, Cowardly, Craven
59-60 | Passive, Detached, Calm | eitherway (4K) | Forceful, Enthusiastic, Excitable
61-62 | Calm, Even-tempered | eitherway (4K) | Quick-Tempered, Hot-headed
63-64 | Stoic, Impassive, Stolid | eitherway (4K) | Responsive, Complainer
65-66 | Sociable, Gregarious | eitherway (4K) | Nonsocial, Antisocial, Cold
67-68 | Optimistic, Upbeat | eitherway (4K) | Uncertain, Cynical, Fatalistic, Pessimistic
69-70 | Creative, Inventive, Original | eitherway (4K) | Conformist, Uncreative
71-72 | Tolerant, Open-minded | eitherway (4K) | Snobbish, Prejudiced, Intolerant
73-74 | Disordered, Messy | eitherway (4K) | Orderly, Perfectionist
75-76 | Tolerant, Understanding | eitherway (4K) | Envious, Possessive, Jealous
77-78 | Dependent, Clinging | eitherway (4K) | Self-reliant, Independent
79-89 | Roll again; the “2nd roll” to determine where in the range the role trait falls receives a -20 modification.
90-100 | Roll again; the “2nd roll” to determine where in the range the role trait falls receives a +20 modification.

Persons are very complex and run the entire gamut with their personalities. Even “nice” persons can have an evil streak kilometers wide. Go through the listing above and look at how many can describe your Real Life personality… Think Critically… You may roll up as many traits as you want. Hell, you could take every last individual trait and rank them 01-00. Too much paperwork though.

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Motivation

Table: Motivation Role Traits

Cd100 Roll | Role Trait
01-05 | Destroy: evil, dark lord’s forces, race/culture, country, guild, population center, individual, etc.
06-10 | Hate & Work Against: evil, dark lord’s forces, race/culture, country, guild, population center, individual, etc.
11-15 | Hate: evil, dark lord’s forces, race/culture, country, guild, population center, individual, etc.
16-20 | Dislike: evil, dark lord’s forces, race/culture, country, guild, population center, individual, etc.
21-25 | Revenge against: individual, family, clan, race/culture, population center, guild, etc.
26-30 | Preserve: individual, family, clan, ruler, country, race/culture, population center, guild, etc.
31-35 | Protect: individual, family, clan, ruler, country, race/culture, population center, guild, “the weak,” etc.
36-40 | Serve: individual, family, clan, ruler, country, race/culture, population center, guild, etc.
41-45 | Promote: peace, freedom, justice, religion, morality, war, free enterprise, etc.
46-50 | Rebuild/Restart: guild, population center, religion, clan, dynasty, etc.
51-55 | Fanatic about: spreading religion, freedom, cleanliness, law & order, etc.
56-60 | Compulsive about: spreading religion, freedom, cleanliness, law & order, etc.
61-65 | Fear of (Phobia): heights, darkness, water, etc.
66-70 | Acquire xxx for yyy: “xxx” is wealth, power, knowledge, magic items, etc. “yyy” is a ruler, country, race/culture, guild, religion, clan, population center, etc.
71-75 | Acquire Personal: power, knowledge, magic items, pleasure, fame, etc.
76-80 | Acquire and Maintain Personal Honor
81-85 | Adventure, Thrills, Excitement
86-90 | Self-centered, general self-interest
91-95 | Heroism
96-100 | “Make the World a Better Place”

Motivation Traits: Make a Cd100 roll to determine the first part of the role trait. If necessary, you and/or your GM may choose the rest of the trait.

Please note as in Alignment and Personality, this is not a straitjacket on your character’s Motivation. Each individual represents such a broad range of motivations, that no two characters will have same exact motivation; however, there can be enough of an overlap of motivations they can seem the same. Again, few people are completely consistent. This simply represents a character’s general overall Motivation.

And remember the 01-00 ranking with ALL of them?

As always, you may simply choose your character’s trait, or create one.

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Demeanor

Demeanor Traits: Make a Cd100 roll to determine the “range of the role trait.” Then make a 2nd Cd100 roll to get a general idea where in the range your character’s role trait falls (low results to the left in the range and high results to the right in the range ).

Please note as in Alignment, Personality, and Motivation, this is not a straitjacket on your character’s Demeanor. Each individual represents such a broad range of demeanors, that characters can still be quite different from each other. Yet again, few people are completely consistent.

As always, you may simply choose your character’s trait, or create one.

Table: Demeanor Role Trait

1st Roll
Range of the Role Trait

01-33
34-67
68-00

01-06
Good
Neutral
Evil

07-12
Laws/Government
Neutral
Anarchy

13-18
Government
Neutral
Rebels/Opposing Government *

19-24
Laws/Principles
Neutral
Opportunism, “The End Justifies the Means” (Machiavellianism)

25-30
Religion
Neutral
Atheism

31-36
Religion
Neutral
Opposing Religion †

37-42
Free Enterprise
Neutral
Cartels/Guilds/Monopolies

43-48
Free Enterprise
Neutral
Socialism

49-54
Asceticism
Neutral
Hedonism

55-60
Altruism
Neutral
Egoism

61-66
Spiritual
Neutral
Materialist

67-72
Metaphorical
Neutral
Literal

73-86
Roll again; the “2nd roll” to determine where in the range the role trait falls receives a -20 modification.

87-100
Roll again; the “2nd roll” to determine where in the range the role trait falls receives a +20 modification.

* – This applies to any two ruling groups that oppose one other. The groups can control different countries, fiefs, city-states, etc.; or, they can be rival groups within the same political or geographical entity (e.g., rebellion, civil war, etc.). For Example, France vs England in the 100-years War, the Gondorian Kin-strife in Middle-earth, York vs Lancaster in the War of the Roses, The First Kinslaying, battle of Elves upon Elves.

† – This applies to any two religions that oppose one another. This opposition can have a political or dogmatic basis. E.g. — Muslims vs the world, Muslims vs Christians, Catholic vs Greek Orthodox, Catholic vs Protestant, etc.

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Outlook

Outlook is meant to be a general measure of the person’s overall outlook, attitude, and/or reaction/behavior pattern. This indicates how a character will react to outside influences. It is linked to how the character lives and will react to the outside world, but also determines in broad strokes how the character will have developed its skills. Depending on any natural Talents, the outlook will determine largely in which archetype the character may be classified.

Aggressive: The character is actively looking to commit violent acts. The character will provoke others, impose self on more timid beings, and reacts forcefully to any provocation.

Aloof: The aloofness usually has a good reason. Either the character knows it can easily escape or is so powerful that others pose no more threat than a fly to a human. Interaction is useless because the character simply does not care, or it will only check to see if violence is imminent.

Altruistic: Altruism is not very common, because of the “survival of the fittest” principle. Those that are altruistic are either rich beyond the wildest dreams, or have abilities that grant them freedom from normal needs, so they are free to help others. They do this even if that means going against their own goals, or sacrificing some of their wealth.

Belligerent: This character is actively seeking to pose his/her will on others by any means, often resorting to violence. The character will attack without provocation, or react in a bad way to most interactions.

Berserk: The character is either mindless, or driven insane and will indiscriminately attack anything he/she perceives as living, or a threat.

Carefree: Carefree outlook is a sign of control. The character is convinced of its own superiority, imagined, or real. They will, however, react to interactions, with appropriate measures.

Considerate: Characters that adhere to a considerate outlook help others and believe in the greater good of all. They are positive and helpful and will resort only to violence if provoked on many occasions.

Cruel: This demeanor is most rotten. Not only does the character actively seek violence, they delight in inflicting pain, suffering and sadness.

Crusading: These character are out to get something big done. They feel everything and everyone is involved and they will be blatantly expecting aid and alliance, and not being given that, take it as their right. They are hard to reason with, unless their goal is parallel to one’s own.

Dominant: Characters that display dominant behavior seek to bend others to their will. Threats of violence, or perhaps magic powers are frequent to cow others to their will. In the end they might execute their threats for real.

Friendly: Seeks to befriend beings, without any ulterior motives, or desires other than companionship and talk.

Good: Opposed to “evil” (e.g., those who are cruel, hostile, belligerent, etc.); supportive of those who are also good.

Greedy: Greed is the root of all evil, but basic greed is human nature. Greedy characters covet what they have not and might resort to any trick to get it, from barter to stealing to outright murder.

Helpful: The helpful demeanor is all about helping others, but within reason. Also it usually has its own goals that coincide with those being aided.

Hidden Agenda: This outlook displays some other demeanor than its actual demeanor, to mislead, or trick others, or it might be to escape persecution. They pursue these, regardless of the situation.

Hostile: This demeanor is very dangerous. Violence ensues on any interaction and it differs from berserk only that it is not a state of mindless slaughter.

Hungry: This character has a normal disposition, but when it is hungry, it turns into something different. It will probably hunt anything down that seems edible.

Hunting: These characters are looking for something that is on the move, such as game, or criminals. They will be asking questions, or examining their surroundings and then leaving unless they have found their quarry.

Inconsiderate: Being inconsiderate is more a way of living. Trying to get on top by any means. Such characters do not care for the suffering of others and gladly tread anything in their path down.

Inquisitive: This character is actively looking to learn more. This says nothing of their motive, but it will intrude on any business, private or no. Also it will be initiating interaction at every possibility.

Jumpy: Jumpy characters will extensively scan their surroundings and anything that startles them, or seems threatening, will cause them to turn tail and bolt.

Normal: Having a normal outlook means that the character neither bolts at the first sign of danger, neither charges headlong in every fight, but is somewhere in between. Most beings leading an ordinary life will be normally disposed.

Obsessive: Characters on a quest are very focused on achieving it. Hindering them might lead to violent interactions, and helping them might incur their friendship. They usually cannot talk of anything else besides their obsession and distractions from it as viewed with distrust.

Open: The open demeanor is about exchange of information. They don’t mind questions, asked and asking. They can be too inquisitive, but will not press on if rebuffed.

Passive: Passive characters just wait and see what happens. They somehow aren’t reacting fully to outside influences. They will react against violence, but little else moves them.

Playful: Normally youthful, or fey, these characters want to have fun, all the time. For them its play, for others it might be more serious. Interactions are mostly fun, embarrassing, or painful and might resolve in hostilities.

Protective: Protective demeanor is where a character has something that is valued and wants to protect it. Sometimes they are under a Gëis to stand watch and sometimes it is a mother protecting her babies. Actions that deal with approaching and/or taking the protected subject, lead to violence.

Secretive: The character has a secret it needs to hide and will do anything, like posing as some other demeanor, to keep it. The nature of the secret could be anything, but the deception is always there.

Timid: Shy and not forthcoming, this demeanor makes characters shy away from interaction. They respond mostly with silence and will back off at every opportunity, especially when confronted with violence.

The above list is by no means exhaustive. However, it should have provided enough information for creating other outlooks. These descriptions are merely guidelines which the Gamemaster should modify based upon the situation, the actions of player characters, and the GM’s reaction rolls.

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Final Note

Regardless what any other role playing system guidelines you may have read, Alignment, Personality, Motivation, Demeanor, and Outlook frequently change throughout a person’s life, excepting peasants whom are only fighting to survive. Just look at how many times your’s has changed during your life. May not be as drastic as what happened to me (almost Tabula Rasa), but everyone changes as they age. Small or large, you still change. Tabula Smaragdina.

Excepting Alignment, any player may change their Character’s Personality, Motivation, Demeanor, and Outlook whenever desired. You must still have good reason. Diametrically opposed changes must have an adequate reason and explanation; otherwise, the GM should not allow the change willy-nilly. Even for Personality, Motivation, Demeanor, and Outlook. All GMs are advised to think critically about any changes a player wishes to make, especially Alignment. I would never allow for a player to have played a character with an Outlook of great compassion in one session, then switch to a murderous rampager the next session. NOT WITHOUT VERY GOOD REASONS.

Small shifts in Alignment, say from Lawful Good to Neutral Good, should be allowed with adequate reason and explanation. For example, a Lawful Good Paladin (Paladin’s can be ANY alignment, regardless of RPS!) may have his faith shaken “to the core” when he inadvertantly stumbles on and learns the actual “darker secrets” of the church. In this case, after quite a bit of soul-searching, the Lawful Good Paladin may become a Lawful Neutral Rogue with the Motivation “to stop the hidden evil of the church.” Think… Critically.

A real life example is the extremely drastic change in my Alignment, Personality, Motivation, Demeanor, and Outlook after being the sole survivor of a vehicular accident that killed my wife and daughters. Head injuries, especially Traumatic Brain Injury (of various severities), can cause slow changes that may not be noticed even for decades, or instantaneous drastic changes as in my case.

Basically, given adequate reason and explanation, Alignment, Personality, Motivation, Demeanor, and Outlook can and shall change during your character’s life, just as your’s has in real life. Specific Reality Factors are the GM’s choice.

Final Hint: Do as I do and just go with Alignment. The other things will fall into place later anyway.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Physical Characteristics

Special Note: Numbers contained in brackets (“[” & “]”) refer to the resulting value of that Step number. Example: “[2]” refers to the value determined in Step #2, NOT the number 2.

Height Determination

Roll Od100.

Add -50 to [1]. Yes, you can have a negative value here, meaning you are shorter than normal.

Divide [2] by 400.

Add 1 to [3].

Multiply [4] by Species Base Height (M/F).

Result is Height in inches. For centimeters, multiply by 2.54.

Equation: H = (((Od100 − 50) ÷ 400) + 1) × B; where, H = Height in inches, B = Species Base Height.

Example:

Build Determination

Roll Od100.

Add -50 to [1]. Yes, you can have a negative value here, meaning you are thinner than normal.

Divide [2] by 200.

Add Species Build/Frame Modifier to [3].

Result is Build/Frame Modification to Weight Determination (see below).

Modifier | Build Type
≤-10 | Skeletal
-9 to -7 | Slight
-6 to -4 | Thin
-3 to -2 | Small
-1 to +1 | Normal
+2 to +3 | Large
+4 to +6 | Husky
+7 to +9 | Obese
≥+10 | Blubbery

Equation: BFMod = ((Od100 − 50) ÷ 200) + S; where, BFMod = Build/Frame Modifier, S = Species Build/Frame Modifier.

Example:

Unless you really want to keep it, you may reroll values < -6 (little muscle mass) or > +6 (tends towards fat and flabby). I have had some Magic Users who were a Slight Build Type. I also had a Fighter who was Husky and used his size for Move-Through attacks. The choice is yours.

Weight Determination

If not in inches, convert Height into inches.

Add Build Modification from above to [1].

Cube [2] → ([2] × [2] × [2]).

Multiply [3] by 0.00050768 (¬ remember where found this number).

Multiply [4] by Species Weight Multiplier.

Result is weight (mass) in pounds. For kilograms, divide by 2.2046.

If necessary, multiply [6] by any material factor.

Equation: W = (((H + B)³ ) × 0.00050768) × S; where, W = Weight in avoirdupois pounds, H = Height in inches, B = Biuld/Frame Modifier, S = Species Weight Multiplier.

Example:

Material Factors

forthcoming

Age OSRD

Special Note: I changed the mechanics. Still a WIP. Do NOT follow below text. (Leftover from OSRD20 text I’ve been too lazy to delete…)

Greyed text means I am still editing, proofing, addending.

You can choose or randomly generate your character’s age. If you choose it, your age must be at least the minimum age for the character’s species. Your character’s minimum starting age is the adulthood age of his or her species plus the number of dice indicated in the entry corresponding to the character’s species on OSRD Table: Random Starting Ages.

With age, a character’s physical StatMods decrease and his or her mental ability scores increase, sometimes. The effects of each aging step are cumulative. However, none of a character’s StatMods can be reduced below ?? in this way. See the OSRD Table: Aging Effects for their version.

When a character reaches venerable age, roll his or her maximum age, which is the number from the Venerable column on OSRD Table: Aging Effects plus the result of the dice roll indicated on the Max Age column on that table, record the result, which the player should not know. A character who reaches his or her maximum age dies of old age at some time during the following year.

The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.

Used only for a reference.

OSRD Table: Random Starting Ages

Species | Adulthood | Barbarian, Rogue, Sorcerer | Bard, Fighter, Paladin, Ranger | Cleric, Druid, Monk, Wizard
Human | 15y | +1d4 | +1d6 | +2d6
Dwarf | 40y | +3d6 | +5d6 | +7d6
Elf | 110y | +4d6 | +6d6 | +10d6
Gnome | 40y | +4d6 | +6d6 | +9d6
Halfling | 20y | +2d6 | +3d6 | +4d6
|  | +d | +d | +d

Used only for a reference.

OSRD Table: Aging Effects

Race | Middle Age¹ | Old² | Venerable³ | Max Age
Human | 35y | 53y | 70y | +2d20y
Dwarf | 125y | 188y | 250y | +2d%y
Elf | 175y | 263y | 350y | +4d%y
Gnome | 100y | 150y | 200y | +3d%y
Halfling | 50y | 75y | 100y | +5d20y
¹ – At Middle Age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
² – At Old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
³ – At Venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

And a possible Prophecy?

When Ancient becomes Present
And Present becomes Ancient
Never again upon the Lands
Shall Darkness and Shadows walk

Something that popped into me frond at work one night in Yellowstone and wrote it down.

Only took more than two decades to solve it. It is about when the “Ending of the World” occurs.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Questions About Character Background

How detailed you are about your character’s background is entirely up to you, the player. Although completely fictional, even characters are multifaceted and complex. Just look deeply at yourself. Real persons have a life, history, family, hates, opinions, loves, hobbies, desires, successes, achievements, failures, heartbreaks, tragedies, and much more. Why not your character?

Guidelines to Remember:

Do NOT assume you must fill-in Everything for your character just to begin role playing said character.

Do NOT assume you must create a detailed background for your character just to begin role playing said character.

These things can, and will, get filled-in later.

If you have problems writing character backgrounds, I have compiled a hefty list of questions for you to work through as you think about your character’s background. Remember, do NOT try to answer all of them. Rather, think them over as you role play. There are hundreds, perhaps thousands, of questions you can ask about a character. The more detailed you are about your character, the richer your character will be. The clearer you will see your character’s personality, the easier it will be to show your character’s personality to others.

Remember, you do not need to answer these questions in the order they are offered. In fact, answering a later question may give you the answer to an earlier skipped question. Of course, this is just a small sampling of the number of questions that can be asked about your character. Remember, although these question may seem to be directed to you, they are actually towards your character. Some sample answers from an old character of mine are included with each question.

As said, how detailed your character’s background is, is completely up to you.

An Example

Äräkish Däliväd Erinthor Gêidêiri
Supreme LoreMaster and GrandMaster PowerForger
Äräkish Däliväd Erinthor Gêidêiri

Remember, Äräkish has existed for 45+y Real Life. In gaming time, he is well over 20 millenia old. :-O

What is your name? Äräkish Däliväd Erinthor Gêidêiri

What is your height, build, and weight? I no longer remember. Got a measuring tape and scales?

What do you look like? see above

How old are you? Old? Very. Exact number? I can no longer guess.

What is your favorite color? ALL of them. Even no color (black) is still a color.

Where were you born? Somewhere.

What does your home look like? No longer remember.

Will you ever go back there? I may have done so many times, but no longer remember it as birthplace.

Was there a reason why you left? I sought Knowledge.

How were you educated? Mostly by me self.

What have you learned since then? Reference my libraries.

What were you doing a month ago? Learning some new knowledge?

What were you doing a year ago? Learning some new knowledge?

What do you do? Always seek Knowledge. Or new applications of it.

Do you work? Yes.

Do you have any work experience? Yes.

Do you have any scars? Possibly.

Do you have any handicaps? I am a sucker for what seems to be possible new knowledge.

What do you enjoy most? Pondering.

How do you like to spend your spare time? Pondering.

What are your favorite hobbies? Pondering.

What kind of art, music, reading do you prefer? Yet to find any I do not like.

What do you like least? Destroyers of Knowledge.

What do you truly despise? Destroyers of Knowledge.

Do you have any taboos? Only against Destroyers of Knowledge.

What makes you angry? Destruction of Knowledge.

What experience has had the greatest influence on you? My visit to the Southern Pole.

What person has had the greatest influence on you? Too long ago.

What have you done that you are most proud of? That is a bit of Knowledge I shall keep to me self.

What have you done that you are most ashamed of? Long forgotten.

Do you have a religion? What is religion?

How strong is your belief in that religion? Again, What is religion?

Do you have a philosophy of life? Live and Let Live.

How do you feel about money? Only others seem so fascinated with it.

How do you feel about knowledge? There is no greater power.

How do you feel about power? If you have Knowledge, you have power. What you do with it is up to you.

Why are you out adventuring? Searching for new Knowledge.

How does fighting and killing make you feel? Only when necessary.

Name something naughty that you did when you were 12 years old that you got away with. Long forgotten.

Do you feel guilty about it? Long forgotten.

If no, why not? Long forgotten.

Do you have any friends? Many.

Do you have any enemies? He whom possesses knowledge, possesses power. He whom possesses power, possesses enemies.

Why are they your enemies? Ask them.

What about your parents? I still remember them.

Who are they? One whom made me.

What do they do? ???

Do you have any siblings? A few. In fact, my brother is the Supreme PowerForger and a Master LoreMaster. And, please, call me Arakish. Those titles are given by others.

What about your extended family (aunts, uncles, cousins, etc.)? Some.

Do you have any present problems? Trying to understand the Great Mystery of those Alnara. From whence they came?

How could these get worse? I could never discover from whence the Alnara came.

What is your strongest trait? Preservation of Knowledge.

What is your weakest trait? Sucker for fake knowledge made seemingly new.

How do you see yourself? In a mirror.

How do others see you? see image above

Do you have a sense of humor? Yes.

If no, why not? —

Do you have any ambitions? Preservation of all knowledge. Or as much as I can.

What are your hopes? No knowledge passes beyond learning.

What are your long term goals? To find the ALL-Knowledge.

What are your short term goals? I do what I do.

What are your motivations? Preservation of Knowledge.

What is your alignment? Rational Anarchy. Every person has the capacity to govern them selves. Those whom cannot, shall weed themselves out.

Arakish was a character I created way back in 1978. Before Rolemaster. Dungeons & Dragons. I ported him into Rolemaster in 1981. Ain’t looked back to DnD, except the OSRDd20, ever since. In “Real” time, Arakish is over 45y old. In “game” time, he is over 20 millennia old. I came up with the name Arakish from Frank Herbert’s Arrakis. Dune. Desert Planet. Pronounced, using best word phonetics: are•uh•kish. Not: ah•rrak•is. He was also my first “wild tangent” species. I have always called them species. I do not believe in race except NASCAR. Indy 500. Thus, on my worlds, Humans and Elves could not interbreed. Two wholly separate species.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Special Conditions

Needs more editting for d100 system…
Got them more properly renomered.
Now for the description and game mechanics…
Greyed text indicates it SHALL change.

Especial Note: If more than one condition affects a character, apply them all. If certain effects cannot combine, apply the most severe effect.

StatMod Damaged ¿

The character has temporarily lost 1 (may change) or more StatMod points. Lost points return at a rate of 1 (may change) per day (also depends upon severity), unless otherwise noted by the condition dealing the damage. A character with Strength 0 (zero) falls to the ground and is helpless. A character with Agility and/or Quickness 0 is paralyzed. A character with Constitution 0 is dead. A character with 0 in other stats is unconscious. StatMod damage is different from penalties to StatMods, which go away when the conditions causing them go away. Otherwise, Stat Damage is temporary and RARELY ever drops a StatMod to 0 (zero). Virtually never occurs, excepting those particularly powerful nasties. What nasstiess hass its gots for uss thisss time, My Precious.

StatMod Drained

The character has permanently lost 1 or more StatMod points. The character can regain these points ONLY through magical means. Otherwise, only through level advancement. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious.

Blinded

The character cannot see. He takes a −2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a −4 penalty on Search checks and on most Strength-based and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Blown Away

Depending on its size, a creature can be blown away by winds of high velocity. A creature on the ground that is blown away is knocked down and rolls 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6 × 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.

Checked

Prevented from achieving forward motion by an applied force, such as wind. Checked creatures on the ground merely stop. Checked flying creatures move back a distance specified in the description of the effect.

Confused

A confused character’s actions are determined by rolling d% at the beginning of his turn: 01-10, attack caster with melee or ranged weapons (or close with caster if attacking is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from caster at top possible speed; 71-100, attack nearest creature (for this purpose, a familiar counts as part of the subject’s self). A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Cowering

The character is frozen in fear and can take no actions. A cowering character takes a −2 penalty to Armor Class and loses her Dexterity bonus (if any).

Dazed

The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. A dazed condition typically lasts 1 round.

Dazzled

The creature is unable to see well because of over-stimulation of the eyes. A dazzled creature takes a −1 penalty on attack rolls, Search checks, and Spot checks.

Dead

The character’s hit points are reduced to −10, his Constitution drops to 0, or he is killed outright by a spell or effect. The character’s soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.

Deafened

A deafened character cannot hear. She takes a −4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

Disabled

A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, she is now in negative hit points and dying. A disabled character with negative hit points recovers hit points naturally if she is being helped. Otherwise, each day she has a 10% chance to start recovering hit points naturally (starting with that day); otherwise, she loses 1 hit point. Once an unaided character starts recovering hit points naturally, she is no longer in danger of losing hit points (even if her current hit points are negative).

Dying

A dying character is unconscious and near death. She has –1 to –9 current hit points. A dying character can take no actions and is unconscious. At the end of each round (starting with the round in which the character dropped below 0 hit points), the character rolls d% to see whether she becomes stable. She has a 10% chance to become stable. If she does not, she loses 1 hit point. If a dying character reaches –10 hit points, she is dead.

Experience Drained

The character gains one or more negative levels, which might permanently drain the character’s levels. If the subject has at least as many negative levels as Hit Dice, he dies. Each negative level gives a creature the following penalties: –1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit points; and –1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities). In addition, a spell-caster loses one spell or spell slot from the highest spell level castable.

Entangled

The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.

Exhausted

An exhausted character moves at half speed and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

Fascinated

A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.

Fatigued

A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Flat-Footed

A character who has not yet acted during a combat is flat-footed, not yet reacting normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.

Frightened

A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

Grappling

Engaged in wrestling or some other form of hand-to-hand struggle with one or more attackers. A grappling character can undertake only a limited number of actions. He does not threaten any squares, and loses his Dexterity bonus to AC (if any) against opponents he isn’t grappling.

Helpless

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks gets no special bonus against helpless targets. Rogues can sneak attack helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. Delivering a coup de grace provokes attacks of opportunity. Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.

Incorporeal, Transphasic

Having no physical body. Incorporeal creatures are immune to all non-magical attack forms. They can be harmed only by other incorporeal creatures, +5 or better magic weapons, spells, spell-like effects, or supernatural effects.

Insubstantial, Desolidified, Ethereal

Invisible

Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any). (See Invisibility, under Special Abilities.)

Knocked Down

Depending on their size, creatures can be knocked down by winds of high velocity. Creatures on the ground are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6 × 10 feet.

Nauseated

Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Panicked

A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It cannot take any other actions. In addition, the creature takes a –2 penalty on all resistance rolls, skill checks, and stat checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.

Paralyzed

A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer cannot swim and may drown. A creature can move through a space occupied by a paralyzed creature–ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.

Petrified

A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.

Pinned

Held immobile (but not helpless) in a grapple.

Prone

The character is on the ground. An attacker who is prone has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity.

Shaken

A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Sickened

The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Stable

A character who was dying but who has stopped losing hit points and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. He has a 10% chance each hour of becoming conscious and disabled (even though his hit points are still negative). If the character became stable on his own and has not had help, he is still at risk of losing hit points. Each hour, he has a 10% chance of becoming conscious and disabled. Otherwise he loses 1 hit point.

Staggered

A character whose nonlethal damage exactly equals his current hit points is staggered. A staggered character may take a single move action or standard action each round (but not both, nor can she take full-round actions). A character whose current hit points exceed his nonlethal damage is no longer staggered; a character whose nonlethal damage exceeds his hit points becomes unconscious.

Stunned

A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC (if any).

Turned

Affected by a turn undead attempt. Turned undead flee for 10 rounds (1 minute) by the best and fastest means available to them. If they cannot flee, they cower. There are no “undead,” “unlife,” “un”whatever on Onaviu. It is already deadly enough…

Unconscious

Knocked out and helpless. Unconsciousness can result from having current hit points between –1 and –9, or from nonlethal damage in excess of current hit points.

on pronunciation

There are a couple of words I use that have different pronunciations, yet the same exact spelling.

Ignorant

Pay attention to the middle syllable.

Pronunciation 1: (ig•nur•unt)

This is the usual standard pronunciation meaning, “lacking knowledge and/or understanding.”

Pronunciation 2: (ig•nor•unt)

This pronunciation conveys the meaning, “to actively ignore the existence of.”

Two completely different definitions by pronunciation.

Special

Pronunciation 1: (spe•shul)

This is the usual standard pronunciation meaning “unique or specific to a person or thing or category.”

Pronunciation 2: (spee•see•ul)

This pronunciation conveys the meaning “of, relating to, or defining of a species.”

Again, two completely different definitions by pronunciation.

Especially the word “special,” you will need to read the surrounding text for the pronunciation and meaning conveyed. Specifically, in the Talents and Flaws, it is the 2nd pronunciation, pertaining to species talents and flaws. Ever seen the words aerial and areal? Pronounced the same, but totally different meanings. Areal means “of or relating to or involving an area.”

As for names in the Ancient Tongue (such as Serikasu) are spelled as best I could using the symbolic (not pronunciative) Latin letters of the American English Language. If you mispronounce them, I may not even correct your pronunciation as long as I know what your talking about. The only time I may correct, is if you mangle the word so badly I do not know what you are saying. Otherwise, I ain’t never been an arse about mispronunciations.

One good example is the character Cersei (msp?) in Game of Thrones. Most people pronounce the name “ser•see.” I pronounce the name “ker•see.” Where I grew up in SENC land ALL names beginning with a “c” were always pronounced with the “k” sound. Always. Regardless. Exception: the "ch" was pronounced with the "ch" sound instead of "k" as in German and Scotish. Again, regions can alter pronunciations due to the dialect. Think Critically…

I shall spell the first word above as ignurunt (#1) and ignorunt (#2) as needed.

Just a thought I threw out…

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Pronunciation Guide for the Parsum Lisan (Ancient Tongue)

The diaeresis (aka “double umlaut” ( ¨ )) over a double vowel indicates a different pronunciation. See #2.

If over the first vowel (as in Ëa), both vowels are pronounced as separate syllables AND long. See #3.

If over the second vowel (as in Deäl), both vowels are pronounced as separate syllables, but not necessarily long, although both can be long.

With repeat vowels such as “aa”, then the first is long, the second produces the ONLY unstressed vowel sound (like “uh”, as in “duh”).

Deäl would be pronounced dee•ahl. Fraä would be pronounced fray•uh. Freë would be pronounced free•uh. Et cetera.

The letter “u” by itself is pronounced as the long “oo” as in boot, except when there is “uu”, then it is a double long “oo oo”, or longer “ooo” sound, similar to the “k” in bookkeeping, the “n” in penknife.

There are NO “ou” vowel combinations. Besides, the “ow” sound is replaced by the “ow” combination. The word “house” would be spelled “howse.”

The “au” is pronounced as in the word “awe”.

The “ui”, at the beginning or end of a word, is pronounced as in the word “wee”.

The “uo” is pronounced as in the word “woe”. The pronunciation: ad•woe; would be spelled “aduo”.

The letter “o” is ALWAYS pronounced long, as in “oh” or “O!”.

The letter “g” NEVER makes a “j” sound.

The letter “s” NEVER makes a “z” sound.

The letter “c” is ONLY used in combination with an “h” to indicate the “ch” sound.

The letter “q” is ALWAYS a “k” sound, no matter what follows.

The letter “x” is NEVER used since it is replaced with a “ks”. Thus, “sex” would be spelt “seks”.

There are NO silent letters, nor Special Combo letters that make a different sound, or are silent; such as “ph” or “gh” making an “f” sound, or are silent. For example, Adhran is NOT pronounced ath•rahn. Instead, it is pronounced ad•hran (short a as in at). Stealing from GRRM, the word “morghulis” would be pronounced morg•huhl•is.

The soft “th” sound, as in “thin” is replaced with “th” or “Th” at the beginning of a word/name. Thranatos. Athanor.

The hard “th” sound, as in “that” is replaced with “TH”. Even in the middle, or ending, of a word/name. AnTHarg. THarggorn.

If the prime symbol ( ′ ) appears between two syllables, this indicates the following last syllable is pronounced while breathing IN, instead of out. This is only done with two syllable words such as Hath′arnd. Yes. I took mercy on you and did not create the <syllable> ′ <syllable> <syllable> ′ <syllable> words. And, I shan’t. As said, ONLY with two syllable words.

On Etherlond, the letter “-n” is used as the pluralizer. NOT an “-s”. If ends in consonant, then “-in” is added. Vinyari → Vinyarin. Gurand → Gurandin.

Special (spee•see•uhl) tongues (spoken, written, whatever) are distinguished by adding a “-k”; or, “-ik” if ends with consonant sound. Vinyari → Vinyarik. Gurand → Gurandik (Yes, there is a Common Gurandik Tongue transferred at birth through Genetic Memory.). THAT is why the skulls of the Gurand are “back”-heavy like a Neander.

…

If a pronunciation is spelled within parentheses, like Lanamaütu (lah•nah•mah•oo•too), I shall endeavor to make pronunciation as obvious as possible when limited to the ASCII Latin English (basically a Qwerty keyboard) and Latin Extended Character Sets (all those others with the accents, umlauts, circumflexes…). Thank you for your understanding.

on pronunciation

Yeah… Another one…

GMs Especial Note

If you wish to pronounce something slightly differently, I ain’t gonna be an arse and correct your pronunciation each time. As long as I know of what you speak, I do not care how you pronounce it.

Unless I do not understand your pronunciation, or you ask being unsure yourself.

Additionally, this GM has ruled that any foul language is only acceptable if the character would have said that. 7734, we are all adults. Aren’t we?

Imagine: You are a medieval Knight on an errant when you see “the sun” erupt on the horizon. Shading your eyes for a second or two, you are finally able to see somewhat. The sight is… (image)

I do not know about anyone else, but if I was a Knight Errant traveling around 15th century Europe and saw that ⇒ ⇒ ⇒

…on the horizon, after a blinding flash, I definitely would be saying as many colorful expletives as possible that existed in that time. Perhaps inventing new ones. Hell, I might even soil my small clothes…

Especially after feeling the tremulous seismic thud rumble through the ground, then later hear the almost deafening blast. After a blinding flash… Sorry, but my language would definitely contain many filthy and foul, yet quite brilliantly psychedelic, analagous metaphors.

What about you? How many oopoop words would you say?

T…H…I…N…K…

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Character Advancement

still a WIP…

Below text from the RMUPublicBeta-v2.

When his character advances a level, the player gets 50 Development Points to spend (and possibly bonus points based on race at low levels). This is usually spent on skills, although the Gamemaster may allow talents to be purchased or improved. All of the character’s DP are normally spent; however, if for some reason the character wants to save up DP, perhaps toward an expensive talent, he needs to get the GM’s approval before saving those DP for later use. If left with 10 or less DPs, they carry-over.

Development Points are spent to learn new skills or improve existing skills (i.e., increase the character's rank in a skill). If a character advances a level and wants to take a new skill that he has not spent any time practicing or learning about, the GM may disallow it to be taken and require that the character wait until the following level to take a rank in the skill. Alternatively, he may allow a training period and a delay in DP spending until training is done.

Example: Martok the Magician wants to learn a new list: Fire Law. The GM tells Martok he must locate a tutor to teach him Fire Law, pay this tutor 40 silver, and spend a few weeks studying. When Martok advances a level he can then spend the DP and take the ranks in Fire Law.

Example: Taor spends part of most sessions telling tales and singing ballads in local taverns, while meeting all sorts of interesting, and sometimes dangerous, folk. When Taor advances a level he wants to take ranks in Play Instrument and Tale-Telling. Because he has obviously been practicing these skills during play, the GM allows him to purchase ranks in them without needing a tutor or training time.

Once all Development Points have been spent, there are several items on the character sheet that will need to be updated.

StatMods for skills that have changed as a result of a StatMod gain.

Rank bonus in any skill in which ranks were taken.

Professional bonus for any Professional Fluency skill in which ranks were taken.

Special modifiers to skills from any talents or flaws which were gained, removed, or had their Tier changed.

Total skill bonuses for any skill that was changed by one or more of the above 4 items.

New spells for any new ranks taken in spell lists.

Hits and Endurance if Body Development bonus changed.

Total Power Points if Power Development bonus changed.

Encumbrance if Strength bonus changed

Defensive Bonus if Quickness bonus changed.

Resistance Rolls if stat bonuses changed.

Update any of the above for any additional talents or flaws not yet accounted for.

Etherlond Modifications

DevPnts are 50 + 1 for each level 1-4. Fifth gives + 2. Every “5 levels” repeats this pattern. Detailed below.

Development Points per Level

Level | DPs |  | Level | DPs |  | Level | DPs |  | Level | DPs
1 | 51 |  | 6 | 57 |  | 11 | 63 |  | 16 | 69
2 | 52 | 7 | 58 | 12 | 64 | 17 | 70
3 | 53 | 8 | 59 | 13 | 65 | 18 | 71
4 | 54 | 9 | 60 | 14 | 66 | 19 | 72
5 | 56 | 10 | 62 | 15 | 68 | 20 | 74

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Us Human Three

There are three separate species of “humans” on Etherlond: Altais, Anur, Avari; a.k.a. to the rhamahoth – Lesser, Noble, Giants; a.k.a. to UHT – Common, Noble, Great. They are all three of the the same Genus: Alnara. Being separate species, they cannot interbreed. This in no way means “love” cannot occur between species. Just no children.

Base Height

Altais: 72 / 66 inches

Anur: 84 / 75 inches

Avari: 108 / 96 inches

Base Build

Altais: +0

Anur: +1

Avari: +3 (may change)

Base Weight Multiplier

Altais: ×1 / ×0.85

Anur: ×1.05 / ×0.9 (may change)

Avari: ×1.15 / ×1.1 (may change)

Base Life Span

Altais: 70 years

Anur: 150 years

Avari: 1200 years (from a certain point of view, this sucks bad…)

Hair

Altais: brown to black; sporadic, scarce

Anur: brown to black; sporadic, scarce

Avari: brown to black; sporadic, scarce

Eyes

Altais: brown to black; sporadic, scarce

Anur: brown to black; sporadic, scarce

Avari: brown to black; sporadic, scarce

Complexion

Altais: dark tan to swarthy; sporadic, scarce

Anur: dark tan to swarthy; sporadic, scarce

Avari: dark tan to swarthy; sporadic, scarce

Human Characteristics

The purpose of this document section is to provide guidelines on human coloration. Remember, this document only covers the natural human coloration. Although humans tend to run the entire gamut on coloration, there are reasons for some coloration restrictions. Since Etherlond is Earth-like, the guidelines for Human coloration here on Earth, also hold true for Etherlond. Region and climate, as here on Earth, largely dictate human coloring. Equatorial regions tend to cause darker coloring, while subpolar regions will cause little coloring.

Special Note: All Humans will have their predominant coloring listed with a rarity afterwards. This rarity is used to help determine the chances of having different coloring. Generally, if you want a different coloring, just choose it. Please use logical reasoning in determining the other coloring. For instance, if complexion is dark brown, do not choose pale white for complexion unless your character also suffers albinism. If eye color is brown, do not choose orange unless your character also suffers albinism. Etc.

Basic Human Types

Despite all beliefs, there is actually only one human race/species. However, here on Earth, there are four different types of human: Negroid, Abiriginoid, Mongoloid, and Caucasianoid. Each of these types have a predominant coloration type. These can also be applied to your world.

Predominant Human Coloration

The table below lists the coloration types. In each category, the Traits are listed from most dominant to least dominant.

Eyes | Hair | Hair Type | Complexion
Black (actually a very, very dark brown) | Black | Kinky | Swarthy; almost black to dark brown
Brown: dark to light | Brown; dark to light | Curly | Ruddy; between Brown and Swarthy
Blue; almost violet to greyish | Red; dark to light | Wavy | Brown; dark to light
Green; deep to hazel | Blonde; dark to light | Straight | Tan; dark to light
Hazel; brownish, bluish, greenish, greyish | White; greyish to clear |  | Fair; dark to light
Grey; brownish, bluish, greenish, grey |  |  | Pale; tannish to tranluscent
Whitish; tinged with any other color |  |  |

Author’s Note: In my research on human coloration, I was surprised to discover that blonde hair is actually more rare than red hair. I had always thought it was the vice versa. On further note, as is my case, some persons with what appears to be brown hair may actually be red hair bleached to brown by sunlight. As said, I actually have red hair, but it gets bleached to a light brown due to the sun and light. If one looked closely, one could see my hair is red at the root, but then it phases to brown from the bleaching. Excepting extreme old age, white hair is the rarest of all hair color. Sometimes as in my case, 70+y, and my hair finally started greying. And in the sun, my grey hairs sheen yellow, golden, orange, reddish. So, there is an example for you in Real Life. The Natural World.

Human Type and Coloration Dominance

The below table lists the predominant coloration type for each human type in each category. Remember, this table lists the “predominant” coloration type, not all possible. Additionally, the extreme left side also lists the predominant “human types” from top to bottom with the top being the most dominant Traits. This dominance is not necessarily dominance throughout a population due to interbreeding of the four types, but dominance in coloration on a genetic level. Georegion plays a huge role in Human Coloration Patterns amongst the four types. And since the four types CAN interbreed, THAT proves us humans are a single species. However, on Etherlond, humans are three distinct unbreedable species.

DOMINANT color⇒ and types⇓ | Eyes | Hair | Hair Type | Complexion
Negroid | Dark Brown | Black | Kinky | Swarthy
Aboriginoid | Dark Brown | Black | Curly | Brown
Mongoloid | Brown | Black, Brown | Wavy | Tan
Caucasianoid | Blue | Red, Blonde | Straight | Fair

Hair Type Forms

The images below show typical cross sections of a hair of the type labeled. Remember, these may not be exact cross sections, but they do give a good representation of how the different hair types differ. Some persons can have hair that grows straight for a short time, then grows curly for a short time, and back and forth between the two.

Kinky
Curly
Wavy
Straight

Albinism

Albinism is a form of hypopigmentary congenital disorder, characterized by a partial lack (hypomelanism, also known as hypomelanosis) or total absence (amelanism or amelanosis) of melanin pigment in the eyes, skin and/or hair. Albinism results from inheritance of recessive gene alleles. The condition is known to affect ALL vertebrates, including humans. The table below lists the predominant coloration for each human type. Remember, this is the predominant coloration, not what actually may be. For example, even Negroids can be so amelanic that they can have pure white skin and hair with pink eyes.

| Eyes | Hair | Hair Type | Complexion
Negroid | very pale Ghostly Brown, Orangish Brown, or Brownish Pink | a pale Brown, beigish to orangish | Kinky | Brown, beigish to palish
Aboriginoid | very pale Ghostly Brown, Orangish Brown, or Brownish Pink | a pale Brown, beigish to orangish | Curly | Brown, beigish to palish
Mongoloid | very pale Brown, very pale Green, Ghostly Brown, or Orangish Pink | a pale Brown, beigish to orangish; Red, orangish to palish; some white | Straight | Fair to Pale; lightish to palish
Caucasianoid | very Pale Blue, very Pale Violet, Pink | mostly White with some pale blonde or pale red undertoning | Wavy or Straight | very Pale

It is important to remember that compared to the predominant coloring of the peoples, albinism causes a ghostly coloration. Most often, albinism will mostly effect the complexion and hair. In the eyes, the sign of true albinism is pink irises. The exceptionally rare red eye albinism is also called the “lethal gene”. Anyone born with the red eye version of albinism never live longer than 9 or 10 years. Most are stillborn, with most that are not stillborn, rarely living longer than 4 years.

Important Data to remember about Albinism:

Eye conditions common in albinism may include:

Nystagmus, irregular rapid movement of the eyes back and forth, or in a circular motion.

Strabismus, eye misalignment ("crossed eyes" or "lazy eye").

Refractive errors such as myopia or hyperopia and especially astigmatism are more likely.

Photophobia, hypersensitivity to bright light and glare.

Macular hypoplasia, underdevelopment of the fovea, the center of the retina.

Optic nerve hypoplasia, underdevelopment of the optic nerve.

Abnormal decussation (crossing) of the optic nerve fibers in the optic chiasm.

Amblyopia, decrease in acuity of one or both eyes due to poor transmission to the brain, often due to other conditions such as strabismus.

And the MOST important: Sun Protection

Note: Below is a simple copy/paste from an older wikipedia page.

It is vital that people with albinism use sunscreen when exposed to sunlight to prevent premature skin aging or skin cancer. This poses a problem for those who cannot afford sunscreen, especially in regions with high exposure to insolation. Also, persons with albinism tend to burn much faster than even fair skinned persons, even negroid albinos can burn in as little as 10 minutes.

Use of sunglasses and hats with wide brims can make the glare outside bearable. Other things that can help people with albinism are avoiding sudden changes of the lighting situation (switching the light on in complete darkness), using dimmable switches and adding tint to car windows or blinds to normal windows. Lights should be yellowish rather than white and not point towards the usual position of a person with albinism (like their seat at a table).

Guidelines for Other Colorations

If you want your character to have different coloration other than the predominant, simply choose what you desire. However, you may not choose something truly exotic, such as blue hair. Very few persons can afford to constantly color their hair blue or other color. Besides, the false coloring will eventually grow out. For all humans, the predominant coloration type is listed with a rarity ranking for other possible colorations.

You may use the tables below to randomly determine the other colorations. If desired, you may simply roll for each (Eyes, Hair, Complexion) on Table 1. Example: If you decide to roll for eyes, hair, and complexion separately in that order and using the Very Uncommon Rarity, then die rolls of 61, 73, and 26 would mean that eyes and complexion would be of the predominant color while the hair would be of a different color. Otherwise, use Table 2: What Has Other Color.

Rarity Predominance vs. Other Coloration

Rarity | Die Roll
Predominant Color | Roll Table 2
Never | 01-00 | —
Extraordinary | 01-99 | 00
Exceptional | 01-97 | 98-00
Infrequent | 01-95 | 96-00
Irregular | 01-93 | 94-00
Scarce | 01-91 | 92-00
Sporadic | 01-89 | 90-00
Seldom | 01-87 | 88-00
Rare | 01-85 | 86-00
Unlikely | 01-83 | 84-00
Unusual | 01-80 | 81-00
Peculiar | 01-75 | 76-00
Uncommon | 01-70 | 71-00
Unique | 01-65 | 66-00
Ocassional | 01-60 | 61-00
Usual | 01-50 | 51-00
Typical | 01-40 | 41-00
Common | 01-30 | 31-00
Prevalent | 01-20 | 81-00
Frequent | 01-10 | 11-00
Always | — | 01-00

Table 2: What Has Other Color

Die Roll | Result
01-15 | Eyes
16-30 | Hair
31-45 | Complexion
46-60 | Eyes & Hair
61-75 | Eyes & Complexion
76-90 | Hair & Complexion
91-99 | All three
00 | Albinism (see above)

Once you have determined if your character has other coloration and what has the other color, you may simply choose the color you wish, or you can use the table below. If you roll a color that is inapplicable, simply reroll or choose. For eye color, you may add a secondary color as desired, i.e. - pale Grey; bluish tint. Roll for Shade separately; do not use the same roll. Thus, if rolling for eyes, then roll twice (or thrice); once for color, then for shade, then for secondary color. Example: 3 die rolls: 43, 39, 58 = Blue, medium; greenish colored eyes. This will not work for hair or complexion. Only use two rolls for hair or complexion.

Table 3: Other Color

Die Roll | Hair | Eyes | Comp | Shade
01-17 | Black | Black | Black | Dark
18-33 | Brown | Brown | Brown | Deep
34-50 | Red | Blue | Tan | Medium
51-67 | Blonde | Green | Fair | Light
68-83 | White | Hazel | Pale | Fair
84-00 | reroll | Grey | reroll | Pale

As I shall always say, make it easy, just choose. However, there are those that will leave it to dice rolls. Rarely, I do.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Current Date and Upcoming Projects

Authors Note: This is a collection of hand-written notes. Yet, to be sorted.

Current Date: 10 Miza 1164o3

Minimum 18y Birth Date: 09 Miza 1146o3

Maximum 20y Birth Date: 09 Miza 1144o1

Minimum Prenticing Birth Date: 15 Riten 1150o7

Projects Approaching

05ylw Date: 32 Miza 1164o3. Project: Departure of Lianadost. Mission: Explore the world by sailing south and west around Harnidakasar (“lands we killed to conquer from beseigement”).

05ylw Date: 32 Miza 1165o4. Project: Departure of Morgandost. Mission: Explore the world by sailing north and west around Harnidakasar (“lands we killed to conquer from beseigement”). Hopefully, the two shall meet. Or, not.

05ylw Date: unk ETA. Project: Focus Crystal Retrieval Mission Departure. Mission: Protect and escort youngling rhamahath to retrieve Focus Crystals to the north, at The Wall.

05ylw Date: 12 Asos 1164o3. Project: New Mine Exploration Departure. Mission: Protect and escort Miner’s League Squad to a possible new mines.

05ylw Date: ETA 24 Miza 1164o3 at Neleiri. Project: Road Laying Crews. Mission: Protect and escort road laying crews and tugs in laying road to the Neleiri Mines.

05ylw Date: ETA 01 Okisa 1164o3. Project: Western Plains Exploration Departure. Mission: Protect and escort mission to explore plains west of the Guidance Crater.

05ylw Date:

05ylw Date:

05ylw Date:

Other Info, Put Somewhere

This section all the way down is a mish-mash of wild tangents.

The area Us Human Three (UHT) have claimed for our lands at Tanlindon, along the DuinTanlindon, to Neleiri at the confluence of the DuinChondra and DuinMarsadun, to Chondra and the Neleiri Marsadun.

The DuinIritu meets the DuinMarsadun about midway between Neleiri and the mines. The Iritu Hurru is a crater formation we have been using as… a… basically, gigantic compass. We call it the Iritu Hurru, the Guide Crater, The Guide Stone. With the accurate placment of the Guide Stone, we can more accurately map the world in its relation to the Guide Stone.

With the Lianadost exploration mission, the Astroseers aboard her can calculate their location in reference to the Guide Stone. We will know the Lay of the Land of the World better. Whether it is worth further expansion. And perhaps meet other peoples besides the rhamahath. One year later, the Morgandost leaves for her exploration mission. Of course, the very first of her class, the Kurakadost shall remain in the defense of Tanlindon Harbor.

Lianadost = “Pride of the Citadel”

Morgandost = “Sword of the Citadel”

Kurakadost = “Defender of the Citadel”

We shall also have the four Harbor Monitors. Those serpent things are sneaky. Called the Osuöpterix, those serpent things have at least two sets of 6-limbs. One set is around its mouth, allowing a grasp before the bite.

Hell, even the Giant Millipedes have sets of 6-limbs divisible by 6. These things can get as long as 2½ meters (ft), wide as ¾ meters (), will not attack, but can startle you as they trod by. It is the larger Giant Trivontopedes (60 limbs) that will eat you. The only exceptions to the “divisible by 6” are those limbs lost to predation, or other injuries.

One creature has literally assimilated itself to Us Human Three. The Narsepterix is about the size of large dog, with six legs. As with most other Etherlond life, they are also armored. However, they do have long thick, coarse hair-like growths from between their armor plates. Called the Narsa (plural Narsan), they can even raise the plates in anticipation of a forward based attack.

The “watch” and “warning” instincts of the Narsa saved many lives from the Overhang Disaster. This occured at the Overhang district of Tanlindon. Weeks before the disaster, the Narsan would howl at “something”. We knew not, but many heeded the warning and evacuated the surrounding area. Not everyone did, but the largest majority did. Then the overhang formation collapsed.

The Narsan have even instinctually “tamed” their playfulness in respect to our small ones. Children. Babies.

One gross, but very beneficial aspect of the Narsan, allowing one to lick an injury has recuperative and regenerative qualities. Wounds treated such will heal quicker and cleaner. Who’d’ve thunk?

The Narsepterix has alikened themselves to Us Human Three. Almost as if they have chosen Us Human Three as their pets. Even those who have suffered a fatal injury, when a Narsa lays head-to-head, we seem to pass into that other realm with peace and tranquility and painlessness. Then the Narsan will howl. Hmm… Worthy of study.

Next come the Suryanyiko (Suryanyikon) in a surprise. We have yet to encounter one; thus, remember players, this info is for the Lord God the GM. The very first joining of Suryan (Surya) and Us Human Three will be between Sara and Dorganthis. In actuality, it will begin with Dorganthis attacking Sara. However, her union with the Lianor keeps her safe. Dorganthis then releases her in a scream of pain. The Lianor spiked Dorganthis inside his mouth. Not seriously though. After having stepped back a few steps, Dorganthis simply bows to Sara, with his snout to the ground. Sara actually hears the word “Sorrowful” in her mind. The First Companionship.

Until this moment, Sara does not know she has the especial gift of not only Animal Empathy, but also Animal Telepathy.

O! The Narsan even warned Us Human Three of a pest we thought beneficial. Actually, in its larval stage, it is beneficial, fluttering around the flowers and aiding pollenation. Especially for our orchards and shrubs. Its adult form are those small armored tank bugs that eat anything organic. Even Us Human Three.

The larval form of that turd lasted for many years. The savage cicadas of Etherlond. Now we know.

Fortunately, there are the Flower Sprites. These violet-pink, glowing pixie-like things. They are True Pollenators if one were to watch them.

Dorganthis-Sara Speaking…

Dorganthis has thought “Unforgivable” come into Sara’s mind, she then asks, “You are asking me for forgiveness for attacking me? Why? You just did what you do.”

* Yes. *

“And how is it you are speaking to me?”

* I think. You know. You think. Not speak. I hear. *

This… is… simply… amazing.

* Yes. *

“Am I the only one?”

* No. *

“Who else?”

* Shiny metal person. *

“You can hear the Lianor? Thought I was the only one.”

* She speaks. Now tells me others are like you. Speak thought. Not vocal. *

“I do not know if there are others like me speaking with you. But there are no others like the Lianor. I am the only one to receive the Implantation.”

* If others like ThoughtSpeech, then others me would enjoy this companionship. Our honor would be to fight and die to have this companionship. We would serve you. *

“If so, then it must be mutual. You shall not Serve me. Rather, we would be friends whom help one another.”

* That I can do. *

And thus is born the companionship between Suryanyiko and Us Human Three. Only problem is that the percentage chance of Impression with a Surya is disproportional as per below:

Alnara

Altais = 1%

Anur = 10%

Avari = 22%

Dorganthis himself can detect those whom would Impress. As more Impressions occur, more Suryan will be around to detect those whom would Impress.

A side effect of this Impression is that it will also cause the wild Suryan to bow and defer to Us Human Three. The Suryan, ALL of them, will no longer hunt Us Human Three. Even those whom cannot Impress.

Suryan litters are always odd (??) numbered: 3, 5, 7, or 9 as per below:

01-60 = 3

61-90 = 5

91-98 = 7

99-00 = 9

Suryan can live up to 120 years. But most do not live beyond 70-80. Suryan only come into “breeding season” once every 10 years. Kind of like the Avari, but much shorter. At usual max, a Suryan will have 6 litters beginning at 10 years. Then at 20, 30, 40, 50, 60. Rarely at 70. Almost never at 80. “Blessing of the Gods” at 90.

The Great Survival Trick

This is taught at every last CAJA education centers. It is the difference between the sykamorn and kadamorn berries. The difference is very subtle:

sykamorn are greenish-cyan,

kadamorn are cyanish-green.

Best trick if unsure, is pick the berries, compare them to another bush with berries on your way. If same color, then there is a 67% chance both are sykamorn. Compare those two to a third, 83% chance. Those three to a fourth, 95% chance. A great trick to remember if the worstest of disasters should strike.

Fortunately, kadamorn only comes in the bush/berry form. Sykamorn comes in a grass/grain, bush/berry, and tree/nut forms.

Grass/Grain – Great for Laundir mounts and burdeners. Grain can be boiled like “wild rice”. Drink the water also. It chews like wild rice with a savory nutty-honey flavor.

Bush/Berry – Berry is about the size of a healthy red grape. It bites and chews and tastes like a red grape with a bit of honey.

Tree/Nut – Much like a pecan, it tastes like a pecan-pistachio with honey. Nuts can be roasted for an added roasted flavor.

Sykamorn will provide two (2) days nourishment as follows:

Grass/Grain – About a double handful of grain.

Bush/Berry – About a handful of berries.

Tree/Nut – 3, 4, or 5 nuts per respectively: Altais, Anur, Avari.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

The rhamahath

The rhamahath are a strange people. Like all the other life on Etherlan, the rhamahath are hexapodal, having four arms and two legs. On their legs, they end in flat stumps similar to an elephant. No feet, but have knees. Additionally, the rhamahath have 8-digited hands, unlike our 5-digited hands. They have two opposable thumbs on either side with 6 “fingers” between. They could probably tie each shoe one-handed.

The rhamahath form of communication cannot be imitated by Us Human Three. It seems they communicate with each other using some form of tremor modulations through their hands.

The rhamahath have an amazing ability of manipulating rock & stone. They can shape it as easily as Us Human Three can shape soft clay. They can mold it into any desired shape and can even “weld” two pieces together into one stone/rock, and can weld two different types of rock and stone into one piece of rock. They can crush rock and stone by hand almost as easily as UHT crush dried bread. The ways they can manipulate rock and stone and dirt seems only limited by the imagination.

… more forthcoming …

Height: 60 inches. B/F Mod: +6. Weight×: 1.75. No hair. Eyes: Always “emerald” green. Complexion: looks like rock and stone of various variegation. Yes, they bleed blue.

Although the rhamahath may appear to be stone and rock, they are almost as vulnerable as UHT. What they consume for “food” is unknown. All we get from them is, “Dirt Communion”.

The rhamahath are also pacifistic. They do not comprehend “violence” of any nature. In fact, their thinking has NEVER comprehended “violence”, even in self-defense.

How the rhamahath actually survived to evolve is another great mystery. How they reproduce is also unknown. Their description is simply “The Three Communion”. Trisexual versus bisexual? Virtually everything with the rhamahath is a “communion of” or “communion with”, whatever that truly means.

At first, the rhamahath learned our language, both spoken and written, fairly quickly. They learned they can communicate by etching our written langauge into stone, rock, dirt. It only took them about 100 years to develop a means by creating a vibration “something” within their mouths to produce vibrations from tremors to imitate speech. They open their mouths and speak. Which can be disconcerting at first since they do not have the need for our lip and tongue flapping.

The rhamahath communicate with each other through “tremor modulations”. They can simply touch hands and communicate much faster than our method of communication.

The rhamahath can detect the minutest tremors and/or vibrations. Thus, if a rhamahath warns of “hearing” something, You HAD better listen.

The rhamahath are tremendously strong. Only 5ft on average, yet mass 250+ pounds, provided leaverage is adequate, a rhamahath can lift and carry upwards of 20× their own mass.

Although the rhamahath never even thought of “violence” even in self-defense for themselves, it did not escape their notice of how we utilize “violence” for self-defense and survival. Thus, they asked us to teach them “self-defense”. Their thinking: “How can it truly be violence to know “self-defense”? To protect one’s own life?”

Then there is the Focus Crystal Mission where UHT shall protect a group of young rhamahath as they venture for their “Focus Crystal”. We offered this mission as part of the alliance we now call the Federated Survival Services (FeSS up.). Basically, our army of “defenders for survival”.

Author’s Note: As Ripley said, believe it or not. I did NOT purposefully CREATE Federated Survival Services intentionally to form “FeSS”. A person asked me what the name of the alliance was, making me have to think. Why do players have to do that? As I thought about it, the “defenders for survival” served selflessly, the others worked to help support them. Kind of like a “federal” service. Thus, I called it the Federated Survival Services between humans and rhamahath. The FSS for short. It was several months to a year or more, before it ever occured to me to include the “e” in Federated to get “FeSS up.” Most of the time, I almost never look for a “word” from abbreviation. Someone else usually points it out. Sometimes I do intentionally form an acronym from an actual word, such as FACT (Formal Accurate Codified Truth).

Coincidences, Kowinkadinks, DO happen.

However, training rhamahath in self-defense is risky business. Their strength alone can even kill a Giant with one blow. Actually, two blows. One to Knock Down, then kill. They could easily break a leg of a Tyrondrix. Think. They have 4 arms. That is a double fisted blow from either side.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Etherlond’s “Monsters”

Greatest Land Threat: Tyrondrix

The Tryondrix is easily the King of Land Animals. Upwards of 60 meters long, these giants are the reason we are now building even taller and more heavily fortified walls about all our fields and cities, towns, villages.

Greatest Aerial Threat: Jesopterix

Of the skies, the Jesopterix is King. Just stay away from THE Wall.

Greatest Sea Threat: Osuäpterix

Of the seas, the Osuäpterix is King. We only know of the six limbs the Osu have about their mouth. We speculate they may have a second set of six limbs which are swimming fins. The six limbs end in vicious claw-swords used to stab their prey, then pull it to the mouth. The mouth is filled with vicious teeth. These teeth are daggers that can be moved forward, bite into the prey, then the teeth rip and shred. And since they are upwards of 5 meters diameter, they can swallow the Avari in one gulp.

Most Dangerous, Land:

Most Dangerous, Aerial:

Most Vicious, Land:

Most Vicious, Aerial: Ropterons, the “Bats”

These small predators have two sets of wings and two legs. Their wings are clawed. What makes these Ropters so vicious is the swarm they atack with.

Most Obnoxious: Oleperix

Don’t ask. Please, just don’t. You really want to know? Are you absolutely sure? You really want to push that button don’t you? You want me to put your character through a chance meeting with the oleperix? I can arrange that.

Most Lovable, Land: Narseptrix, aka - Narsa
Most Helpful, Land: Laseptrix, aka - Lasë, Lasee

As all Etherlond life, both have 6 limbs. Their foremost can be used as both arms/hands and legs/feet. Both are excellent climbers, Narsa prefer the ground, where Lasee either ground/arboreal. The Narsa particularly help on our Footpad Hunting parties. As dangerous as Etherlond is, you still have your thrill-seekers. Both are predators. Unlike the Narsa, Lasee prey upon the pestilent life. They tried warning us about the Flower Sprites. Small flying, glowing, sprites that seemed to fertilize the flowers of our fields (likes bees). Very beneficial. However, we knew not they go into a pupal state for 13 years. When they emerge again, they are the most voracious pestilence against any form of vegetation. They start about 3cm, grow to about 15-18cm, reproduce, lay eggs, to start the cycle anew. Even dead vegetation, as that used for structures, gets eaten. The Lasee would stalk and eat what later became known as Locust Faeries. At least they have not come out in enormous, overwhelming swarms. They must have a predator when pupal? As eggs? We know the Lasee prey upon them in Flower Sprite form. Another big difference. The narsa are furry. The lasee have a scaly hide that when rubbed the right way feels slimey. But there is no slime. The other way you feel the scales.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

The Sapient Species

W I P. Consolidating all species I find through notebooks, files, etc. and shall continue doing so. Not all below are Sapient. Not all will be included. They are all species, sapient or not, and will get sorted. * – indicates “sapience”.

ALNARA*

Altais

Anur

Avari

GRUÄND*

rhamahath

Dangro

Kilram

Husta

FAYRIN*

Vinyar

KRENOSI*

Kreegog

Dhralorg

Seerazg

DUGARU*

Dysonus

Varnyar

SUALGAR*

Gralgul

Zurhar

NAGRAN*

Hatharnd

SARINDI*

Tomofu (Ursidae, Mustelidae, )

Qwawranu (Equidae)

Krautyen (Canidae)

Ewoni (Cervidae, Bovidae)

(Felidae)

MAWNGAR*

Awzurka (interesting)

LUMARA*

Yelri (Warrior)

Varnya (Magus)

Dalino (Guardian)

Hryog (Awakened)

Olvar (Slowroot)

Pentanoth ()

???

???

UNIQUE FAUNA

Magarin

Ulgarin

Yolnarg

Lundrun

Harini

Dorjoluna

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Life Span

Although I have heard that the RMU may go with any life span costing no points and only “mortally Immortal” will cost some points, I have decided to keep my original thoughts on life spans as detailed in the below table.

Onaviu Life Spans

Years | Cost
1-7 | -5
8-15 | -4
16-25 | -3
26-40 | -2
41-60 | -1
61-80 | 0
81-120 | 1
121-180 | 2
181-300 | 3
301-500 | 4
501-800 | 5
801-1200 | 6
1201-1800 | 7
1801-2500 | 8
2501-5000 | 9
5001+ | 10
mortally Immortal | 25

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Size Classes

RMU Size Classes

The table below lists the original RMU Size Classes. This is only covering the height component of size. Eventually I’ll get around to adding the weight. Multiplier is the factor used to go from the upper limit of the height range from the previous.

Class | Height (inches) | Multiplier
Diminutive | 0-5 | -
Tiny | 6-12 | ×2.4
Small | 13-48 | ×4
Medium | 49-96 | ×2
Large | 97-300 | ×3.125
Huge | 301-900 | ×3
Gigantic | 901+ | -

Onaviu Size Classes

The table below shows the alternative Size Class system used for Onaviu. The height range was decided by following a better mathematical progression from the smallest to largest. Feet is the upper limit of the height range converted into feet.

Class | Height (inches) | Feet | Multiplier | Factor
Diminutive | 1-6 | 0.5 | - | 1
Tiny | 7-12 | 1 | ×2 | 2
Little | 13-24 | 2 | ×2 | 3
Small | 25-48 | 4 | ×2 | 4
Medium | 49-96 | 8 | ×2 | 5
Large | 97-192 | 16 | ×2 | 6
Huge | 193-384 | 32 | ×2 | 7
Enormous | 385-768 | 64 | ×2 | 8
Gigantic | 769-1536 | 128 | ×2 | 9
Gargantuan | 1537-3072 | 256 | ×2 | 10
beyond... | etc. | etc. | ×2 each step | +1 each step

Damage Adjustments Due to Size

Empty cells indicates there is no adjustment.

Hits

| D | T | I | S | M | L | H | E | G | R
Diminutive |  | ×3/4 | ×1/2 | ×1/3 | ×1/4 | ×1/5 | ×1/6 | ×1/7 | ×1/8 | ×1/9
Tiny | ×1½ |  | ×3/4 | ×1/2 | ×1/3 | ×1/4 | ×1/5 | ×1/6 | ×1/7 | ×1/8
LIttle | ×2 | ×1½ |  | ×3/4 | ×1/2 | ×1/3 | ×1/4 | ×1/5 | ×1/6 | ×1/7
Small | ×3 | ×2 | ×1½ |  | ×3/4 | ×1/2 | ×1/3 | ×1/4 | ×1/5 | ×1/6
Medium | ×4 | ×3 | ×2 | ×1½ |  | ×3/4 | ×1/2 | ×1/3 | ×1/4 | ×1/5
Large | ×5 | ×4 | ×3 | ×2 | ×1½ |  | ×3/4 | ×1/2 | ×1/3 | ×1/4
Huge | ×6 | ×5 | ×4 | ×3 | ×2 | ×1½ |  | ×3/4 | ×1/2 | ×1/3
Enormous | ×7 | ×6 | ×5 | ×4 | ×3 | ×2 | ×1½ |  | ×3/4 | ×1/2
Gigantic | ×8 | ×7 | ×6 | ×5 | ×4 | ×3 | ×2 | ×1½ |  | ×3/4
GaRgantuan | ×9 | ×8 | ×7 | ×6 | ×5 | ×4 | ×3 | ×2 | ×1½ |

Criticals

| D | T | I | S | M | L | H | E | G | R
Diminutive |  | -1 | -2 | -3 | -4 | -5 | -6 | -7 | -8 | -9
Tiny | +1 |  | -1 | -2 | -3 | -4 | -5 | -6 | -7 | -8
LIttle | +2 | +1 |  | -1 | -2 | -3 | -4 | -5 | -6 | -7
Small | +3 | +2 | +1 |  | -1 | -2 | -3 | -4 | -5 | -6
Medium | +4 | +3 | +2 | +1 |  | -1 | -2 | -3 | -4 | -5
Large | +5 | +4 | +3 | +2 | +1 |  | -1 | -2 | -3 | -4
Huge | +6 | +5 | +4 | +3 | +2 | +1 |  | -1 | -2 | -3
Enormous | +7 | +6 | +5 | +4 | +3 | +2 | +1 |  | -1 | -2
Gigantic | +8 | +7 | +6 | +5 | +4 | +3 | +2 | +1 |  | -1
GaRgantuan | +9 | +8 | +7 | +6 | +5 | +4 | +3 | +2 | +1 |

Size Classes with Weight Ranges

need to finish this

Class | Height (inches) | Humanoid Weight | Beast Weight
Diminutive | 1-6 |  |
Tiny | 7-12 |  |
Little | 13-24 |  |
Small | 25-48 |  |
Medium | 49-96 |  |
Large | 97-192 |  |
Huge | 193-384 |  |
Enormous | 385-768 |  |
Gigantic | 769-1536 |  |
Gargantuan | 1537-3072 |  |

And finally, an Easier Method …

On Onaviu, there are some creatures that are beyond the above size class tables. These creatures will have a number indicating their size class. Also refer to the table below.

Using this system allows for a simpler damage due to size difference method. Simply take the size class of the attacker and subtract the size class of the defender. When the difference is -1, then damage is ×3/4 hits and -1 critical adjustment. When the difference is +1, then damage is ×1.5 hits and +1 critical adjustment.

I am using critical adjustment due to Grenandine's proposal for critical adjustment, if it is used by others. Basically the critical adjustment will be equal to the difference in size classes, whether positive or negative.

Example: If a Medium attacks a Tiny, the difference is 5 - 2 = +3 giving a ×3 hits and +3 critical adjustment. Obversely, if a Tiny attacks a Medium, the difference is 2 - 5 = -3 giving a ×1/3 hits and -3 critical adjustment. Also refer to the below table.

Size
Diff
Adjustment

Size
Diff
Adjustment

Hits
Crit
Hits
Crit

-1
×3/4
-1
+1
×1½
+1

-2
×1/2
-2
+2
×2
+2

-3
×1/3
-3
+3
×3
+3

-4
×1/4
-4
+4
×4
+4

-5
×1/5
-5
+5
×5
+5

-6
×1/6
-6
+6
×6
+6

-7
×1/7
-7
+7
×7
+7

-8
×1/8
-8
+8
×8
+8

-9
×1/9
-9
+9
×9
+9

etc.
etc.
etc.
etc.
etc.
etc.

Now take the monstrous creature known as the Drakmar-Tooragra. That beast is at least a size class 30, if not greater. For normal Medium humans, this is a difference of -25 for ×1/25 hits and -25 critical adjustment. Basically, no matter what weapon the human used, he’d be lucky to even cause 1 hit of damage each hit. Obversely, the Drakmar-Tooragra would have a difference of +25 for × 25 hits and +25 critical adjustment. One hit and you have a human goo. Then again, the Drakmar-Tooragra is so large, it might not even know if there are any humans attacking it. Hell, you’d almost need a nuke just to get it to notice. So heed Franajatal’s warning: DO NOT WAKE IT!

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

The Great Mystery

Simplest, easiest to put it into a list:

Us Human Three

quadrapodal, two arms two legs

pentadigitial, fingers thumbs

bleeds red

Etherlond Life

hexapodal, varies

octodigital

bleeds blue

You already get the quadrapodal and pentadigital. Etherlond life has 6 limbs of varying degree: 6 legs; 2 arms, 4 legs; 4arms, 2 legs; 2 arms, 2 wings, 2 legs; 4 wings, 2 legs. Additionally, it also seems that multiple sets of limbs ALWAYS occur in sixes; 12, 18, 24, …

Octodigital means 8 extremities, such as fingers, thumbs, claws, ..., . Most Etherlond life have these digits configured as a thumb and 3 fingers on both sides of the hand/paw. Essentially giving them two hands built into one. Exception: Most Etherlond life configured with 6 legs invariably only have “claws”. The rhamahath “toes” actually end in boney stubs of toes much like the elephant foot.

The most profound difference is the blood color. Us red, them blue. As one Ponderer pointed out, “Us Human Three consume Etherlond life and do not suffer ill-effects. YET. Yet, it has been slightly over a thousand years since The Records began. So, something must be compatible.”

And, this leaves the UHT with many questions for our Ponderers.

Where did we come from?

How did we get Here?

If our home is Elsewhere, can we get back?

How do we get back?

What purpose led Us Human Three to be Here?

Who put us Here?

Why did they put Us Human Three Here?

Did we somehow do this to ourselves?

Just some of the questions our Ponderers ask. So many questions. No easy answers.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Etherlond Calendar Timekeeping System

Here is the calendarial system devised by the UHT. Since I, the GM, tend to prefer simplicity; seconds, minutes, hours are the same as here on Earth. After, changes are somewhat different.

1 second = 1 second

1 minute = 60 seconds

1 hour = 60 minutes

1 day = 25 hours (min. sleep = 6h)

1 week = 6 days

1 month = 6 weeks

1 year = 11 months + 4 days

It is that “+ 4 days” that offsets the New Moon through the months. This cycles every 9 years. Etherlond’s satellite orbits every 36 days. Eleven times equals 396 days. Thus, the 9 year cycle for the offsets. The + 4 days.

I cannot find the font I once used to depict the moon phases with a golden color where it is black. Basically, the black circle is the New Moon, the solid, Full Moon. I could individually style each character, but…

Etherlond Month
Offset 0

Oneday | Twoday | Threeday | Fourday | Fiveday | Sixday
1○ | 2 | 3 | 4 | 5 | 6
7 | 8 | 9 | 10◑ | 11 | 12
13 | 14 | 15 | 16 | 17 | 18
19● | 20 | 21 | 22 | 23 | 24
25 | 26 | 27 | 28◐ | 29 | 30
31 | 32 | 33 | 34 | 35 | 36

Etherlond Month
Offset 1

Oneday | Twoday | Threeday | Fourday | Fiveday | Sixday
1 | 2 | 3 | 4 | 5○ | 6
7 | 8 | 9 | 10 | 11 | 12
13 | 14◑ | 15 | 16 | 17 | 18
19 | 20 | 21 | 22 | 23● | 24
25 | 26 | 27 | 28 | 29 | 30
31 | 32◐ | 33 | 34 | 35 | 36

Etherlond Month
Offset 2

Oneday | Twoday | Threeday | Fourday | Fiveday | Sixday
1 | 2 | 3 | 4 | 5 | 6
7 | 8 | 9○ | 10 | 11 | 12
13 | 14 | 15 | 16 | 17 | 18◑
19 | 20 | 21 | 22 | 23 | 24
25 | 26 | 27● | 28 | 29 | 30
31 | 32 | 33 | 34 | 35 | 36◐

Etherlond Month
Offset 3

Oneday | Twoday | Threeday | Fourday | Fiveday | Sixday
1 | 2 | 3 | 4◐ | 5 | 6
7 | 8 | 9 | 10 | 11 | 12
13○ | 14 | 15 | 16 | 17 | 18
19 | 20 | 21 | 22◑ | 23 | 24
25 | 26 | 27 | 28 | 29 | 30
31● | 32 | 33 | 34 | 35 | 36

Etherlond Month
Offset 4

Oneday | Twoday | Threeday | Fourday | Fiveday | Sixday
1 | 2 | 3 | 4 | 5 | 6
7 | 8◐ | 9 | 10 | 11 | 12
13 | 14 | 15 | 16 | 17○ | 18
19 | 20 | 21 | 22 | 23 | 24
25 | 26◑ | 27 | 28 | 29 | 30
31 | 32 | 33 | 34 | 35● | 36

Etherlond Month
Offset 5

Oneday | Twoday | Threeday | Fourday | Fiveday | Sixday
1● | 2 | 3 | 4 | 5 | 6
7 | 8 | 9 | 10◐ | 11 | 12
13 | 14 | 15 | 16 | 17 | 18
19 | 20 | 21○ | 22 | 23 | 24
25 | 26 | 27 | 28◑ | 29 | 30
31 | 32 | 33 | 34 | 35 | 36

Etherlond Month
Offset 6

Oneday | Twoday | Threeday | Fourday | Fiveday | Sixday
1 | 2 | 3 | 4 | 5 | 6
7● | 8 | 9 | 10 | 11 | 12
13 | 14 | 15 | 16◑ | 17 | 18
19 | 20 | 21 | 22 | 23 | 24
25○ | 26 | 27 | 28◐ | 29 | 30
31 | 32 | 33 | 34 | 35 | 36

Etherlond Month
Offset 7

Oneday | Twoday | Threeday | Fourday | Fiveday | Sixday
1 | 2◑ | 3 | 4 | 5 | 6
7 | 8 | 9 | 10 | 11● | 12
13 | 14 | 15 | 16 | 17 | 18
19 | 20◐ | 21 | 22 | 23 | 24
25 | 26 | 27 | 28 | 29○ | 30
31 | 32 | 33 | 34 | 35 | 36

Etherlond Month
Offset 8

Oneday | Twoday | Threeday | Fourday | Fiveday | Sixday
1 | 2 | 3 | 4 | 5 | 6◑
7 | 8 | 9 | 10 | 11 | 12
13 | 14 | 15● | 16 | 17 | 18
19 | 20 | 21 | 22 | 23 | 24◐
25 | 26 | 27 | 28 | 29 | 30
31 | 32 | 33○ | 34 | 35 | 36

The cycle then repeats as shown above. Every nine years.

To find the offset number, modulus the year by 9. And yes. There is a year zero (0) to start. Then evenly divisible by 9 is the uppermost monthly calendar for that year. Remember, modulus does produce 0s.

Did you happen to notice the other pattern? New and Full moons occur on odd numbered days, Half-Moons occur on even numbered days. Missed it?

The Eleven Months

Eles

Uidar

Lantar

Desdi

Voryan

Rotin

Kintar

Mitin

Asos

Okisa

Selen

Comparison Total Seconds

Unit | Etherlond | Earth
second | 1 | 1
minute | 60 | 60
hour | 3600 | 3600
day | 90,000 (25h) | 86,400 (24h)
week | 540,000 (6d) | 604,800 (7d)
month | 3,240,000 (36d) | 2,592,000 (30d)
year | 36,000,000 (400d) | 31,557,600 (365¼d)

Biggest problem is our calendar system. We may have weeks set at seven days, after that it is so incompatible, I’d rather not talk about it. Our year is all-but 31,557,600 seconds. Factored = 2⁵ × 3⁴ × 5² × 487. It is that Prime 487 that royally screws our year. 7734, our year is literally 365.25d long. 487 is larger! Earth year is ugly. I like simple.

Besides, I am the G.O.D. Gaming Operations Director. I say how it goes. ;-P

One Etherlond Year = 416d 16h Earth time (416⅔d), or for Earth Years, ×1.140 771 161 305 042 208 532 968 286 5617…, round where wished.

Shortcuts…

To calculate the “offset”, simply modulus the year by 9, for 0 % 9 = 0 (why there is a Year 0): 1833 % 9 = o6. 999 % 9 = o0. 687 % 9 = o3. Et cetera. The year would be written: 1833o6, 999o0, 687o3.

To calculate the “date” of the New Moon each month, multiply the “offset” by 4, then add 1. Examples: o3 = 3 × 4 + 1 = 13. The New Moon was on the 13th of each month. With just the year written as above, one can easily calculate.

Holidays

01red The 4 extracalendarial days are celebrated as the “Year End Made New Year” Celebration between the dates of 36 Selen and the first of Eles. Barring required services, everyone is “off” from work duties. However, some do a quite a bit of work anyway for the Celebration.

02grn 16 - 21 Riten each year is the Prenticing Ceremony.

03blu 25-27 Kintar celebrates the Day of rhamahath, when we first met the rhamahath on 26 Kintar 813o3.

04mag The Zero Date: Celebrated on the first day of Eles when all time units are zeroed for the new year. It only lasts one second. Mostly celebrated by scholars.

05ylwstill thinking…

The Zero Date

Celebrated mostly by the scholars, specifically the Astroseers. NOT astrologers, BUT more like astronomers. Those are the Starreaders. The Zero Date occurs on the 1st of Eles when all the time units, excepting year, zero out. For the Astroseers, the Etherlond year runs from 0 seconds to 35,999,999 seconds. When we were able to start recording our great Survival War after meeting the rhamahath. The astroseers started this recording with The Zero Date.

seconds = 0

minutes = 0

hours = 0

days = 0

months = 0

years = 0o0

Thus, The Zero Date of 0o0.0000.000000.

Currently, 1064o2.0810.080000,

in the format, YYYYoO.MMDD.hhmmss.

Thus, unlike here on Earth, Us Human Three have a zero year.

For Inside-Out Version

400 = 2⁴ × 5²

Have this monster coming into our stellar system? What year for Earth? Current, or future? This is another idea I had for Etherlond. An exceptionally technologically advanced spherical construct, much like the Death Star from Star Wars, except much bigger.

Hollow Interior Radius: 7e6m

Terrain Material Radius: 1.4e7 (+7e6)

Terrain Machinery Radius: 2.2e7m (+8e6)

Overall Radius: 3.2e7m (+1e7)

Volumes

Hollow Interior Volume: 1,436,755,040,241,732,107,724 m³

1.436755e21 m³

Terrain Material Volume: 10,057,285,281,692,124,754,065 m³

1.0057285e22 m³

Terrain Machinery Volume: 33,108,197,778,631,634,342,411 m³

3.3108198e22 m³

Hi-Tech Machinery Volume: 92,656,039,329,874,968,579,725 m³

9.265604e22 m³

Overall Volume: 137,258,277,430,440,459,783,925 m³

1.372582e23 m³

Masses

Hollow Interior Mass: 862,053,024,145,039,264,635 kg

8.620530e20 kg

Terrain Material Mass: 58,332,254,633,814,323,573,577,000 kg

5.833225e25 kg

Terrain Machinery Mass: 122,500,331,780,937,047,066,920,700 kg

1.225003e26 kg

Hi-Tech Machinery Mass: 259,436,910,123,649,912,023,230,000 kg

2.594369e26 kg

Overall Mass: 440,270,358,591,425,427,702,992,335 kg

4.40270359e26 kg

Mean Densities

Hollow Interior Density: 0.8 kg/m³

Terrain Material Density: 5800 kg/m³

Terrain Machinery Density: 3800 kg/m³

Hi-Tech Machinery Density: 2400 kg/m³

Overall Density: 3208 kg/m³

Diagram of the Shells
IOW-Example

Although not to scale, the shells follow the following radii:

Hollow Interior: 7e6 meters (this is the atmosphere within)

Terrain Material: 1.4e7 meters (this is rock used to imitate geomorphology similar to a terrestrial type planet)

Terrain Machinery: 2.2e7 meters (machinery that heats and causes convection within the terrain material)

Hi-Tech Machinery: 3.2e7 meters (where the Builders live and maintain the Inside-Out World)

The Four Most Important Facts

Especial Note: Any errors below are due to round off.

Overall Radius: 3.2e7m

Overall Volume: 1.372582e23 m³

Overall Mass: 4.40270359e26 kg

Overall Density: 3208 kg/m³

As Compared to Earth

Overall Radius: 6.371e6m

Overall Volume by (VMR): 1.083207e21 m³

Overall Mass: 5.9722e24 kg

Overall Density: 5515 kg/m³

The Two Facts of Focus

126.7× Earth’s Volume

73.7× Earth’s Mass

0.582× Earth’s Density

How can an object be almost 127 times the volume of Earth and almost 74 times the mass of Earth, yet have only about 0.6 times Earth’s density? This means only one thing. That monster object is largely hollow.

Project “Death Star”

Investigation of object NGC23207734.

We know this object is largely hollow because of its overall mean density being only about 0.6× Earth’s density. Since the European Space Agency was the first to discover this object, they are the ones in the lead, and command of Project Death Star. We currently have the following working together:

National Areonautics and Space Agency (NASA)

Japan Aerospace Exploration Agency (JAXA)

Brazilian Space Agency (AEB)

Australian Space Agency (AuSA)

Canadian Space Agency (ASC)

to beat the Chinese and/or Russians in arriving at the object first.

With Russia’s illigitimate invasion of the Ukraine, and China’s aid to Russia, we have decided to exclude their space agencies. Our primary mission is to get to object NGC23207734 and investigate before either or both Russia and China can get there.

Since the above combined agencies have already begun construction of the ESAV Isaac Newton, we shall improve it, and arm the vessel. Not for war, but for protection. Our Mass Driver Cannons (MDCs) have been perfected, far in advance of any weaponry Russia and/or China can muster. These MDCs are best since they have no nuclear contamination, and can be driven in space at far greater velocities than in an atmosphere, making the MDCs far deadlier than nuclear weapons. We can build shielding that can stop nuclear weapons, but we have no such shielding capabilities against MDCs. Or, to shield against MDCs would require a hull so thick, the space vessel could barely move or maneuver.

Since the priority of Project Death Star is exploration, we shall avoid ANY form of conflict unless there is no alternative. The Isaac Newton is never to even think about firing first. We must let the Ruso-Sino alliance to fire first. Once that happens, the Isaac Newton may defend itself at any cost.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Smaller Monthly Calendars…

…for easier viewing.

Offset 0

1🌑 | 2 | 3 | 4 | 5 | 6
7 | 8 | 9 | 10🌓 | 11 | 12
13 | 14 | 15 | 16 | 17 | 18
19🌕 | 20 | 21 | 22 | 23 | 24
25 | 26 | 27 | 28🌗 | 29 | 30
31 | 32 | 33 | 34 | 35 | 36

Offset 1

1 | 2 | 3 | 4 | 5🌑 | 6
7 | 8 | 9 | 10 | 11 | 12
13 | 14🌓 | 15 | 16 | 17 | 18
19 | 20 | 21 | 22 | 23🌕 | 24
25 | 26 | 27 | 28 | 29 | 30
31 | 32🌗 | 33 | 34 | 35 | 36

Offset 2

1 | 2 | 3 | 4 | 5 | 6
7 | 8 | 9🌑 | 10 | 11 | 12
13 | 14 | 15 | 16 | 17 | 18🌓
19 | 20 | 21 | 22 | 23 | 24
25 | 26 | 27🌕 | 28 | 29 | 30
31 | 32 | 33 | 34 | 35 | 36🌗

Offset 3

1 | 2 | 3 | 4🌗 | 5 | 6
7 | 8 | 9 | 10 | 11 | 12
13🌑 | 14 | 15 | 16 | 17 | 18
19 | 20 | 21 | 22🌓 | 23 | 24
25 | 26 | 27 | 28 | 29 | 30
31🌕 | 32 | 33 | 34 | 35 | 36

Offset 4

1 | 2 | 3 | 4 | 5 | 6
7 | 8🌗 | 9 | 10 | 11 | 12
13 | 14 | 15 | 16 | 17🌑 | 18
19 | 20 | 21 | 22 | 23 | 24
25 | 26🌓 | 27 | 28 | 29 | 30
31 | 32 | 33 | 34 | 35🌕 | 36

Offset 5

1 | 2 | 3🌕 | 4 | 5 | 6
7 | 8 | 9 | 10 | 11 | 12🌗
13 | 14 | 15 | 16 | 17 | 18
19 | 20 | 21🌑 | 22 | 23 | 24
25 | 26 | 27 | 28 | 29 | 30🌓
31 | 32 | 33 | 34 | 35 | 36

Offset 6

1 | 2 | 3 | 4 | 5 | 6
7🌕 | 8 | 9 | 10 | 11 | 12
13 | 14 | 15 | 16🌗 | 17 | 18
19 | 20 | 21 | 22 | 23 | 24
25🌑 | 26 | 27 | 28 | 29 | 30
31 | 32 | 33 | 34🌓 | 35 | 36

Offset 7

1 | 2🌓 | 3 | 4 | 5 | 6
7 | 8 | 9 | 10 | 11🌕 | 12
13 | 14 | 15 | 16 | 17 | 18
19 | 20🌗 | 21 | 22 | 23 | 24
25 | 26 | 27 | 28 | 29🌑 | 30
31 | 32 | 33 | 34 | 35 | 36

Offset 8

1 | 2 | 3 | 4 | 5 | 6🌓
7 | 8 | 9 | 10 | 11 | 12
13 | 14 | 15🌕 | 16 | 17 | 18
19 | 20 | 21 | 22 | 23 | 24🌗
25 | 26 | 27 | 28 | 29 | 30
31 | 32 | 33🌑 | 34 | 35 | 36

Smaller with easier viewing. Do not know how this will print.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

SCOCS: Simplified Celestial Object Classification System

Here is my simplified system for celestial object classification. Duh.

My SCOCS

The Standard Measure used in each table is highlighted green. I decided on using the below system since it is logarithmic in scale. Makes it much easier to classify celestial bodies. Then would come the different types.

Each table has a “base” exponent for mass, such as “e30” in the first table. For the decimal measures (0.1, 0.2, 0.3, etc.), the exponent would be the “base exponent” - 1 (in first table e29, then make them whole units with the e29). The tens measures (10, 20, 30, etc.) would be the “base exponent” + 1 (in the first table e31, etc.).

Since we measure stars masses in terms of Sol Masses (M☉) of 1.9885e30kg, I converted the example masses into the M☉ equivalent since I set the Standard Measure at 2e30kg. The same was done for the Jovian and Terrestrial Bodies tables using Jupiter and Earth as the basis.

The tables of Lunan Bodies and smaller, I set the Standard Measure at 5eNN; where NN = 21, 18, 15, 12, 9, 6, or 3. I did this so I would not have those crappy numbers gotten in the Terrestrial Bodies by dividing by 6. PHFFT >:-P!

The types of celestial bodies beyond Terrestrial Bodies have been arbitrarily chosen by me. Me alone. Do not accept them as the “class names” of those bodies. If you do not like my arbitrary choses, simply change them.

For fun, look for Uranus on both the Jovian and Terrestrial tables.

Stellar Bodies

Basically, these are the stars, brown dwarfs, other stellar objects.
e30kg | Mass | Examples
0.1 | 0.05 | Wolf 359 (0.0895)
0.2 | 0.1 | Proxima Centauri (0.1213), Sirius B (0.1094)
0.3 | 0.15 | Barnard’s Star (0.1432)
0.4 | 0.2 |
0.5 | 0.25 |
0.6 | 0.3 |
0.7 | 0.35 |
0.8 | 0.4 |
0.9 | 0.45 |
1 | 0.5 | Tau Ceti (0.7785), Procyon B (0.5985)
2 | 1 | Aldeberan (1.1632), Rigil Kentaurus (1.0728), Sol (0.99425), Toliman (0.9038)
3 | 1.5 | Procyon A (1.4894)
4 | 2 | Sirius A (2.0511), Altair (1.7797)
5 | 2.5 |
6 | 3 |
7 | 3.5 |
8 | 4 |
9 | 4.5 |
10 | 5 | Canopus (7.954)
20 | 10 | Betelgeuse (11.5333)
30 | 15 |
40 | 20 | Deneb (18.8908)
50 | 25 | supermassive O & B stars, supermassive red giants, supermassive white dwarfs, neutron stars, magnatars, black holes begin appearing within this range
60 | 30
70 | 35
80 | 40
90 | 45

Jovian Bodies

e27kg | Mass | Examples
0.1 | 0.05 | Uranus (0.0434), Neptune (0.05121)
0.2 | 0.1 |
0.3 | 0.15 |
0.4 | 0.2 | Etherlond.IO (0.2201)
0.5 | 0.25 | Saturn (0.284)
0.6 | 0.3 |
0.7 | 0.35 |
0.8 | 0.4 |
0.9 | 0.45 |
1 | 0.5 | Gwarna (0.609)
2 | 1 | Jupiter (0.949)
3 | 1.5 |
4 | 2 |
5 | 2.5 |
6 | 3 |
7 | 3.5 |
8 | 4 |
9 | 4.5 |
10 | 5 |
20 | 10 |
30 | 15 |
40 | 20 |
50 | 25 |
60 | 30 |
70 | 35 |
80 | 40 |
90 | 45 |

Terrestrial Bodies

e24kg | Mass | Examples
0.1 | 0.016 | Callisto (0.01793), Titan (0.02243)
0.2 | 0.03 | Ganymede (0.0247)
0.3 | 0.05 | Mercury (0.055043)
0.4 | 0.06 |
0.5 | 0.083 |
0.6 | 0.1 | Mars (0.107)
0.7 | 0.116 |
0.8 | 0.13 |
0.9 | 0.15 |
1 | 0.16 |
2 | 0.3 |
3 | 0.5 |
4 | 0.6 |
5 | 0.83 | Venus (0.8113)
6 | 1 | Earth (0.99543)
7 | 1.16 |
8 | 1.3 |
9 | 1.5 |
10 | 1.6 | Etherlond (1.637)
20 | 3.3 |
30 | 5 |
40 | 6.6 |
50 | 8.3 |
60 | 10 |
70 | 11.6 |
80 | 13.3 |
90 | 15 | Uranus (14.4693)
— | — | Etherlond.IO (73.3784)
— | — | Gwarna (101.5)

Author’s Note: Etherlond.IO is short for Etherlond Inside-Out version. Do not assume true. Just another Wild Tangent. 7734, Etherlond.IO is even more massive than Uranus and Neptune combined.

Special Note on Asteroids: Asteroid and meteoric bodies can range in size in ANY of the below categories. Yes, you can have a Luna sized asteroid/meteor. Luna is the official name of Earth’s satellite.

Lunan Bodies

e21kg | Mass | Examples
0.1 | 0.02 |
0.2 | 0.04 |
0.3 | 0.06 |
0.4 | 0.08 |
0.5 | 0.1 |
0.6 | 0.12 |
0.7 | 0.14 |
0.8 | 0.16 |
0.9 | 0.18 | Ceres (0.174)
1 | 0.2 | Ariel (0.27), Umbriel (0.234)
2 | 0.4 |
3 | 0.6 | Oberon (0.602)
4 | 0.8 | Titania (0.704)
5 | 1 |
6 | 1.2 |
7 | 1.4 |
8 | 1.6 |
9 | 1.8 |
10 | 2 | Pluto (2.5)
20 | 4 | Triton (4.3)
30 | 6 |
40 | 8 |
50 | 10 | Europa (9.6)
60 | 12 |
70 | 14 | Luna (14.684)
80 | 16 |
90 | 18 | Io (17.864)

Planetoid Bodies

e18kg | Mass | Examples
0.1 | 0.02 | Halimede, Sao, & Laomedeia (0.02)
0.2 | 0.04 | Naiad (0.04)
0.3 | 0.06 |
0.4 | 0.08 | Thalassa (0.08)
0.5 | 0.1 |
0.6 | 0.12 |
0.7 | 0.14 |
0.8 | 0.16 |
0.9 | 0.18 |
1 | 0.2 |
2 | 0.4 | Despina (0.4)
3 | 0.6 |
4 | 0.8 | Galatea (0.8)
5 | 1 | Larissa (1)
6 | 1.2 |
7 | 1.4 |
8 | 1.6 |
9 | 1.8 |
10 | 2 | Chiron (2.7)
20 | 4 |
30 | 6 | Nereid (6)
40 | 8 |
50 | 10 | Proteus (10)
60 | 12 |
70 | 14 | Miranda (13.2)
80 | 16 |
90 | 18 |

Centaurin Bodies

e15kg | Mass | Examples
0.1 | 0.02 |
0.2 | 0.04 |
0.3 | 0.06 |
0.4 | 0.08 |
0.5 | 0.1 |
0.6 | 0.12 |
0.7 | 0.14 |
0.8 | 0.16 |
0.9 | 0.18 |
1 | 0.2 |
2 | 0.4 |
3 | 0.6 |
4 | 0.8 |
5 | 1 |
6 | 1.2 |
7 | 1.4 |
8 | 1.6 |
9 | 1.8 |
10 | 2 |
20 | 4 | Psamathe (4)
30 | 6 |
40 | 8 |
50 | 10 |
60 | 12 |
70 | 14 |
80 | 16 |
90 | 18 |

Kuiperin Bodies

e12kg | Mass | Examples
0.1 | 0.02 |
0.2 | 0.04 |
0.3 | 0.06 |
0.4 | 0.08 |
0.5 | 0.1 |
0.6 | 0.12 |
0.7 | 0.14 |
0.8 | 0.16 |
0.9 | 0.18 |
1 | 0.2 |
2 | 0.4 |
3 | 0.6 |
4 | 0.8 |
5 | 1 |
6 | 1.2 |
7 | 1.4 |
8 | 1.6 |
9 | 1.8 |
10 | 2 |
20 | 4 |
30 | 6 |
40 | 8 |
50 | 10 |
60 | 12 |
70 | 14 |
80 | 16 |
90 | 18 |

???? Bodies

e9kg | Mass | Examples
0.1 | 0.02 |
0.2 | 0.04 |
0.3 | 0.06 |
0.4 | 0.08 |
0.5 | 0.1 |
0.6 | 0.12 |
0.7 | 0.14 |
0.8 | 0.16 |
0.9 | 0.18 |
1 | 0.2 |
2 | 0.4 |
3 | 0.6 |
4 | 0.8 |
5 | 1 |
6 | 1.2 |
7 | 1.4 |
8 | 1.6 |
9 | 1.8 |
10 | 2 |
20 | 4 |
30 | 6 |
40 | 8 |
50 | 10 |
60 | 12 |
70 | 14 |
80 | 16 |
90 | 18 |

???? Bodies

e6kg | Mass | Examples
0.1 | 0.02 |
0.2 | 0.04 |
0.3 | 0.06 |
0.4 | 0.08 |
0.5 | 0.1 |
0.6 | 0.12 |
0.7 | 0.14 |
0.8 | 0.16 |
0.9 | 0.18 |
1 | 0.2 |
2 | 0.4 |
3 | 0.6 |
4 | 0.8 |
5 | 1 |
6 | 1.2 |
7 | 1.4 |
8 | 1.6 |
9 | 1.8 |
10 | 2 |
20 | 4 |
30 | 6 |
40 | 8 |
50 | 10 |
60 | 12 |
70 | 14 |
80 | 16 |
90 | 18 |

???? Bodies

e3kg | Mass | Examples
0.1 | 0.02 |
0.2 | 0.04 |
0.3 | 0.06 |
0.4 | 0.08 |
0.5 | 0.1 |
0.6 | 0.12 |
0.7 | 0.14 |
0.8 | 0.16 |
0.9 | 0.18 |
1 | 0.2 |
2 | 0.4 |
3 | 0.6 |
4 | 0.8 |
5 | 1 |
6 | 1.2 |
7 | 1.4 |
8 | 1.6 |
9 | 1.8 |
10 | 2 |
20 | 4 |
30 | 6 |
40 | 8 |
50 | 10 |
60 | 12 |
70 | 14 |
80 | 16 |
90 | 18 |

I ain’t going no smaller. These tables can be extended into the e0, e-3, e-6, etc. tables. Just remember, e0 = kilograms, e-3 = grams, e-6 = milligrams, etc. So… Why go smaller than e3? I do not even think e3 sized objects would get through the atmosphere before burning up or breaking apart.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Super-Exotic Elements (SEEs)

Based upon the “magic numbers” in nuclear physics, this is a hypothesis of super exotic elements. Those elements that may present “islands of stability” beyond elements with Z or N ≥ 126. Calcium is the last element where Z = N.

Author’s Note: Because I never studied too deeply into nuclear physics, I never knew about these “magic numbers” as I read this guy’s notebooks. Kewl. Addenda: DID a lot of studying into this. Now I know. Even Kewler.

https://oeis.org/A018226: The actual magic numbers as discovered by Maria. (Maria Goeppert Mayer)

https://oeis.org/A162626: The magic numbers extended by mathematical function.

The OEIS A018226 lists the magic numbers as 2, 8, 20, 28, 50, 82, 126. Where the most nuclearly stable elements exist with Z and/or N = 2, 8, 20, 28, 50, 82, 126.

The OEIS A162626 extends the above magic numbers with a mathematical function as 2, 8, 20, 28, 50, 82, 126,  | |  184, 258, 350, 462, 596, 754 (as far as he went), 938, 1150, 1392, 1666, 1974, 2318, 2700, 3122, 3586, 4094, 4648, 5250, 5902, 6606, 7364, 8178, 9050, 9982, 10976, 12034, 13158, 14350, 15612, 16946, 18354, 19838, 21400, 23042, 24766, 26574.

Arakish’s Table of SEEs
Z = # protons
N = # neutrons
AW = atomic weight

Element | Z | N | AW
1 | 82 | 126 | 208
2 | 126 | 184 | 310
3 | 184 | 258 | 442
4 | 258 | 350 | 608
5 | 350 | 462 | 812
6 | 462 | 596 | 1058
7 | 596 | 754 | 1350
8 | 754 | 938 | 1692
… | … | … | …

Oganesson, the lastest element synthesized, is AN 118. Not quite the 126. And if we could add 184 neutrons, would it be stable? Double Magic Number thing like Calcium (Z=20, N=20). He never made any element for the 208 slot. Guess what? Other readings also show it is an inert gas like Helium. Kewl, no? That damned atomically massive and it IS a gaseous element.

The Theory states that elements with a “magic number” of protons OR neutrons may be nuclearly stable. Of which we have found true with all the elements on the periodic table. “Nuclearly Stable” is the Arakish’s term. [Extremely fitting.] Look at bismuth. Well, I decided why not if BOTH protons AND neutrons are at a “magic number”. Thus, with number of protons and neutrons, we can make a close guesstimation of the AW of these SEEs. Hmm...

His Periodic Table He Formulated using graph paper, converted to HTML.

Would SEEs be so atomically massive they would be inert, regardless of electron shell structure? Probably not, since it is the outermost electron shell that determines reactivity (what is reactivity?).

Would not these SEEs be so dense they make osmium look like a gas?

Would such density prohibit nuclear chemical reactions?

Would these SEEs have some incredible properties such as huge capacitance capacity, incredible inductance, super-powerful magnetism, lightning bolt electricity, etc., et al.?

Would a SEE reach a density and nuclear mass so as to collapse the electron shells, turning it into a form of degenerative matter? With degenerative electron shells?

Could a SEE be a gas? Radon is fairly atomically massive and is a gas… But nothing like these babies…

Would there even be ANY stable element beyond element-105? [His max element was 105 and still unnamed. In fact, Einsteinium was the last named element according to him. Elements 100-105 were only numbered.]

Things to thunk about.

AND, would they actually be nuclearly stable? Where in 7734 did he get his information for such outlandish ideas? On a farm and horse ranch in the 1950s? Did he invent teleportation? Or, did he just hypothesize this advanced stuff from the basics?

Addenda: Found it written in a journal. Every Sunday Arakish’s father took him into town to the local library and university. It was at the university he purchased books on that advanced stuff. A child?

How does a child in grade school come up with this crap? Damn.

O! Get it now. Reactivity = chemical reactivity. IOW, would it react with other elements chemically.

Bismuth, Unstable?

Fact About the Most Nuclearly Stable Element: Bismuth

In 2003 it was discovered that bismuth is extremely weakly radioactive. The metal’s only primordial isotope, bismuth-209, undergoes alpha decay with a half-life about a billion times the estimated age of the universe (1.4 ×10¹⁹ years approximate for universe we can currently see; 9.8 ×10¹⁹ years for maximum estimation).

Author’s Note: I think someone got the above numbers wrong at The Great Wiki. 14 billion is 1.4e10, not 1.4e19. O! Me dumb arse. They already accounted for the billion times.

Bismuth is now being used in place of lead. However, bismuth costs more than lead to produce. A small attempt at not polluting the biosphere.

Lead also has alpha-decay, but a much shorter half-life. But is stable at lead-205.

Lead is the ultimate cause for autism. We ALL KNOW lead poisoning can cause mental retardation. Autism is just another name for the same thing.

And think about this. Humanity polluted the entire biosphere with Lead for over a century, 100+ years!, during the birth of the Industrial Age. We still have about another 1-2Ka to go.

Our Descendents ALWAYS pay the price for our overindulgence.

Just found something...

From old notebooks dated 1951-3, titled Fantasy Playing Game. Contains some embellishments. See. Even he was into RPG. But he was trying to invent one. Some scientists ARE GEEKS. I am one. Be nice to have another RPG-FtF once more before I pass away. THEY WERE FUN AND EDUCATING. The questions those college students posed to me, the GM, FORCED me to do scientific research. And that is where the education came from. I learned it. Explained it to them. Comprehension. A Win-Win situation, would you not say? Naturally being a scientist, I wanted to not only learn, but to also teach. However, I am more of a field scientist and teacher than a classroom scientist and teacher. I shall forevermore desire MORE learning, always willing to learn. And then I taught others who learned. Win-Win.

Using the extended Periodic Table, he made these 4 SEEs, and added three more.

Element
Z
N
AW
His “elemental” name

1
82
126
208
(Oganesson was close, 205),
but NEVER in his era.
But still left blank.

2
126
184
310
Basdrium (GoldenSteel)

3
184
258
442
Yurklasin (World’s Blood)

4
258
350
608
Madanium (Dark’s Breathe)

5
350
462
812
Kregonium (StarSteel)

6
462
596
1058

7
596
754
1350

8
754
938
1692

…
…
…
…
…

He only named four SEEs. Basdrium, Yurklasin, Madanium, Kregonium are his element names. His notes say the parenthetical name is what the peoples call that SEE in the “Ancient Tongue”, or equivalent in their native tongue. No translation by him. Means I can do so. :-P

ADDENDA: In another notebook, found his phonetical spellings and additionals: Excepting “o” (always pronounced long), double vowels indicate the LONG vowel sound, example - ii would be pronounced like I, and eye. “TH” indicates hard th sound as in then, “th” the soft as thin.

basdrium – bahs•dree•um

yurklasin – yoor•klaa•sin

madanium – mah•daa•nee•um

kregonium – kree•go•nee•um

  found some more ⇓

lasterin – lahs•ter•in

vardanosa – vahr•dah•no•sah

grendanarium – gren•dah•nahr•i•um

nyarkosa – nyahr•ko•sa

rokridite – ro•kri•diit

kirgonite – kir•go•niit

urdite – uhr•diit

auranium – aw•rah•nee•um

laknathium – lak•na•thee•um

jagasite – ja•ga•siit

hygronium – hii•gro•nee•um

klastronium – klah•stro•nee•um

  and another ⇓

nornurile – nor•nuhr•iil

According to him, the Udavans used -osa to indicate gas, -ile to indicate liquid, -ite to indicate mineral, -in to indicate PURE crystals and -ium as metal. now I have to find the element descriptions. O! Some notes on edges: laknathium possesses a constant electromagnetic-magnetic field (a battery?); auranium actually sheds a golden-light; nyarkosa is a highly intoxicating gas; vardanosa is a highly toxic gas.

My Titum Jurus.

unk; Oganesson-205 (208)

Kuzenaruä (GoldenSteel; koo•zen•ah•roo•uh)

Anudadamu (World’s Blood; ah•noo•duh•dah•moo)

Udnuazidub (Dark’s Breathe; ood•noo•uh•zï•doob)

Mulanaruä (StarSteel; moo•lahn•ah•roo•uh)

In the Ancient Tongue I am creating. Closest pronunciation spelling I could come up with. ï = the long i, such as eye, I.

Now Comes Some GOOD Stuff

Here is a rather lengthy description of what his World’s Blood gem was. This also includes some of the World’s history. He wrote this from a first person perspective writing as if his NPC Franajatal. Yet, Franajatal had knowledge of Earth? And the GM? Truly a LoreMaster. ;-P

The world of Udava is actually a horrific “living entity”. It has been unmotile for untold Ages. If it is asleep (or whatever), then DO NOT DISTURB.

Udava has been “asleep” for Ma, Ga, Ta … who knows. Not even the GM. He just cooked this monster up. I have to live with it. Study it. Arsehole GM… Always gotta screw with a world…

This “Udava” within the world came to be when the star initially detonated into a protostar. This Udava was blasted from this initial detonation due to density, or whatever. How it came to be living, and perhaps intelligent, and self-aware, alive in other words, is a question that may never be answered. Perhaps not even the GM. As said, the GM cooked this Thing up, the rest of us have to live with it. [Make myths from your character’s species beliefs and knowledge. GMs just make it. Players flesh it. Your characters live with it.] But Alive this Udava became. Self-Aware. What it did, and for how long, another question that may never be answered.

Currently, this “living entity” Udava is apparantly asleep. Matter accumulated and formed the crustal world about that Thing upon which we live. However, asleep is perhaps the wrong word. Best I can come up with, it is currently unmotile, thus DO NOT DISTURB. Even I, Franajatal, have not even tried to reach out to this Udava with me mind. No thank you. I may not make it back. Unmotile is NOT the same as immotile. Immotile is “incapable of motility” such as plants. Unmotile means “not moving”. Unmotile can also be viewed as “at rest”.

That makes two names from his worlds. Arakish was the Greatest of the LoreMasters. Franajatal was the Greatest of the Ponderers and Forgers.

What is Udava made of? To burn so hot, it imitates a LOC/SIC iron cores? There is massive volcanism on Udava. Not super-massive, but more so than Earth. Mostly driven by this monster known as Udava. Some have called Udava the Vyûrm of The Ending of The World. What would happen if that Vyûrm awakens?

The yurklasin is basically, and essentially, the waste material excreted by Udava. The heat, and/or something else, pushes it out. All the way to the surface, if able. It will tend to melt into the orogenic roots and/or magmalithic stone, refreezing solid about the middle. Fault ruptures can pulverize solidified yurklasin deep within Udava the Planet. Most can be found in some rather large nodules. The largest of these Nodes, as nomered, sits under the current locations of Thundara and Tanlindon. These are what the Vinyari call the East Pole and West Pole. I.E. – the 0° and 180° Meridians.

Imagine that. the PowerUsers (Kalmarin) found a use for the excrement of another living entity. Once properly shaped, enruned, attuned, a crystal of yurklasin becomes BOTH a PP× and PP+ in accordance to size.

Then he never noted the size factors. Typical of a child with ADHD, and knowing so. He just did not know what it was until many decades later.

And what is the proper “shape”? I have seen notes about a “12-rune” and a “20-rune” system for something. Still reading. Perhaps a dodecahedron and icosahedron? Also saw “Soul Crystal”, but it is so long (meaning very detailed and intricate) I did not read much.

Addenda: Found notes. 12-rune system is for a dodecahedron, 1 rune each face. And the Soul Crystal with 20-rune system for an icosohedron. And that Soul Crystal has a fabrication method that covers ove 50 pages of handwritten description. Talk about detailed…

Here is a crop from a very large image of the map of Onaviu, with an image preserved by Franajatal within a data crystal while visting the South Pole.
Onaviu-WithImages-SouthPole

Notice the giant face? Hazard a guess as to whom? The black line at very bottom represents the South Pole. Notice even in this crop, the south polar land barely reaches 3° northward from the pole. Yet, look at how vicious the orogeny was. DAamn... Thus three world datasets Udava and Onaviu. Etherlond is far different.

FYI translations:

Udava = “that which is”

Onaviu = “that within all”

Etherlond = “where we live”

T…H…I…N…K…

What this guy wrote back in the 1950s is somewhat mind-boggling even today. A living entity from the detonation of a protostar? WT7734? And what was IT made of? One of those SEEs?

However, he was applying science and the future of science into his fantasy role playing world (FRPW). His scientific explanation for what “magic” can or cannot do was under the Strictures of Science. IOW, if you could not offer a scientifically plausible explanation, the magic does not work.

We put heat into wood using a scientific device called a Bic lighter. The Kal that exists within all, is simply called and used by the PowerUser (Kalmarin) to put heat into the wood. This Kalmari (powerUse) may seem like psionic powers, but it is not.

For Example: A Kalmarin may set fire to a stack of wood seemingly by magic. However, the Kalmarin could actually use a form of molecular agitation within the wood, if can focus that micro, until it caught fire. His hand simply helped focus the Power in which he essentially vibrated the molecules producing heat until it caught fire. There you go. A scientifically plausible explanation. The Kalmarin simply focused his thought through the Power that exists within all things. Molecular agitation is how a microwave works. The microwaves agitate the water molecules, generating heat. And, NO! A microwave does NOT cook inside-out. Nothing does. however, through the Kal, a Kalmarin can view inside you, then focus the molecular agitation. Thus, cooking from inside outwards.

Further Notes

Some description of game mechanics of those SEEs found in other notebooks.

Kuzenaruä (GoldenSteel; koo•zen•ah•roo•uh)

color looks like steel & gold, which also sheens through a scintillating color washing across, dependent upon light refraction, capable of causing a visual distraction

+25 material bonus

Anudadamu (World’s Blood; ah•noo•duh•dah•moo)

a red-violet variegated crystal

Moh Scale = 13

when properly shaped, enruned, attuned, provides:

Power Point Multiplier

Power Point Adder

Udnuazidub (Dark’s Breathe; ood•noo•uh•zï•doob)

the purest, most absolute, black; even appears to absorb light; thus, the darker, the more invisible the metal (blade, etc.)

+50 material bonus

immune to Breakage, except against StarSteel

Mulanaruä (StarSteel; moo•lahn•ah•roo•uh)

the purest silvery-gold color that actually sheds a silvery-golden light

+50 material bonus

immune to Breakage, except against Dark’s Breathe

This guy wrote stuff as if he were Arakish or Franajatal, writing from first person as a persona, included a Breakage Factor into everything because as he put it, “Regardless of TchLvl, humans cannot build anything without it breaking eventually. This includes the little things also, such as swords, daggers, spears, bows, arrows, etc., et al. As you use those things, micro-fractures are inevitable. These build over time until your sword’s blade snaps into two pieces.”

For one of the greatest first person perspectives in writing, read Roger Zelazny’s Chronicles of Amber. The Adventures of the Prince Corwin and his son Prince Merlin.

Some Dictionary

Kalmarin: kahl•mah•rin; from kal (“power within all”) and marin (“ones who use”; mari + -n). Basically, PowerUsers.

-n, -in = the Ancient Tongue plurallizer; like -s, -es in English

kuzen = a “golden-effect” color (best I could define)

aruä = steel

anuda = the world

damu = blood

udnua = essentially means “dark”, but has more “evil” annotations and concepts

zidub = breathe, breath

mulan = “the stars”

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Unusal Elements

still ongoing WIP

Author’s Note: needs rewriting from Udava campaign to fit Etherlond. Still debating on whether to include these.

In this appendix, I discuss the unusual elements that can be found on Udava (possibly Etherlond).

Urdine: A colorless, odorless, tasteless highly toxic gas. There is ONLY one result for RR failure. You die. AND, you must RR each round breathed.

Varnine: A pale bluish, malodorous, vile tasting, extremely radical, inert gaseous chemical element. Varnon is highly radioactive and can never be expunged from the body for it settles very readily into the muscular tissue. The more varnon breathed, the more painful, destructive, and quicker the death.

Game Mechanics: Although only a 10th level Poison, since Varnon is highly radioactive and cannot be expunged, there is a -200 modification to the RR. Sorry, but this stuff is exceptionally deadly. Thank God, it is also exceptionally rare. Ever seen the Incredible Melting Man?

Madanium: A violet-red, metallic chemical element found only in pure form. Madanium is absolutely inert, even more so than the inert gases. At present, only hyperphysical means (sometimes called magic) can forge (shape) this metal. Once properly forged, especially with the ManaThrek Sword Law and/or War Law, Madanium becomes virtually indestructible (at least no way has yet to be found to undo the forgings). Madanium never loses its lustre. At present, Madanium is found exclusively in Gwaithlond. So far, only enough Madanium to make three swords and one chain hauberk has been found in the entire world. And, all four items belong to the Æmurëirun.

Game Mechanics: Items made from Madanium and properly forged receive a +75 material bonus. Additionally, If the item is an edged weapon (sword, axe, et. al.), then item gains a Cleavage effect of 45% (i.e. - if a critical is achieved, there is a 45% chance of cleaving through the object struck). If item is a weapon, then it will deliver an additional critical of -2 levels severity as the initial critical (must obtain at least a C critical to gain the additional critical). It adds +1000 to the Strength Factor (where applicable) and reduces the Breakage Factor to none (Madanium items do not break).

Basdrunium: A metallic chemical element found only in pure form. Basdrunium looks to be an alloy of gold and iridium. Its iridescence will phase through the colors of the rainbow depending upon the angle and intensity of light. Basdrunium is incredibly strong, having a tensile strength approximately twenty-five times greater than high steel. Basdrunium continuously sheds a star-like aura, visible even in broad daylight, thus its nickname, Starsteel. Once properly forged, basdrunium never loses its lustre.

Game Mechanics: Basdrun adds a +25 material bonus to any item made from it. The item will weigh 75% as much. It reduces the Breakage chance by half (delete all even or odd Breakage Numbers, whichever is greater), and adds a +100 to the Strength Factor (where applicable). If the item is an edged weapon (sword, axe, et. al.), then item gains a Cleavage effect of 10% (i.e. - if a critical is achieved, there is a 10% chance of cleaving through the object struck). If item is a weapon, then it will deliver an additional critical of −2 levels severity as the initial critical (B = A − 25, A = A − 50). For armor, basdrun protects as the AT it is made, and has Maneuver penalties reduced by 25% (round off).

Kergonite: A colorless (?), nonmetallic chemical element mostly found only in pure form. Kergonite glows with a bright, soft-white light. The Æmurëirun use kergonite to light their gigantic Citadel. The light never fades, no matter the age of the kirgonite (at least for now).

Game Mechanics: Each 15 mm (0.591 in) in spherical size will light a 150 cm (4.921 foot (59.055 inch)) radius with a soft, gentle light (equivalent to flourescent lamps, NOT incandescent).

Kregite: A deep orangish-red crystal highly valued due to its apparant indestructability

Ellantium: (Sky Metal) A deep sky blue metallic element

Edunium: (Star Metal)

Ahlamium: (Night Metal) A black metallic chemical element found in pure form and more rarely in association with zirconium (as an electronegative radical) [ZrMt]. In pure form, mithrite has a tensile strength approximately ten times greater than high steel. Like basdrun, once properly forged, mithrite never loses its lustre. Coins made of this element are called Mithral Pieces and are the most valuable coins within societies that can afford to mint such coins.

Game Mechanics: Items made from Mithrite receive a +10 material bonus and hold up to a +50 magical bonus. Mithrite is the only element known to hold 5× its material strength in magical bonus.

Yurklasite: (Earthblood Gem) A deep violet-red nonmetallic chemical element found only in pure form. Yurklasin is actually the ManaBlood which has fossilized and crystallized. When within the radius of a ManaNode, yurklasin will pulse with a deep, bright, violet-red light in conjunction with the beat of the ManaHeart (once every two seconds). Yurklasin possesses a hardness two times greater than diamond. Like madanite, yurklasin can only be forged (shaped) through hyperphysical means (sometimes called magic). Although Yurklasin can be found virtually everywhere, it is exceptionally difficult to obtain and shape. Basic price: 1 carat = 100 Violet Hygronium pieces, which can vary.

icosohedron Game Mechanics: Once properly shaped into an icosohedron (see right figure) and Attuned to, Yurklasin will provide a Power Point Multiplier effect AND a Power Adder effect as per the following equations: PP Mult = ((Carat size ÷ 4) + 1), leave as is (no round off); PAdd = ((Carat size ÷ 5) + 1), round off. For example: A 7 Carat Yurklasin icosohedron will give a ×2.75 Power Point Multiplier AND a +2 Power Adder. Once properly shaped, the owner then must attune himself to the crystal. This attunement process encompasses the use of the Attunement skill. The owner must concentrate upon the Attunement for at least 15 straight hours (excepting such things as "the call of nature"). The owner then rolls on the Absurd column of the Movement/Maneuver Table. If the result is 100 or greater, then the owner is attuned and gains the PP Multiplier and Power Adder benefits. For each successive day spent attuning to the crystal, the Difficulty Factor is lowered by one. If the Attunement process is interrupted at any time, then it MUST be begun from the very beginning. Thus the adage, "leave sleeping PowerUsers alone".

Hygronium: A metallic chemical element found only in pure form. Hygronium is as inert as madanite. Hygronium has a high degree of malleability and is only used for ornamental purposes. Hygronium has the same sheen as gold except for its color. Hygronium varies in its color, with the following listing the colors from predominant to scarce: green, blue, orange, yellow, red, and violet. Since Hygronium is only found in pure form, this begs the question: How can its color be so vaired without impurities to cause these color variations? Even the High-Order Technology of the Nargthrin could not discover this secret.

Game Mechanics: Due to its extreme softness (equal to lead), Hygronium is only used for ornamental purposes. For coinage, it is alloyed with other metals to create the wide range of colors. During the Tarmonik Empire of the First and Second Ages, it was alloyed with 40% nickel for coinage. Coinage values are based on the rarity of Hygronium's color. Tarmonik coins are still used to this day, but only by humans. Most trade (about 80%) is still done through the barter system. Only in large cities or towns is coin usage widespread. Hygronium pieces are simply called by their color: Violet pieces, Blue pieces, etc.

Nigjirium: A blue metallic chemical element found in pure form. Nigjirium contains a continuous electrical charge. Nigjirium has a tensile strength approximately 3.75 times that of high steel.

Game Mechanics: Items forged from pure nigjirium receive a +25 material bonus. Additionally, if the item is a weapon, an additional electrical critical of equal severity is delivered when a critical is achieved with the weapon.

Jagasite: A pale blue nonmetallic chemical element found mostly in association with antimony in a greenish-violet crystal [SbJg]. When found in pure form, jagasite can absorb and store raw ManaNeth. Mostly found in the Vortan lands of Myigalokra, jagasite is rare elsewhere and nonexistent in Gwaithlond.

Game Mechanics: Each carat in size will absorb and store 100 Power Points of ManaNeth. Hint: A wall shield of Jagasite would be a good defense against ManaSurges. Provided you find enough. Jagasite also possesses a +20 material bonus.

Lakthanium: A metallic chemical element found in pure form. Lakthanium’s color is indiscernible, for it absorbs all forms of electromagnetic radiation and is invisible in darkness. Laktanthum has a tensile strength approximately fifteen times greater than high steel. Laktanthum is found exclusively in the deep Underlands.

Game Mechanics: Items forged from Lakthanium receive a +30 material bonus. Additionally, the darker it is, the more invisible the object. In daylight, item will appear to shed an aura of darkness as it absorbs light.

Auranium: A grey, extremely radical, metallic chemical element. Auranine is found only in association with fluorine or chlorine, or extremely rarely with both, as a highly toxic gas. Auranine gases have an eerie, aural glow. Found virtually everywhere, no Peoples are safe from this deadly gas except the Æmurëirun, who appear to be immune to it.

Game Mechanics: For each round breathed, victim must RR at -10 vs. 15th level Poison. For each additional round breathed, the RR is at -10 cumlative (i.e.— 1st round = -10, 2nd round = -20, 3rd round = -30, 4th round = -40, etc.). No partial effects except coughing and difficulty breathing which increases for each round breathed. Maximum effects = death.

Rokridite: A yellow-green, nonmetallic chemical element found mostly in pure form. Rokridite’s reaction with water is so violent that it literally explodes upon contact with water. This reaction creates a radical hydroxide Rk(OH) in solution with water.

Game Mechanics: Each 30 grams (1.058 ounces) of pure Rokridite with each 240 ml (8.115 ounces) of water will create a 180 cm (5.906 feet (70.866inches)) Radius explosion. Treat as if a Fire Ball explosion except use Impact and Unbalance for the criticals. Rokridite creates a concussive blast. Although, enough of it may also create an Incendiary effect (i.e. - Heat criticals) in the heart of the explosion.

Narkosine: A colorless, odorless, tasteless, gaseous chemical element found only in pure form. Narkosine is a very narcotic gas which causes euphoria and narcosis. If breathed long enough, narkosa will eventually cause death.

Game Mechanics: Initial Effects: (-50RR vs 10th level) Within 1 to 5 minutes = euphoria, within 16 to 20 minutes after euphoria = narcosis, within 41 to 60 minutes after narcosis = death. RR is allowed at each level of intoxification. Successful RR allows that state of intoxification to last longer. Second successful RR lowers the level of intoxification.

For above schema:

-ium: suffix, means “metal”

-ite: suffix, means “nonmetal”

-ine: suffix, means “gas”

Hygronium Coinage Values

Coin (Others) | Equivalent (Others)
1 Violet | 100 Red
1 Red | 10 Yellow
1 Yellow | 10 Orange
1 Orange | 10 Blue
1 Blue | 10 Green

Below is derived from the nuclear “magic numbers” of 0, 2, 8, 20, 28, 50, 82, 126… from the OEIS function A018226, and its extension, …184, 258, 350, 462, 596, 754, 938… in function A162626. The OFFICIAL “magic numbers” ends at 126. The others were extended by the OEIS function in above link.

SEE | Z | N | ≅AW
? | 126 | 184 | 310
? | 184 | 258 | 442
? | 258 | 350 | 608
? | 350 | 462 | 812
? | 462 | 596 | 1058
? | 596 | 754 | 1350
? | 754 | 938 | 1692

Since the numbers in the table to right is derived from the extension of the “magic numbers” and hypothesized Z and N matchups. Do NOT accept this being real science. As said, it is ONLY hypothesized using my best pseudoscientific guesstimations.

SEE = Super Exotic Element

Z = number of protons in nucleus

N = number of neutrons in nucleus

AW = atomic weight

— The Unknown Atheist

P.S.– I do not know if I can complete this. Nuclear Science was never me forté. And IT is exceptionally complicated AND complex.

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Periodic Table Extended

I have to apologize. The Original Arakish used the 32-column PT. Actually more sensible for how he plotted his SEEs.

Author’s Note: I finally lowered font size to 0.55em for this page width of 640px. This is the HTML version of the table Arakish designed on graph paper almost ¾-century ago. I took liberty to replace current AS for elements 100-108. His Periodic Table only went to element-99, Einsteinium.

1
H
2
He

2
He

3
Li
4
Be

5
B
6
C
7
N
8
O
9
F
10
Ne

11
Na
12
Mg

13
Al
14
Si
15
P
16
S
17
Cl
18
Ar

19
K
20
Ca

21
Sc
22
Ti
23
V
24
Cr
25
Mn
26
Fe
27
Co
28
Ni
29
Cu
30
Zn
31
Ga
32
Ge
33
As
34
Se
35
Br
36
Kr

37
Rb
38
Sr

39
Y
40
Zr
41
Nb
42
Mo
43
Tc
44
Ru
45
Rh
46
Pd
47
Ag
48
Cd
49
In
50
Sn
51
Sb
52
Te
53
I
54
Xe

55
Cs
56
Ba
57
La
58
Ce
59
Pr
60
Nd
61
Pm
62
Sm
63
Eu
64
Gd
65
Tb
66
Dy
67
Ho
68
Er
69
Tm
70
Yb
71
Lu
72
Hf
73
Ta
74
W
75
Re
76
Os
77
Ir
78
Pt
79
Au
80
Hg
81
Tl
82
Pb
83
Bi
84
Po
85
At
86
Rn

87
Fr
88
Ra
89
Ac
90
Th
91
Pa
92
U
93
Np
94
Pu
95
Am
96
Cm
97
Bk
98
Cf
99
Es
100
Fm
101
Md
102
No
103
Lr
104
Rf
105
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951

AUTHOR’S NOTE: REMEMBER, the above extension is only showing the number of protons, the Atomic Number, Z. I took liberty to extend his table from 694 to 951.

If I ain’t mistaken, I think this guy was trying to see if there was any pattern to the “magic numbers” within the 32-col Periodic Table, and HIS hypothetical extension of it. However, even to me there appears to be no pattern. Perhaps if the PT were extended into 10,000 and above? But I ain’t gonna do it. The greatest thing was he was trying to use this “SEEs” hypothetics to conjunct such with a “fantasy” game setting.

Additionally, it seems that Polonium (Po) and Astatine (At) are the last “metalloids”. After that, the elements are largely metallic.

Wild Tangent: Want to know how we finally figured out that the dinosaurs were actually endotherms? Warm-blooded? Oxygen.

Addenda: Found this excellent nuclide page – https://www.nndc.bnl.gov/nudat3/

Nuclide Map
NuclideMap-stitched2-RszdSmlr
Full-Size map above included in EPUB (13,019px × 8775px; 4,503,416 bytes).

When you look at the nuclide (isotope) map, you see oxygen has three stable forms: O¹⁶, O¹⁷, O¹⁸. They list them in an easier fashion: 16O, 17O, 18O. F is fluorine, N is nitrogen, C is carbon.

Endothermic (warm-blooded) animals maintain a ratio of O¹⁶:O¹⁸. Ectothermic (cold-blooded) animals do NOT maintain such a ratio. Then the O¹⁸, is incorporated into the bones. We found the bones of the dinosaur fossils had the same O¹⁶:O¹⁸ ratio as us humans have today. Thus, the dinosaurs were NOT the slowly-plodding, cold-blooded reptiles we thought. They were warm-blooded, and savagely fast and quick. Except the herbivores. 7734, a Tyrannosaur could very well have had a short-dash speed of 60kph (37.28mph)! Then, how short is short? A kilometer or two? No hope of out-running it in the open. And as mentioned in the movie Jurassic Park by Robert Muldoon, Velociraptors could hit cheetah speed: 90-130kph (56-81mph). But that would be their Dash speed. Their Run speed could easily be maintained at 40kph easy, which is the human Dash speed. Even Usain Bolt only topped out at about 37½kph. AND, that is in a Sprint, which is beyond Dash...

Some Elemental Densities, etc.

Here it is finally. Had to use a smaller font-size to get it to fit an eBook reader. I have been designing EPUBs for a 640-pixel width. I know there are models with higher resolution. I started at 640, I stay at 640. Besides, the reader should automatically compensate. If not, then get a better EPUB reader.

Name | AN | AS | Z | N | AW | Density | Melts | Boil | Block | Phase | Type
Hydrogen | 1 | H | 1 | 0 | 1.008 | 0.00008988 | 14.01 | 20.28 | s- | gas |
Helium | 2 | He | 2 | 2 | 4.0026 | 0.0001785 |  | 4.22 | s- | gas |
Lithium | 3 | Li | 3 | 3 | 6.94 | 0.534 | 453.69 | 1560 | s- | solid | alkali
Beryllium | 4 | Be | 4 | 4 | 9.0122 | 1.85 | 1560 | 2742 | s- | solid | alkaline
Boron | 5 | B | 5 | 6 | 10.81 | 2.34 | 2349 | 4200 | p- | solid | metalloid
Carbon | 6 | C | 6 | 6 | 12.011 | 2.267 | >4000 | 4300 | p- | solid | mineral
Nitrogen | 7 | N | 7 | 7 | 14.007 | 0.0012506 | 63.15 | 77.36 | p- | gas |
Oxygen | 8 | O | 8 | 8 | 15.999 | 0.001429 | 54.36 | 90.2 | p- | gas |
Fluorine | 9 | F | 9 | 10 | 18.998 | 0.001696 | 53.53 | 85.03 | p- | gas | halogen
Neon | 10 | Ne | 10 | 10 | 20.18 | 0.0009002 | 24.56 | 27.07 | p- | gas | inert
Name | AN | AS | Z | N | AW | Density | Melts | Boil | Block | Phase | Type
Sodium | 11 | Na | 11 | 12 | 22.99 | 0.968 | 370.87 | 1156 | s- | solid | alkali
Magnesium | 12 | Mg | 12 | 12 | 24.305 | 1.738 | 923 | 1363 | s- | solid | alkaline
Aluminium | 13 | Al | 13 | 14 | 26.982 | 2.7 | 933.47 | 2792 | p- | solid | metal
Silicon | 14 | Si | 14 | 14 | 28.085 | 2.329 | 1687 | 3538 | p- | solid | metalloid
Phosphorus | 15 | P | 15 | 16 | 30.974 | 1.823 | 317.3 | 550 | p- | solid | mineral
Sulfur | 16 | S | 16 | 16 | 32.06 | 2.07 | 388.36 | 717.87 | p- | solid | mineral
Chlorine | 17 | Cl | 17 | 18 | 35.45 | 0.0032 | 171.6 | 239.11 | p- | gas | halogen
Argon | 18 | Ar | 18 | 22 | 39.95 | 0.001784 | 83.8 | 87.3 | p- | gas | inert
Potassium | 19 | K | 19 | 20 | 39.098 | 0.89 | 336.53 | 1032 | s- | solid | alkali
Calcium | 20 | Ca | 20 | 20 | 40.078 | 1.55 | 1115 | 1757 | s- | solid | alkaline
Name | AN | AS | Z | N | AW | Density | Melts | Boil | Block | Phase | Type
Scandium | 21 | Sc | 21 | 24 | 44.956 | 2.985 | 1814 | 3109 | d- | solid | Rare Earth
Titanium | 22 | Ti | 22 | 26 | 47.867 | 4.506 | 1941 | 3560 | d- | solid | metal
Vanadium | 23 | V | 23 | 28 | 50.942 | 6.11 | 2183 | 3680 | d- | solid | metal
Chromium | 24 | Cr | 24 | 28 | 51.996 | 7.15 | 2180 | 2944 | d- | solid | metal
Manganese | 25 | Mn | 25 | 30 | 54.938 | 7.21 | 1519 | 2334 | d- | solid | metal
Iron | 26 | Fe | 26 | 30 | 55.845 | 7.874 | 1811 | 3134 | d- | solid | metal
Cobalt | 27 | Co | 27 | 32 | 58.933 | 8.9 | 1768 | 3200 | d- | solid | metal
Nickel | 28 | Ni | 28 | 31 | 58.693 | 8.908 | 1728 | 3186 | d- | solid | metal
Copper | 29 | Cu | 29 | 35 | 63.546 | 8.96 | 1357.77 | 2835 | d- | solid | metal
Zinc | 30 | Zn | 30 | 35 | 65.38 | 7.14 | 692.88 | 1180 | d- | solid | metal
Name | AN | AS | Z | N | AW | Density | Melts | Boil | Block | Phase | Type
Gallium | 31 | Ga | 31 | 39 | 69.723 | 5.91 | 302.9146 | 2673 | p- | solid | metal
Germanium | 32 | Ge | 32 | 41 | 72.63 | 5.323 | 1211.4 | 3106 | p- | solid | metalloid
Arsenic | 33 | As | 33 | 42 | 74.922 | 5.727 | 1090 | 887 | p- | solid | metalloid
Selenium | 34 | Se | 34 | 45 | 78.971 | 4.81 | 453 | 958 | p- | solid | metal
Bromine | 35 | Br | 35 | 45 | 79.904 | 3.1028 | 265.8 | 332 | p- | gas | halogen
Krypton | 36 | Kr | 36 | 48 | 83.798 | 0.003749 | 115.79 | 119.93 | p- | gas | inert
Rubidium | 37 | Rb | 37 | 48 | 85.468 | 1.532 | 312.46 | 961 | s- | solid | alkali
Strontium | 38 | Sr | 38 | 50 | 87.62 | 2.64 | 1050 | 1655 | s- | solid | alkaline
Yttrium | 39 | Y | 39 | 50 | 88.906 | 4.472 | 1799 | 3609 | d- | solid | Rare Earth
Zirconium | 40 | Zr | 40 | 51 | 91.224 | 6.52 | 2128 | 4682 | d- | solid | metal
Name | AN | AS | Z | N | AW | Density | Melts | Boil | Block | Phase | Type
Niobium | 41 | Nb | 41 | 52 | 92.906 | 8.57 | 2750 | 5017 | d- | solid | metal
Molybdenum | 42 | Mo | 42 | 54 | 95.95 | 10.28 | 2896 | 4912 | d- | solid | metal
Technetium* | 43 | Tc | 43 | 0 | [97] | 11 | 2430 | 4538 | d- | solid | metal
Ruthenium | 44 | Ru | 44 | 57 | 101.07 | 12.45 | 2607 | 4423 | d- | solid | metal
Rhodium | 45 | Rh | 45 | 58 | 102.91 | 12.41 | 2237 | 3968 | d- | solid | metal
Palladium | 46 | Pd | 46 | 60 | 106.42 | 12.023 | 1828.05 | 3236 | d- | solid | metal
Silver | 47 | Ag | 47 | 61 | 107.87 | 10.49 | 1234.93 | 2435 | d- | solid | metal
Cadmium | 48 | Cd | 48 | 64 | 112.41 | 8.65 | 594.22 | 1040 | d- | solid | metal
Indium | 49 | In | 49 | 66 | 114.82 | 7.31 | 429.75 | 2345 | p- | solid | metal
Tin | 50 | Sn | 50 | 69 | 118.71 | 7.265 | 505.08 | 2875 | p- | solid | metal
Name | AN | AS | Z | N | AW | Density | Melts | Boil | Block | Phase | Type
Antimony | 51 | Sb | 51 | 71 | 121.76 | 6.697 | 903.78 | 1860 | p- | solid | metalloid
Tellurium | 52 | Te | 52 | 76 | 127.6 | 6.24 | 722.66 | 1261 | p- | solid | metalloid
Iodine | 53 | I | 53 | 74 | 126.9 | 4.933 | 386.85 | 457.4 | p- | solid | halogen
Xenon | 54 | Xe | 54 | 77 | 131.29 | 0.005894 | 161.4 | 165.03 | p- | solid | inert
Cesium | 55 | Cs | 55 | 78 | 132.91 | 1.93 | 301.59 | 944 | s- | solid | alkali
Barium | 56 | Ba | 56 | 81 | 137.33 | 3.51 | 1000 | 2170 | s- | solid | alkaline
Lanthanum | 57 | La | 57 | 82 | 138.91 | 6.162 | 1193 | 3737 | f- | solid | Rare Earth
Cerium | 58 | Ce | 58 | 82 | 140.12 | 6.77 | 1068 | 3716 | f- | solid | Rare Earth
Praseodymium | 59 | Pr | 59 | 82 | 140.91 | 6.77 | 1208 | 3793 | f- | solid | Rare Earth
Neodymium | 60 | Nd | 60 | 84 | 144.24 | 7.01 | 1297 | 3347 | f- | solid | Rare Earth
Name | AN | AS | Z | N | AW | Density | Melts | Boil | Block | Phase | Type
Promethium* | 61 | Pm | 61 | 84 | [145] | 7.26 | 1315 | 3273 | f- | solid | Rare Earth
Samarium | 62 | Sm | 62 | 88 | 150.36 | 7.52 | 1345 | 2067 | f- | solid | Rare Earth
Europium | 63 | Eu | 63 | 89 | 151.96 | 5.244 | 1099 | 1802 | f- | solid | Rare Earth
Gadolinium | 64 | Gd | 64 | 93 | 157.25 | 7.9 | 1585 | 3546 | f- | solid | Rare Earth
Terbium | 65 | Tb | 65 | 94 | 158.93 | 8.23 | 1629 | 3503 | f- | solid | Rare Earth
Dysprosium | 66 | Dy | 66 | 97 | 162.5 | 8.54 | 1680 | 2840 | f- | solid | Rare Earth
Holmium | 67 | Ho | 67 | 98 | 164.93 | 8.79 | 1734 | 2993 | f- | solid | Rare Earth
Erbium | 68 | Er | 68 | 99 | 167.26 | 9.066 | 1802 | 3141 | f- | solid | Rare Earth
Thulium | 69 | Tm | 69 | 100 | 168.93 | 9.32 | 1818 | 2223 | f- | solid | Rare Earth
Ytterbium | 70 | Yb | 70 | 103 | 173.05 | 6.9 | 1097 | 1469 | f- | solid | Rare Earth
Name | AN | AS | Z | N | AW | Density | Melts | Boil | Block | Phase | Type
Lutetium | 71 | Lu | 71 | 104 | 174.97 | 9.841 | 1925 | 3675 | d- | solid | Rare Earth
Hafnium | 72 | Hf | 72 | 106 | 178.49 | 13.31 | 2506 | 4876 | d- | solid | metal
Tantalum | 73 | Ta | 73 | 108 | 180.95 | 16.69 | 3290 | 5731 | d- | solid | metal
Tungsten | 74 | W | 74 | 110 | 183.84 | 19.25 | 3695 | 6203 | d- | solid | metal
Radium | 75 | Ra | 75 | 111 | 186.21 | 21.02 | 3459 | 5869 | d- | solid | metal
Osmium | 76 | Os | 76 | 114 | 190.23 | 22.59 | 3306 | 5285 | d- | solid | metal
Iridium | 77 | Ir | 77 | 115 | 192.22 | 22.56 | 2719 | 4701 | d- | solid | metal
Platinum | 78 | Pt | 78 | 117 | 195.08 | 21.45 | 2041.4 | 4098 | d- | solid | metal
Gold | 79 | Au | 79 | 118 | 196.97 | 19.3 | 1337.33 | 3129 | d- | solid | metal
Mercury | 80 | Hg | 80 | 121 | 200.59 | 13.534 | 234.43 | 629.88 | d- | liquid | metal
Name | AN | AS | Z | N | AW | Density | Melts | Boil | Block | Phase | Type
Thallium | 81 | Tl | 81 | 123 | 204.38 | 11.85 | 577 | 1746 | p- | solid | metal
Lead | 82 | Pb | 82 | 125 | 207.2 | 11.34 | 600.61 | 2022 | p- | solid | metal
Bismuth | 83 | Bi | 83 | 126 | 208.98 | 9.78 | 544.7 | 1837 | p- | solid | metal
Polonium* | 84 | Po | 84 | 125 | [209] | 9.196 | 527 | 1235 | p- | solid | metal
Astatine* | 85 | At | 85 | 136 | [210] | -8.93 | 575 | 610 | p- | solid | halogen
Radon* | 86 | Rn | 86 | 136 | [222] | 0.00973 | 202 | 211.3 | p- | solid | inert
Francium* | 87 | Fr | 87 | 138 | [223] | 2.48 | 281 | 890 | s- | solid | alkali
Radium* | 88 | Ra | 88 | 138 | [226] | 5.5 | 973 | 2010 | s- | solid | alkaline
Actinium* | 89 | Ac | 89 | 142 | [227] | 10 | 1323 | 3471 | f- | solid | Actinide
Thorium* | 90 | Th | 90 | 140 | 232.04 | 11.7 | 2115 | 5061 | f- | solid | Actinide
Name | AN | AS | Z | N | AW | Density | Melts | Boil | Block | Phase | Type
Protactinium* | 91 | Pa | 91 | 146 | 231.04 | 15.37 | 1841 | 4300 | f- | solid | Actinide
Uranium* | 92 | U | 92 | 144 | 238.03 | 19.1 | 1405.3 | 4404 | f- | solid | Actinide
Neptunium* | 93 | Np | 93 | 148 | [237] | 20.45 | 917 | 4273 | f- | solid | Actinide
Plutonium* | 94 | Pu | 94 | 148 | [244] | 19.85 | 912.5 | 3501 | f- | solid | Actinide
Americium* | 95 | Am | 95 | 151 | [243] | 12 | 1449 | 2880 | f- | solid | Actinide
Curium* | 96 | Cm | 96 | 150 | [247] | 13.51 | 1613 | 3383 | f- | solid | Actinide
Berkelium* | 97 | Bk | 97 | 153 | [247] | 14.78 | 1259 | 2900 | f- | solid | Actinide
Californium* | 98 | Cf | 98 | 153 | [251] | 15.1 | 1173 | -1743 | f- | solid | Actinide
Einsteinium* | 99 | Es | 99 | 157 | [252] | 8.84 | 1133 | -1269 | f- | solid | Actinide
Fermium* | 100 | Fm | 100 | 157 | [257] | -9.7 | -1125 |  | f- | solid | Actinide
Name | AN | AS | Z | N | AW | Density | Melts | Boil | Block | Phase | Type
Mendelevium* | 101 | Md | 101 | 148 | [258] | -10.3 | -1100 |  | f- | solid | Actinide
Nobelium* | 102 | No | 102 | 157 | [259] | -9.9 | -1100 |  | f- | solid | Actinide
Lawrencium* | 103 | Lr | 103 | 157 | [266] | -14.4 | -1900 |  | d- | solid | Actinide
Rutherfordium* | 104 | Rf | 104 | 157 | [267] | -17 | -2400 |  | d- | solid |
Dubnium* | 105 | Db | 105 | 155 | [268] | -21.6 |  |  | d- |  |
Seaborgium* | 106 | Sg | 106 | 147 | [267] | (23–24) |  |  | d- |  |
Bohrium* | 107 | Bh | 107 | 147 | [270] | (26–27) |  |  | d- |  |
Hassium* | 108 | Hs | 108 | 159 | [271] | (27–29) |  |  | d- |  |
Meitnerium* | 109 | Mt | 109 | 161 | [278] | (27–28) |  |  | d- |  |
Darmstadtium* | 110 | Ds | 110 | 165 | [281] | (26–27) |  |  | d- |  |
Name | AN | AS | Z | N | AW | Density | Melts | Boil | Block | Phase | Type
Roentgenium* | 111 | Rg | 111 |  | [282] | (22–24) |  |  | d- |  |
Copernicium* | 112 | Cn | 112 |  | [285] | -14 | (283±11) | (340±10) | d- |  |
Nihonium* | 113 | Nh | 113 |  | [286] | -16 |  |  | p- |  |
Flerovium* | 114 | Fl | 114 |  | [289] | (11.4±0.3) | (284±50) |  | p- |  |
Moscovium* | 115 | Mc | 115 |  | [290] | -13.5 |  |  | p- |  |
Livermorium* | 116 | Lv | 115 |  | [293] | -12.9 |  |  | p- |  |
Tennessine* | 117 | Ts | 117 |  | [294] | (7.1–7.3) |  |  | p- |  |
Oganassen* | 118 | Og | 118 |  | [294] | -7 | (325±15) | (450±10) | p- |  |
Helium does not solidify until it is under 4 atm of pressure, then it solidifies/melts at ≈0.95K
Gallium is liquid at 303K (29.85°C; 85.73°F). You can hold in your hand and will melt, in time.
Phase is the state at ambient temperature of 294K and 1 atm.
Alkali and Alkaline tend to be highly reactive. Pure sodium, if large enough, can explode like a bomb when put into water. Even distilled water.
Metalloids are actually mineral elements that also behave like a metallic element.
Halogens are gases that are highly reactive. In fact, they will react with virtually anything, even in a completely anoxic atmosphere.
Inert gases are just that. Inert. They do not react with anything.
I am not sure what the negative density for Astatine is. I just downloaded the table in csv, then loaded into sprdsht.
ALL actinides are radioactive.
Naturally occurring radioactive elements.
Artificially generated radioactive elements.

Have fun creating those “strange” elements/compounds.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Etherlond’s Stellar Primary: Ëosalis

Name: Ëosalis (“Our Life-Star”)

Star Type: F5-V

Star Radius (Sol Units): 1.305 390 828 782 1088

Star Radius (meters): 908 538 962.924 0599

Surface Temperature (degrees K): 6610.5

Surface Temperature (degrees C): 6337.5

Surface Temperature (degrees F): 11439.5

Luminosity (Joules): 1.123 176 250 889 4845 e+27

Luminosity (Sol Units): 2.925 700 054 413 87

Absolute Magnitude: 3.664 425 500 542 2615

Mass (Sol Units): 1.358 965 758 989 1821

Mass (kilograms): 2.702 874 177 368 764 e+30

Mean Density (kg/m³): 860.412 179 187 9991

Volume (meters³): 3.141 371 359 851 694e+27

Volume (km³): 3 141 371 359 851 694 000

Eccentrics: 1 (Gwarna)

Inner Bio Radius (AUs): 1.197 327 451 728 5553

Inner Bio Radius (meters): 179 117 637 298.472 96

Inner Bio Radius (kilometers): 179 117 637.298 472 97

Outer Bio Radius (AUs): 5.131 403 364 550 952

Outer Bio Radius (meters): 767 647 016 993.45 56

Outer Bio Radius (kilometers): 767 647 016.993 4556

Approximate Lifetime (very approximate): 4 644 925 090.454 755

Sol-Ëosalis Comparison

this has changed, yet again.....

Name | Ëosalis | Sol | Factor
Spectral Class | F5 | G2 | na
Stellar Type | V; Main Sequence | V; Main Sequence | na
Surface Temperature | 6610°K | 5778°K | 1.14399
Luminosity | 1.123176×10²⁷ J | 3.846994×10²⁶ J | 2.91962
Volumetric Mean Radius | 908,538,963 meters | 695,501,439 meters | 1.30631
Mass | 2.702874×10³⁰ kg | 1.988922×10³⁰ kg | 1.35896
Volume | 3.141371×10²⁷ m³ | 1.409224×10²⁷ m³ | 2.22915
Mean Density | 860.412179 kg/m³ | 1411.358368 kg/m³ | 0.60963
HGWR | 203,844,863,848 meters | 150,000,000,000 (1.5×10¹¹) meters | 1.35897
Description | White | Yellow; whitish | na
Number Orbits | 6 | 8 | 0.7500
Ecosphere Radii | 2.04799 to 8.777 AU | 0.7 to 3 AU | as Mass
Eccentrics | 1 (Asteroid Belt) | 1 (Asteroid Belt) | 1.00
Empty Orbits | 0 | 0 | 1.00
Companion Star? | Yes | No | na

ALL errors result from rounding.

The Companion Star

Name | Is unknown. MOR too tight.
Spectral Class | K5
Spectral Type | VII (Super Dwarf)
Luminosity | still…
VMRadius | working…
Mass | on…
Volume | it…
Mean Density | …
Mean Orbital Radius | 0.0217986 (inside the Epistellar… it is doomed)

Orbit Ranges for Ëosalis

Units listed are AUs; for kilometers, multiply by 1.5×10¹¹.

Epistellar | 0.0271793 | 0.271793
Inner | 0.271793 | 2.717932
Middle | 2.717932 | 10.871726
Outer | 10.871726 | 27.179315
Deep | 27.179315 | →

Orbits

Orbit Types and Mean Radii

Biosphere Radii = 2.04799 to 8.777 AU

0.384587 AU (57,688,096 km) – Rock

0.846092 AU (126,913,812 km) – Rock

1.522966 AU (228,444,862 km) – Asteroids

2.589042 AU (388,356,265 km) – Rock

5.436988 AU (815,548,157 km) – Jovian

12.505072 AU (1,875,760,762 km) – Jovian

Any errors ⇑ are due to round off.

Names

Ëosalis (“Our Life-Star”) – [e•o•sah•lis]

Urunkanë (“Burned & Blasted”) – [oo•roon•kah•nee]

Udasamal (“Dawn Dusk Star”) – [oo•dah•sah•mahl]

Zalazaäm (“Fragmentized Stones” (asteroids)) – [zah•lah•zah•am]

Etherlond (“Where We Live”) – [eth•uhr•lond]

Barantha (“Brown Star”) – [bah•rah•thah•••]

Parmasalar (“Storm Giant”) – [pahr•muh•sa•lahr]

Gwarna (“Great Changer”) – [gwahr•nuh]

Then there is Gwarna …

324 682 759 565 561.192 690 (WT… ???)

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Etherlond

Notes:

All calculations (still unfinished) were made keeping all possible decimal places of accuracy throughout entire calculation until the end.

Then, the numerical data were rounded to the nearest 6th decimal place, or 6th significant decimal digit.

If the first of the 6 significant decimal digits was more than 4 places past the decimal, then the decimal portion was arbitrarily truncated.

Some data were arbitrarily rounded to the nearest whole unit.

Data for Earth was obtained from NASA/JPL (too many different pages to list).

Also see Fact Sheet Notes.

Factor (if applicable) is determined by dividing the value for Etherlond by the value for Earth (Etherlond ÷ Earth), unless inapplicable.

Bulk Parameters

Parameter | Etherlond | Earth
Type | Rock | Rock
Mass (kg) | 9.82335×10²⁴ | 5.9736×10²⁴
Volume (m³) | 1.68185×10²¹ | 1.08321×10²¹
Equatorial Radius (m) | 7,392,766.440 | 6,378,137
Polar Radius (m) | 7,346,570.177 | 6,356,752
Volumetric Mean Radius (m) | 7,377,335.500 | 6,371,001
Oblateness (Flattening) | 0.00624885 | 0.00335281
Inverse Flattening Ratio | 160.029532782 | 298.257223563
Mean density (kg/m³) | 5841 | 5515
Surface gravity (m/s²) | 12.047 | 9.798
Escape velocity (m/s²) | 13,332 | 11,186
Bond albedo | 0.xxx | 0.306
Visual geometric albedo | 0.xxx | 0.367
Solar irradiance (W/m²) | 1538.1 | 1367.6
Topographic range (m) | 42,006 | 19,759
Number of natural satellites | 1 | 1
Planetary ring system | crumbled rocks | No
Land/Sea Percentage | 32/68 | 28/72
Total Surface Area (m²) | 683,930,496,546,748 | 510,064,471,909,790
Land Surface Area (m²) | 218,857,758,894,959 | 142,818,052,134,740
Ocean Surface Area (m²) | 465,072,737,651,789 | 367,246,419,775,050

Orbital Parameters

Remember, my AU = 1.5×10¹¹m

Parameter | Etherlond | Earth | Factor
Mean Distance (AU) | xxx | 0.99731913794
Mean Distance (m) | xxx | 149,597,870,691
Orbital Period (seconds) | 36,000,000 | 31,557,600 | 1.140771
Orbital Period (Earth Days) | 416d 16h | 365d 6h | 1.140771
Orbital Period (Etherlond Days) | 400 | 350d 15h 21m 36s
Periapsis (AU) | xxx | 0.983290
Periapsis (m) | xxx | 147,098,074,000
Apoapsis (AU) | xxx | 1.016710
Apoapsis (m) | xxx | 152,097,701,000
Mean Orbital Velocity (m/s) | xxx | 29,785
Orbital Inclination | x.xxx | 0.000
Orbital Eccentricity | xxx | 0.0167
Orbital Obliquity | 17° 17′ 13″ ↓ | 23° 26′ 16″ ↑ | ∞ (2 lazy)
Rotational Period (Tropical) | 90,000 seconds | 86,400 seconds | 1.041667
Rotational Period (Sidereal) | 89,751 seconds | 86,164 seconds | 1.0416299

Longitudinal Elements

Parameter (in decimal degrees)
Etherlond
Earth

Longitude of Periapsis
°
102.94719°

Longitude of Apoapsis
°
unknown

Longitude of Mean Distance
°
unknown

Longitude of Ascending Node
°
-11.26064°

Longitude of Descending Node
°
unknown

Longitude of Argument of Apsis
°
unknown

NOTE: Longitudinal Orbital Elements are measured looking down upon the stellar system from "galactic north" with 0.00° being towards "galactic center." Also see Longitudinal Orbital Elements. Of course, using this method means that these parameters will change as time progresses forward.
Epoch = 1279-0628-08:18:43.8422248 (ETTC).

Atmospheric Details

Parameter | Etherlond | Earth
Surface Pressure | mb | 1014 mb
Surface Density | kg/m³ | 1.217 kg/m³
Scale Height | m | 8451.61758 m
Average Temperature | °K (°C) | 288°K (15°C)
Diurnal Temperature Range | to °K ( to °C) | 283 to 293°K (10 to 20°C)
Wind Speeds | 0 to m/s | 0 to 100 m/s
Mean Molecular Weight | g/mole | 28.97 g/mole

Etherlond is very Earth-like, except more tropical, for Etherlond is deep into its greenhouse cycle within its version of the Milankovitch Cycles.

Starting Place: The Fortressed City-State of Tanlindon

Region: Tropical Jungle. Very, very thick, sometimes swampish, but with some clearer areas.

Climate: Af, Tropical Wet. There is a wet season, a wetter season, then the wettest season.

Flora: Think more primitive with the giant fern trees in a tropical jungle. One common plant of usage is the Giant Bamboo.

Survival Lesson: Knowing the difference between Sykamorin and Soksana. The difference is very, very subtle. Sykamorin is cyanish-green, soksana is greenish-cyan. On black and white bg below.

Sykamorin is cyanish-green, soksana is greenish-cyan.
Sykamorin is cyanish-green, soksana is greenish-cyan.

And another trick if unsure of the berries, keep them until finding another plant. Compare the berries. If they are the same color shade, there is actually a 67% chance they are soksana. Compare to a third, and the chance rises to 81%.

Of, Course, the obvious method is compare them on dark and bright backgrounds. Just look above.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Gwarna

What is Gwarna?

For one, we see it as an approaching star, or planet. Its brightness has slightly increased over the last 1000+ years. From the rhamahath, all we get in tranlsation is “great changer”. How Great of a Changer?

Below are some Wild Tangents. No particular order or grouping.

How long is its orbit? 50Ka? 100Ka? 500Ka? 1Ma?

Let us use a definitive contemporary example. Sapiens have been around for around 200Ka. LOOK at how far we have come technologically. If Gwarna is a Great Changer, it could be an orbit as little as every 100Ka.

What exactly is Gwarna? As far as our AstroSeers can determine with their scoping mechanisms, Gwarna is a magmatic inferno. Some of its volcanoes are known to spew magma some 1000s of kilometers. Some may even escape and get left in it wake.

How and where does Gwarna’s orbit cross through the Eccliptic? Its Orbital Inclination? Orbital Ellipticity? Prograde or Retrograde orbit in comparison to the other orbits? Does Gwarna rotate? It should due to conservation of angular momentum.

What in 7734 is it made of to be so large, yet NOT a star? As large as we can calculate it, Gwarna is about ?? times larger than Etherlond. As best as we can figure.

Found this…

Gwarna

Gwarna is easily the monster planet of the Ëosalus system. At almost 21 times the volume, and almost 204 times the mass of Earth, Gwarna is also a mystery. Rock planets should not be this huge without converting into a hyperjovian, perhaps. Instead, it is a huge boiling ball of molten magmatic <whatever>, leaving much of its atmosphere explosively ejected into a toroid about its orbit. Who knows what is in that crap?

Bulk Parameters

Parameter | Gwarna | Earth | Factor
Type | unk (rock?) | Rock | = Gwarna ÷ Earth
Mass (kg) | 1.21735 ×10²⁷ | 5.9736 ×10²⁴ | ×203.788335
Volume (m³) | 2.27343 ×10²² | 1.08321 ×10²¹ | ×20.987897
Volumetric Mean Radius (m) | 17,573,740 | 6,371,001 | ×2.758395
Mean density (kg/m³) | 53,546.864 | 5515 | ×9.709314
Surface gravity (m/s²) | 263.0821545 | 9.798 | ×26.850598
Escape velocity (m/s²) | 96,160 | 11,186 | ×8.596460

AND Gwarna’s Overall Mean Density is 9.7 times the Earth’s. Wow! And with its gravity, you would be squished into a puddle of goo. Fetch a mop.

Orbital Parameters

Ohh... I think these calculations are going to be ugly…

Parameter | Gwarna | Earth
Mean Distance (AU) | na | 1.000
Mean Distance (m) | na | 149,597,870,691
Orbital Period (seconds) |  | 31,557,600
Orbital Period (Earth Days) |  | 365.25
Orbital Period (Etherlond Days) |  |
Periapsis (AU) | 4.925994138919 | 0.983290
Periapsis (m) |  | 147,098,074,000
Apoapsis (AU) | 28+?? | 1.016710
Apoapsis (m) |  | 152,097,701,000
Mean Orbital Velocity (m/s²) |  | 29,785
Orbital Inclination | ° ′ ″ | 0.000
Orbital Eccentricity |  | 0.0167
Orbital Obliquity | ° ′ ″ | 23° 26′ 16″
Rotational Period (Tropical) | seconds | 86,400 seconds
Rotational Period (Sidereal) | seconds | 86,164.090531 seconds

The Periapsis of Gwarna is fairly close to Etherlan’s Semimajor Axis (Mean Orbital Radius). Its Apoasis takes it far beyond even Parmasalar. Even unto the Oort Cloud. Forget about perturbed objects out there, Gwarna is not called “Great Changer” for nothing, having either cosumed them, or flung them away. Long, long time ago… In a stellar system far, far away…

S u r v i v a l
W a r s

(Survival Wars)

Longitudinal Orbital Elements

Parameter
Gwarna
Earth

Longitude of Periapsis
°
102.94719°

Longitude of Apoapsis
°
unknown

Longitude of Mean Distance
°
unknown

Longitude of Ascending Node
°
-11.26064°

Longitude of Descending Node
°
unknown

Longitude of Argument of Apsis
°
unknown

NOTE: Longitudinal Orbital Elements are measured looking down upon the stellar system from “galactic north” with 0.00° (0 rads) being towards “galactic center”. Also see Longitudinal Orbital Elements. Of course, using this method means that these parameters will change as time progresses forward.
Epoch = ?.

Gwarna is actually a fairly recently captured Rogue Planet from some other realm perhaps. It was captured approximately 977 Ma ago.

Gwarna is a nasty planet, for no matter the distance from the sun, the Astral Visionists of the Walkers always see a hellishly violent ball of boiling magma with a highly toxic atmosphere.

Basically, Gwarna is a gigantic beast of an hadean planet, as if it had just accreted. Gwarna is what has been termed a “super-Earth” type of terrestrial planet. Gwarna is even larger and more massive than natural Furyan Type terrestrial planets.

In their Astral Visions of Gwarna, the WindWalkers report there are fountains of lava spewed many, many, …perhaps a 1000+ kilometers into and out of the atmosphere. That is LAVA spewed, not an ashcloud. Red to yellow, sometimes white, hot molten rock blasted kilometers into the super-toxic atmosphere and above it. Remember, the gravity of this damned monster is extreme.

Gwarna is the great disruptor of the Ëosalis system, if what the rhamahath have told Us Human Three is true.

Author’s Note: Perhaps make a simple system model in Celestia? Is there a way to define a toroid using the defined orbital path as central axis with a radial distance about the orbit?

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Notes on the Fact Sheets

Author’s Note: Stolen from NASA/JPL WWW sites. Sue me.

Stellar Parameters

Spectral Class: classification of stars based on its spectral characteristics describing the ionization of its chromosphere, what atomic excitations are most prominent in the light; for this multiverse, spectral class (from hottest to coldest) is defined with a letter code: W, O, B, A, F, G, K, M; mnemonic: Oh Be A Fine Girl Kiss Me. Of course, girl can easily be changed to guy. Your Preference.

Surface Temperature Rating: temperature at the object’s surface. Usually listed as a single number with 0 being hottest, 9 coldest. More complexity can be had by adding more digits.

Stellar Type: the size class of the primary: Subdwarf (VI), Dwarf (V), Subgiant (IV), Ordinary Giant (III), Bright Giant (II), Lower Luminous Supergiant (Ib), Luminous Supergiant (Ia), Hypergiant (0).

Note: Stars are listed in the following order: Spectral Class, Stellar Type, Surface Temperature Rating (without commas). Thus, G2V means G spectral class, 2 spectral level, V stellar luminosity type.

Luminosity: a measure of the amount of energy a star gives off per unit of time.

Volumetric Mean Radius: radius of a perfect sphere which contains the same volume of the object; not necessarily the average of the polar and equatorial radii.

Mass: object’s mass.

Volume: object’s volume.

Mean Density: overall mean density of the object; note that this is the mean, not average.

HGWR: Hypershunt Gravity Well Radius; a measure of the distance a vessel equipped with a Hypershunt Drive must be away from the stellar primary before activating the Hypershunt or Deshunt. For Sol, this equals 1.5 × 10¹¹ meters.

Description: a description of the star’s apparent spectral color.

Ecosphere Radii: a measure of a belt around the star in which the possibility of life may exist.

Eccentricities: any nonplanetary body occupying any orbit about the star; this can be a captured planet, asteroid belt, et. al. And hopefully not a Nemesis Event Creator.

Empty Orbits: this is a normal orbital position that does not have any orbiting objects.

Companion Star: whether the star has a companion.

Bulk Parameters

Type: object type: rock, asteroid, gas giant, empty, Kuiper, comet, Oort.

Mass: object’s mass.

Volume: object’s volume.

Equatorial Radius: object’s radius as measured on a plane perpendicular to the axis of rotation (equator).

Polar Radius: object’s radius as measured on the axis of rotation (polar).

Volumetric Mean Radius: radius of a perfect sphere which contains the same volume of the object; not necessarily the average of the polar and equatorial radii.

Oblateness: a measure of the object’s flattening due to rotational spin; an oblateness of 1 indicates a perfectly flat disc where an oblateness of 0 indicates a perfect sphere; determined by: (equatorial radius - polar radius) ÷ equatorial radius; dimensionless.

Mean Density: overall mean density of the object; note that this is the mean, not average.

Surface Gravity: a measure of the gravimetric attraction of the object at its mean level.

Surface Acceleration: effective equatorial gravitational acceleration at the mean level of the body, including the effects of rotation.

Escape Velocity: minimum ballistic velocity required to completely overcome the object’s gravimetric attraction.

Bond Albedo: fraction of incident solar radiation reflected back into space without absorption; also called Planetary Albedo; dimensionless (possibly %age?).

Visual Geometric Albedo: ratio of the object’s brightness at a phase angle of zero compared to the brightness of a perfectly diffusing disk with the same postion and apparent size; dimensionless. Another of way of looking at this, it is the percentage of visible light reflected by the object.

Solar Irradiance: solar energy received on the object’s mean level.

Topographic Range: the range of the object’s highest surface point to the object’s lowest surface point.

Number of Natural Satellites: the number of moons in orbit about the object.

Planetary Ring System: indicator whether the object has a system of rings.

Land/Sea Percentage: self explanatory.

Total Surface Area: self explanatory.

Land Surface Area: self explanatory.

Orbital Parameters

Semimajor Axis: object’s mean distance from the stellar primary; listed in Astronomical Units (AU) and meters (m).

Orbital Period: object’s total orbital period around the stellar primary; listed in total seconds, Earth days, and Locale days.

Perihelion: object’s closest approach to the stellar primary; listed in Astronomical Units (AU) and meters (m).

Aphelion: object’s furthest distance from the stellar primary; listed in Astronomical Units (AU) and meters (m).

Mean Orbital Velocity: mean velocity of the object in its orbit about the stellar primary.

Orbital Inclination: inclination of the object’s orbital plane to the ecliptic; for the Sareylan system only, ecliptic is defined as the plane perpendicular to the stellar primary’s axis of rotation.

Orbital Eccentricity: measure of the object’s orbital circularity; an eccentricity of 0 indicates a perfect circle; determined by: (aphelion - perihelion) ÷ (2 × semimajor axis).

Orbital Obliquity: tilt of the object’s equator to the object’s orbital plane.

Rotational Period (Tropical): time it takes for the object to complete one rotation for the stellar primary to move from the “noon” position in the sky back to the next “noon” postion.

Rotational Period (Sidereal): time it takes for object to complete one rotation for a fixed star to return back to the same position in the sky. In general, the Sidereal Period will be shorter than the Tropical Period.

The difference between Rotational Period (Tropical) and Rotational Period (Sidereal) is almost always about 1° difference for “Earth”-like terrestial planets. It is simply a mechanism of its orbit. For brighter stars, such as an A class, the difference will be smaller due to SMA.

Longitudinal Orbital Elements

Longitude of Perihelion: point in the object’s orbit at which it reaches the point closest to the stellar primary.

Longitude of Aphelion: point in the object’s orbit at which it reaches the point farthest from the stellar primary.

Longitude of Semimajor Axis: point in the object’s orbit at which it reaches the mean distance from the stellar primary.

Longitude of Ascending Node: point in object’s orbit at which it crosses the ecliptic from below to above.

Longitude of Descending Node: point in object’s orbit at which it crosses the ecliptic from above to below.

Longitude of Argument of Apsis: point in object’s orbit at which the long axis of the orbit exists; always uses the measure of 0° ≤ Θ ≤ 180° ?and 180° ≤ Φ ≤ 360° (0°)?. This measurement may be close to the measurement for Aphelion, but may not be exactly the same.

NOTE: The Longitudinal parameters for Onaviu were determined using epoch 22250101160000 when Etherlond’s Mean Anomaly = 0. Epoch is formatted as YYYYMMDDhhmmss in Etherlan time. Etherlond has a ??-hour day, with each hour equal to 3600 seconds.

Atmospheric Details

Surface Pressure: object’s atmospheric pressure at sea level or mean level.

Surface Density: object’s atmospheric density at sea level or mean level.

Scale Height: The height interval in which the atmospheric pressure changes by a factor of e (≅ 2.71828182845904523536…).

Average Temperature: average temperature of the object over the entire surface of the object.

Diurnal Temperature Range: average temperature range over an average day. This is also over the entire surface of the object.

Wind Speeds: normal wind speeds that can be experienced; this does not include extremes such as tropical cyclones, mezocyclones, or other severe weather conditions.

Mean Molecular Weight: mean molecular weight of all the constituents of the object’s atmosphere.

Atmospheric Composition: relative volume of the object’s atmospheric constituents; listed in parts per million (ppm).

Related Definitions

Bulk Parameters: Type: – below lists these definitions:

Rock – this is a planetary body which is largely comprised of minerals. Mercury, Venus, Earth, Mars are good examples.

Asteroid – this is a planetary orbit occupied by a broken body, perhaps due to breakup from excessive ellipticity, or other gravitational tidal effects. The Asteroid Belt is a good example.

Gas Giant – this is a planetary body comprised of large amounts of gases and waters. Jupiter, Saturn, Neptune, Uranus are good examples.

Empty – this is a planetary orbit where a planetary body either never formed or escaped. No contemporary examples.

Kuiper – this is a planetary orbit occupied by a Kuiper Belt object almost large enough to be a planet. Pluto–Charon is a good example.

Comet – this is simply a cometary orbit.

Oort – this is an object in the Oort Cloud.

Astronomical Unit: The mean distance from the Sun to the Earth = 149,597,870,691 meters. However, I use 1.5e11 meters.

Bar: A measure of pressure or stress; 1 bar = 10⁵ Pascal (Pa) = 10⁵ kg m⁻¹ s⁻²

Equinox: The point in a body’s orbit when the sub-solar point is exactly on the equator.

Gravitational Constant: Relates gravitational force to mass; = 6.67428×10⁻¹¹ meters³ kilograms⁻¹ seconds⁻² (meters³ ÷ (kilograms×seconds²).

Opposition: An orbital configuration in which two bodies are on exact opposite sides of the Sun or are on the same side of the Sun forming a line with the Sun (neglecting inclination). This is a nigh impossible configuration for 3 celestial bodies.

Phase Angle: The angle between the Earth and Sun as seen from the body.

Equator: An imaginary line that is determined by a plane perpendicular to the object’s rotational axis.

Sub-Solar Point: The point on a planet where its sun is perceived to be directly overhead (in zenith).

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Longitudinal Orbital Elements

For my purposes, there are six parameters of an orbit that defines an object’s orbit about the primary. For Etherlond the values for these parameters are listed in degrees from an arbitrary 0 point: the Etherlond Epoch of 0000-0-0000-000000. Written as: YYYY-offset-MMDD-hhmmss. For my calculations in the Ëosalis system, the Etherlond Epoch is measured from a “0” date, then as number of total seconds since the “0” Epoch.

Longitude of Periapsis: point in the object’s orbit at which it reaches the point closest to the stellar primary.

Longitude of Apoapsis: point in the object’s orbit at which it reaches the point farthest to the stellar primary.

Longitude of Semimajor Axis: point in the object’s orbit at which it reaches the mean distance from the stellar primary. Unfortunately, this parameter is the one parameter that may NEVER be in the object’s orbit. Now think on this. Even the Earth does not have a True “Longitude of Semimajor Axis” (SMA) because the Earth is Never at its SMA in the entirety of its orbit. And due to other factors, the Earth almost is NEVER at its SMA point.

Longitude of Ascending Node: point in object’s orbit at which it crosses the ecliptic from below to above.

Longitude of Descending Node: point in object’s orbit at which it crosses the ecliptic from above to below.

Longitude of Argument of Apsides: point in object’s orbit at which the long axis of the orbit exists; always uses the measure of 0° ≤ Θ ≤ 180° (0 ≤ Θ ≤ π for radians); also see below graphic (exaggerated for emphasis). This measurement will be very close to the measurement for the points of Periapsis and Apoapsis, but may not be exactly the same. Close to 180°, but almost never.

Ecliptic: an imaginary plane perpendicular to the primary star’s rotational axis. Which of course can “wobble” within itself. But the Ecliptic is the avg() and mean() of that wobbling.

Invariably, none of these parameters will be same. Additionally, all those longitudinal orbit elements constantly change. The only possibility of any two parameters being the same may be Ascending Node and only one of the first three, OR Descending Node and only one of the first three, OR Aphelion and Argument of Apsis. Otherwise, it is so improbable, that it might as well be said to be impossible. AND, then you have to actually think about the actual paths each celestial object, down to a “dust” particle, when you add in all the movements.

Luna revolves around Earth. Earth revolves around Sol. Sol revolves around the Milky Way Galaxy’s centroid point. The Milky Way revolves around the centroidal point of the Local Group. Et Cetera. Et Alia. Combine all those movements together, and you get a spiratic course through the universe that is FOREVER Changing. Altering. NEVER even the same VoM (Vector of Movement) from one nanosecond to the next nanosecond.

Although it may seem to be so, Ascending Node and Descending Node are not necessarily of exactly 180° (π radians) separation. The object’s orbital plane may have an inclination where most of its orbit is above or below the ecliptic. See below graphics.

In the first graphic, the planet’s orbital plane is blue, the ecliptic is green.

In the second graphic, the planet’s orbit is blue, green shows the angle of the ascending and descending nodes, and yellow shows the chord connecting the ascending and descending nodes.

Both graphics are to scale. Just different reference points.

Any exaggeration exists only for emphasis.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Special Notes on “Divine Powers”

First, and Foremost, GODs do NOT have any gender. They are so far beyond the mortal kin, such things as “gender” are entirely inapplicable AND unapplicable. Gods are “things”. They are ITs. They are neither man nor woman. Thus, they are ITs, being genderless. For if desired, a god may assume any form they wish. Thus, NEITHER male NOR female. Just Think…

Now, some, due to their temperment, may form a genedered corporeal shell when appearing to mortals in a form that will not cause harm. For on my worlds, “gods” are entities of such tremendous power, that if they appear in their “natural” form, it would cause harm to lesser mortals on all levels; physical, mental, emotional, spiritual, etc., et al. For, even if not of limitless power and might, does that harm when in natural form not imply their “power”? Example: Tukamer, Master of Unarmed Combat, Honor, and Strength, due to ITs temperment, usually appears male-ish. Thus, I may call IT a he/him/his. Sareylon, the Lady of THE Light, would usually appear female-ish. Again, she/her.

By no means is my genderification of the “gods” within Etherlond to imply any form of gender upon them. Rather, think of it as their “temperment” form.

Several may ask, “But where are the gods’ stats?” To which I answer with a question, “What is the definition of a god?”

If I were to create stats for the “Gods”, they would no longer be “Gods”. They would actually be natural, albeit very powerful, mortal beings. Gods are supposed to inhabit a realm outside the normal world, but may still be within the natural realm. Just “removed” elsewhere at the same time. This by no means, means they are spaceless, timeless, immaterial, and have the 4 Omnis. And when in the natural world realm, i.e.– the RPG world, I believe they are still beyond what is normal and transcend that which is in the mortal realm. Thus, there are no stats for the gods.

Sorry for the interruption, but we have a breaking news story…

How Modern Day God-Things CANNOT Exist

Here is how the Christinsanes in America describe their God-Thing: It is “outside” the universe (natural world), spaceless, timeless, immaterial, Omnipotent, Omniscient, Omnipresent, and Omnibenevolent.

First off, if IT is outside the universe, then IT is NOT of/in THIS universe. Thus, IT has no power here. I postulate that ANY entity, even with tremendous power, crosses over into another universe, their powers no longer work. Why? Those power are part of the realm/universe they come from, and are not part of this realm/universe. Think on that.

If IT is spaceless, then it does not exist. To exist, you MUST have space in order to exist. Casually Debunked.

If IT is timeless, there is no time for IT to perform ANY action. All actions require time to happen. Casually Debunked.

If IT is immaterial, again, it does not exist. To exist, you MUST have material. Casually Debunked.

Omnipotence and Omniscience are utterly exclusive. A Thing CANNOT be ALL-Powerful AND ALL-Knowing simultaneously. If IT had the power to change ITs Omniscience, IT ain’t Omniscient. If IT cannot change ITs Omniscience, it ain’t Omnipotent. Casually Debunked.

Omnipresence simply makes no coherent sense since IT cannot be both Here AND There at the same time. Casually Debunked.

Omnibenevolence is always impossible for ALL mentalities have both “good” and “evil” within. Casually Debunked.

Thus, the “gods” of Etherlond are NOT spaceless, NOT timeless, NOT immaterial, and NOT any Omni. Yet, they are still tremendously powerful.

Think on this, when Tolkien created his world, what did Eru Iluvatar say to the Ainur after showing that Vision? “Those whom Enter Into the World shall be Bound to the World until the Ending of the World.” That Stricture alone means a separation from the Ainur and Valar. Now really think. When the Ending of the World occurs, that means the Valar that Entered Into the World will also “end”, for they are bound to the world. Here is where the trick of the “Soul-Thing” comes into play.

If the Valar have a Soul-Thing that Eru Iluvatar can bring back to ITs Realm of Existence, then those spirits will remain spirits, never to haunt any world again. They will no longer have any power. Remember, they were Bound to the World; thus, when the World Ends, they END, or become powerless ghosts.

The above simply means that “modern-day” God-Things are actually powerless and nowhere, Non-Existent, Non-Coporeal, Non-Entities. These modern-day God-Things have LITERALLY been described completely out of any possible existence.

THINK… …

Back to our regular scheduled program…

Additionally, I feel that no other entity can destroy a god ’s true form regardless. Yes, you may be able to harm it in some form or other, but the god can simply reform another after a time, perhaps instantaneously. Kind of like bacterial behaviour when they “spore”. Furthermore, I feel that a god could chose to stay entirely incorporeal while in the RPG world. Thus, they cannot be harmed by normal mortals, yet may still be able to affect the mortal realm. Thus, a “true sense of transcendence” above and beyond the mortal kin.

This, IMHO, is what essentially makes a god, a god. They ARE exceptionally powerful, yet, they are also not entirely limitless. AND, if You need stats, how about the below?

by: OLF, i.e. Olf Le Fol

Level: infinite (though there are different levels of infinity),

Constitution: unimaginable,

Agility: limitless,

Self-Discipline: depending on the day,

Memory: limited to anything that has ever happened, is happening, will ever happen, never happened, can happen, cannot happen, can be imagined and cannot be conceived,

Reasoning: unhuman,

Strength: as much as he wants,

Speed: over lightspeed,

Presence: divine,

Empathy: as much as he cares,

Intuition: incredible.

See? He has stats! ;D

OLF, i.e. Olf Le Fol

Another way of looking at this is to read JRR Tolkien’s The Silmarillion. Even in their war against Melkor, Morgoth of the World, none of the other Valar could destroy him. The best they could do was to chain him, then thrust him through the Doors of Night into the Void. Thus, they never could destroy him, rather they simply removed him from the world. But Melkor still exists. Perhaps he was returned to Eru Iluvatar to face judgment?

This is what I mean by gods. They cannot be destroyed (killed) in any way except perhaps by much more powerful other gods. Yes, they can be harmed, but never destroyed. If in corporeal form, it can be destroyed, but the god still exists, able to form another corporeal form after a time. This would be similar to what had happened to Sauron in the Silmarillion. He had his corporeal form killed by Huan when Sauron thought his wolf-demon form would be the mightiest hound that would slay Huan. However, Sauron simply became a noncorpoereal entity until he could reform a corporeal shell. The same thing happened to him when the One Ring was severed from his corporeal form. He became an ethereal spirit casting a Shadow upon the lands, but could still effect the normal world, in a limited manner, and he was unable to reform a corporeal form due to pouring much of his Power into the One Ring.

IMHO, these beings are still beyond the application of stats. The only stat I can see applied would be Concussion Hits to the corporeal shell, but not to the god. And, Yes. The god would feel the damage done to its corporeal form.

Then there may be gods immune to certain criticals. Fire god immune to fire and heat criticals, only takes Hits damage. And what of the one immune to any criticals?

MariusH did point out:

For gods like in Tolkien’s “Middle Earth”, I’d say having stats for Iluvatar is entirely pointless, while having stats for the Valar COULD make sense, in an extremely high-level, high-power setting. After all, an elf was able to inflict several serious wounds on Melkor the Morgoth, even though he was defeated in the end.

However, I had not forgotten that Fingolfin did hurt Melkor, but that was still Melkor’s corporeal form. Perhaps his sword also had some form of “vorpal” capability and could also hurt the “soul-thing” as it also damaged the corporeal form. And I do acknowledge this is a very valid point. However, stats may also make sense for the Galsedimu and Fraa who “Entered Into the World“ and became “Bound to the World”. Again, High-level and/or High-power.

My definition: vorpal – having a power or ability to easily cause separation (like amputation, spirit absolution, etc.).

Also, I do distinguish between the Ainur and Valar. The Ainur stayed with Eru Iluvatar, wherever that realm is, while the Valar are those that “Entered Into the World“ and became “Bound to the World”. For me, in Middle-Earth, they went: Eru, Ainur, Valar, Maiar, Elves, Men in terms of “magical” power, special abilities, et al. I never classified Dwarves because they were actually homonculi created from the stone by Aulë the Smith. I am not saying Dwarves were evil, they were the product of one of the Valar against Eru Iluvatar’s Strictures.

And another of my favorite quotes. Again, emphases are mine.

by: GrumpyOldFart

Exactly. Sure you can “kill” their corporeal form, but only in the sense of a corporeal body on this plane of existence, which is about as significant as cutting [trimming] off someone’s fingernails.

Thus, ultimately, my gods do not have stats. They are supernatural entities so far beyond the scope of imaginings of the mortal world that no stats could define them. Although they can form corporeal bodies, their powers still make their stats virtually non-quantifiable. The only stat they may possess is the number of Concussion Hits for their corporeal form. Otherwise, if you must have a stat value, consider the value of all the gods’ stats to be ∞. Although as OLF put it, there are many levels of infinite. O! gosh, we are fractalizing…

Besides, their stats and powers extend so far beyond super-physical capabilities, such as throwing Manhattan sized fire balls, bringing a person’s spirit and body together after death, pushing a planet out of orbit by thinking about it, turning the Great Pyramid upside-down and keeping it intact, etc., etc., etc., etc. How could stats even begin to define such?

Basically, as Marc R said, “…just abase yourself and tremble.” and I added… ”Begging for mercy shall never hurt…”

In summation, My Final Etherlond Definition for “god”s:

An entity/being which possesses an order of existence and attributes and power beyond that which is usual or normal so as to be above and independent of all things and laws of nature and existence and the corporeal world.

If I were to give stats to a such a being, then it would no longer be transcendent. Think Critically about it…

However, as GM, it is dependent upon your definition of such powerful entities.

And never forget the standard when facing “GOD”s:

Just abase your self and tremble. Begging for mercy shall never hurt.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Commonality & Power Levels

I give you two guesses where I found this. But you will only need one.

Commonality

Percentage chances based on how common something is on a Cd100 roll.

Commonness | %age
Always | 100
Frequent | 90
Prevalent | 80
Common | 70
Typical | 60
Usual | 50
Ocassional | 40
Unique | 35
Uncommon | 30
Peculiar | 25
Unusual | 20
Unlikely | 15
Rare | 10
Seldom | 8
Sporadic | 6
Scarce | 5
Irregular | 4
Infrequent | 3
Exceptional | 2
Extraordinary | 1
Never | 0

Power Levels

Another guess where this came from. From one notebook dated 1956, and another 1957. Guess he forgot about writing it down in '56.

Power Levels for RPGs.

Mundane (none)

Trivial

Common

Uncommon

Rare

Unique

Epic

Legendary

Mythical

Supreme

Provident

Divine

Beyonder (nigh-unlimited)

For Power Levels, no numbers or mechanics were written down. Maybe somewhere in other notebooks. Still searching…

My poor attempt at quantification.

Level | Percentage | Char Points
Mundane | 90 | 0
Trivial | 5 | 10
Common | 2 | 20
Uncommon | 1 | 30
Rare | 0.75 | 40
Unique | 0.5 | 50
Epic | 0.25 | 60
Legend | 0.1 | 80
Mythical | 0.01 | 100
Supreme | 0.001 | 150
Provident | 0.00001 | 200
Divine | 0.0000001 | 300
Beyonder | 0.[nigh-∞ 0s]1 | nigh-∞

The Percentage is just a very rough estimation of the percentage of the population in that Power level. The numbers do not add to 100% due to estimation and rounding errors. Additionally, the percentage is far from accurate. Still refining.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Visual Acuity

These talents are in the process of being rewritten to better fit my world of Etherlond.

Everyone knows about the 20/20 vision acuity. Ever wonder what exactly it means? 20/20 vision means that you can see at 20 feet what a person with normal visual acuity can see at 20 feet. What does 20/50 mean? This means what the person (who will need glasses) sees at 20 feet, a normal person can see at 50 feet. 20/400 would mean what the person can see at 20 feet, a normal person could see at 400 feet. When the second number goes below 20, as in 20/5, this means that person can see at 20 feet, what a normal person can only see at 5 feet or closer. Most persons with that type of visual acuity are sometimes referred to as "eagle eyed" since they can see things four or five times farther away as normal persons. If memory serves, I think I read about a Marine sniper whose visual acuity was actually 20/1, meaning what he could see at 20 feet, a normal person could only see at 12 inches or closer.

Then you have the really messed up visual acuities like 6/60. This means the farthest away the person could see anything is six feet or closer, while a normal person could see the same thing at a distance of 60 feet.

Basically, the first number is the distance (in feet) the person can see something, and the second number is the distance a normal person can see the same thing. A true eagle eye would be 20/1.

The images below show the comparable effects of poor visual acuity. The images show the Hemicuda about 15 feet from the observer.

First and Foremost, the blurring effect below is NOT like what one person will truly see. But it still should give an idea.

Figure 1: 20/20 Visual Acuity
Hemicuda20-20 (107K)

Figure 2: 20/50 Visual Acuity
Hemicuda20-50 (51K)

Figure 3: 20/100 Visual Acuity
Hemicuda20-100 (44K)

Figure 4: 20/200 Visual Acuity
Hemicuda20-200 (38K)

Figure 5: 20/400 Visual Acuity
Hemicuda20-400 (33K)

Once you get to the 20/400 visual acuity range, you almost cannot even tell it is a car anymore. Furthermore, 20/400 visual acuity or greater is legally defined as "blind." Unless it can be corrected with corrective lenses.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Photophobia

These talents are in the process of being rewritten to better fit my world of Onaviu.

Note: This document is still incomplete.

Despite the name, photophobia is not a fear of light. That disorder is known as heliophobia. Instead, photophobia is a condition where a person is overly sensitive to light. In a sense, this visual sensitivity to light can be seen as a “fear” of light, or in the least, a severe dislike for light.

Causes of Photophobia

Surprisingly, literally all persons (99.99%) who have some form of achromatopsia also suffer some level of photophobia. Additionally, 93% of all persons who have some form of color blindness also suffer some level of photophobia.

Some virus-caused illnesses that do not directly affect the eyes can cause photophobia.

Severe headaches or migraines also tend to cause an immediate sensitivity to light. I can definitively testify about this.

Other common causes of photophobia include corneal abrasion, uveitis, and a central nervous system disorder such as meningitis.

Light sensitivity also is associated with a detached retina, contact lens irritations, sunburn, and refractive surgery.

Persons who have some level of albinism always tend to have some level of photophobia.

Certain rare diseases, such as the genetic disorder keratosis follicularis spinulosa decalvans (KFSD), are reported to cause photophobia.

Some medications may cause light sensitivity as a side effect, including belladonna, furosemide, quinine, tetracycline, and doxycycline.

There are many, many more causes of photophobia as listed on this Wikipedia page (new tab).

Treatment

As with any medical condition, the best treatment is to address the underlying cause. Once the cause is treated, any medical condition can disappear, or lessen to more tolerable levels.

If you are taking medication that causes light sensitivity, discontinue or, better choice, replace it.

If photophobia is a congential disorder, avoid bright light, wear wide brimmed hats and glasses/sunglasses with UV protection.

Photochromic lenses (lenses that darken in response to brightness) may be a solution to mild light sensitivity.

Polarized lenses are best since they also reduce glare.

Extreme cases may require prosthetic contact lenses specifically designed to look like your own eyes.

A study by Stringham and Hammond, published in the Jan-Feb issue of Journal of Food Science, discusses the improvement in visual performance and decrease in light sensitivity (glare) in subjects taking 10 mg Lutein and 2 mg Zeaxanthin per day.

AND, Yes. I also suffer from an extreme case of photophobia.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Color Deficient Vision

W I P: These talents are in the process of being rewritten to better fit my world of Onaviu.

I rewrote the Color Blind Birth Flaw because the original as in the new RMU version just seemed way too stingy on the cost than is normal. The complete greyscale (monochromacy) version of color blindness is so rare (≤ 1 in 1 million), that it would seem to be worth more than a mere 5 points. Furthermore, the greyscale (monochromacy) version of color blindness is quite a bit more debilitating than one would think with it being worth only a mere 5 points.

Cone monochromacy always has poor visual acuity associated with it. Always. The best visual acuity with someone with cone monochromacy was 20/50. And visual acuity can be as bad as 20/800. Most often visual acuity with cone monochromacy will average around 20/100. Rod monochromacy can also have poor visual acuity, but is only about 50% probable. If so, then visual acuity will also be as poor as with cone monochromacy.

Here is a page that shows the affects of poor visual acuity (new page).

There are different forms of color blindness. The technical name of this disability is “color vision deficiency”, or CVD. However, since color blindness has been so widely used, everyone knows it by that misnomer. Technically, there is no “blindness”. Instead, it is actually an inability, or a decreased ability, to detect colors or hues of colors, or perceive color differences, under normal lighting conditions. The worst one is total color blindness, or monochromacy, which makes everything appear in shades of brightness. Most persons misnomer this as “greyscale” vision. However medical studies have found that rod or cone monochromacy is actually a vision in shades of "brightness" which does appear to be greyscale. Like the misnomer of color blindness, greyscale has been so widely used that almost everyone understands that term better than shades of “brightness”.

The eight different forms of color blindness are (in order of dominance): deuteranomaly (which I have), protanomaly, protanopia, deuteranopia, tritanomaly, tritanopia, rod monochromacy, and cone monochromacy.

Excepting tritanomaly and tritanopia, it must be remembered that color blindness affects males about 16 times more than females. This is due to the fact that males have only one X chromosome while females have two.

The tritanomaly and tritanopia versions of color blindness can effect either gender equally since it is the 7th chromosome that determines this form of color blindness. Although both genders have an equal chance, there are twice as many females than males with either of these two forms of color blindness. The reason for this difference is unknown and is being researched.

Additionally, the forms of protanopia and deuteranopia only affect males, never females.

There are three types of inherited or congenital color vision deficiencies: monochromacy, dichromacy, and anomalous trichromacy; of which there are eight different forms within these types.

Monochromacy, also known as "total color blindness," is the lack of ability to distinguish colors; thus, the person views everything as if it were on a black and white television. Monochromacy occurs when two or all three of the cone pigments are missing and color and lightness vision is reduced to one dimension.

Rod monochromacy (achromatopsia) is an exceedingly rare (less than 0.000001% (about 1 in 1 to 5 million)), nonprogressive inability to distinguish any colors as a result of absent or nonfunctioning retinal cones. It is associated with light sensitivity (photophobia), involuntary eye oscillations (nystagmus), and poor vision.

Cone monochromacy (less than 0.0001%) is a rare total color blindness that is accompanied by relatively normal vision. Cone monochromacy can also be a result of having more than one type of dichromatic color blindness. People who have, for instance, both protanopia and tritanopia are considered to have cone monochromacy. Since cone monochromacy is the lack of or damage of more than one cone in retinal environment, having two types of dichromacy would be an equivalent. With this form of color blindness, it is also further complicated with nystagmus ("jiggling eyes"), photophobia (light sensitivity), myopia (nearsightedness), and reduced visual acuity. Visual acuity usually falls within the 20/50 to 20/400 range.

Dichromacy is a moderately severe color vision defect in which one of the three basic color mechanisms is absent or not functioning. It is hereditary and, in the case of Protanopia or Deuteranopia, sex-linked, affecting predominantly males. Dichromacy occurs when one of the cone pigments is missing and color is reduced to two dimensions.

Protanopia (1% of males) is a severe type of color vision deficiency caused by the complete absence of red retinal photoreceptors. It is a form of dichromatism in which red appears dark. It is hereditary, sex-linked, and present in 1% of males.

Deuteranopia (1% of males) is a color vision deficiency in which the green retinal photoreceptors are absent, moderately affecting red-green hue discrimination. It is a form of dichromatism in which there are only two cone pigments present. It is likewise hereditary and sex-linked.

Tritanopia (less than 1% of males and females) is a very rare color vision disturbance in which there are only two cone pigments present and a total absence of blue retinal receptors. It is related to Chromosome "7".

Anomalous trichromacy is a common type of inherited color vision deficiency, occurring when one of the three cone pigments is altered in its spectral sensitivity. This results in an impairment, rather than loss, of trichromacy (normal three-dimensional color vision).

Protanomaly (1% of males, 0.01% of females) is a mild color vision defect in which an altered spectral sensitivity of red retinal receptors (closer to green receptor response) results in poor red-green hue discrimination. It is hereditary, sex-linked, and present in 1% of males.

Deuteranomaly (most common; 6% of males, 0.4% of females), caused by a similar shift in the green retinal receptors, is by far the most common type of color vision deficiency, mildly affecting red-green hue discrimination in 5% of European males. It is hereditary and sex-linked.

Tritanomaly (0.01% of males and females) is a rare, hereditary color vision deficiency affecting blue-yellow hue discrimination. Unlike most other forms, it is not sex-linked, it is related to Chromosome "7". The OMIM (Online Mendelian Inheritance in Man) gene code for this mutation is 304000 "Colorblindness, Partial Tritanomaly".

There is also a form of "cerebral" achromatopsia, a person cannot perceive colors even though the eyes are capable of distinguishing them. Some sources do not consider these to be true color blindness, because the failure is of perception, not of vision. They are forms of "visual agnosia" instead of true color blindness.

Interesting Factoids

It has been proven through studies performed by the US Army that found that color blind persons (especially those with deuteranomaly) can spot “camouflage” colors that fool persons with normal color vision.

About 8% of males, but only 0.5% of females, are color blind in some way or another, meaning males are about 16 times more likely to be color blind than females.

Tritanopia and tritanomaly should affect males and females equally; however, in some aggregated and averaged studies, it was found that 75% more females were affected than males. Reason is unknown.

Color vision deficiency only affects about 4 - 4.5% of the total human population.

Virtually all persons (93%) with some form of color blindness, are also photophobic (new tab).

Genetic Inheritance

The main reason males are more affected by color blindness is because it is carried genetically, being carried by the X chromosome, of which males only have one. Since females have two X chromosomes, even if one carries the mutation, the other X chromosome compensates unless it also carries the mutation. The tables below show how this can occur. These tables do not include the tritanomaly and tritanopia forms of color blindness. Those two forms are gender independent, meaning it could be either or both that can be the genetic cause of tritanomaly and tritanopia.

This shows how the mother is the cause of a color blind son AND a carrier daughter.
Mother
Carrier

X
X

Father
Unaffected
X
XX
Unaffected Daughter
XX
Carrier Daughter

Y
XY
Unaffected Son
XY
Color Blind Son

This shows how both are the cause of a color blind daughter, father is the cause of a carrier daughter, and mother is the cause of a color blind son.
Mother
Carrier

X
X

Father
Color Blind
X
XX
Carrier Daughter
XX
Color Blind Daughter

Y
XY
Unaffected Son
XY
Color Blind Son

This shows how color blind mother and father will produce only color blind children.
Mother
Color Blind

X
X

Father
Color Blind
X
XX
Color Blind Daughter
XX
Color Blind Daughter

Y
XY
Color Blind Son
XY
Color Blind Son

The only time a female is affected is when the father is affected and the mother is a carrier and both donate the mutated X chromosome. An interesting fact is that if a male is color blind, then it is caused by the mother since to be male, the father donated only a Y chromosome. It is the mutated X chromosome donated by the mother which will cause a male child to be color blind. If the child is a color blind female, then it is both mother and father who are the cause. This is excepting the tritanomaly and tritanopia forms of color blindness. These two forms are gender independent, meaning it could be either or both that can be the genetic cause of tritanomaly and tritanopia.

The following series of images show the different types of color blindness. Although these images are not a true depiction, they are as close as a computer monitor can come to showing the differences. These images were "stolen" from Wikipedia.

Figure 1: Normal Color Vision (red, orange, yellow, green, blue, violet)
Normal Color Vision

Figure 2: Protanopia
Protanopia

Figure 3: Deuteranopia
Deuteranopia

Figure 4: Tritanopia
Tritanopia

And for those interested, this next series of images are tests for the different forms of chromanopia. You should be able to see a faint number in each one. All three images “stolen” from Wikipedia.

Figure 5: Test for Protanopia
Test for Protanopia

Figure 6: Test for Deuteranopia
Test for Deuteranopia

Figure 7: Test for Tritanopia
Test for Tritanopia

I am “officially” classified as color-blind; however, I can see all three numbers above. My CDV is actually more of a “hue” blindness within the same color. For example, I cannot see the difference between one shade of red and another that is ever so slightly darker or lighter. Most of this effect for me is predominantly red, then blue, but NOT green.

Random Determination of Color Blindness Form

For those who wish some randomness in the Color Blind flaw, here are tables for random determination. I know these tables do not depict the actual chances of each form of color blindness, but they are fairly close. The rolls are divided into four tables so as to achieve the rarity of some forms of color blindness.

Table 1
Roll | Result
01-60 | Deuteranomaly
61-75 | Protanopia
76-87 | Protanomaly
88-98 | Deuteranopia
99 | Tritanopia
00 | roll Table 2

Table 2
Roll | Result
01-98 | roll Table 1
99 | Tritanomaly
00 | roll Table 3

Table 3
Roll | Result
01-98 | roll Table 1
99 | Rod Monochromacy
00 | roll Table 4

Table 4
Roll | Result
01-99 | roll Table 1
00 | Cone Monochromacy

Notes on Visual Acuity

Everyone knows about the 20/20 vision acuity. Ever wonder what exactly it means? 20/20 vision means that you can see at 20 feet what a person with normal visual acuity can see at 20 feet. What does 20/50 mean? This means what the person (who will need glasses) sees at 20 feet, a normal person can see at 50 feet. 20/400 would mean what the person can see at 20 feet, a normal person could see at 400 feet. When the second number goes below 20, as in 20/5, this means what the person can see at 20 feet, a normal person can only see at 5 feet or closer. Most persons with that type of visual acuity are sometimes referred to as “eagle eyed” since they can see things four or five times, even 10 to 20 times, farther away as normal persons. If memory serves, I think I read about a Marine sniper whose visual acuity was actually 20/1, meaning what he could see at 20 feet, a normal person could only see at 12 inches or closer.

Then you have the really messed up visual acuities like 6/60. This means the farthest away the person could see anything is six feet or closer, while a normal person could see the same thing at a distance of 60 feet.

Basically, the first number is the distance (in feet) the person can see something, and the second number is the distance a normal person can see the same thing.

Color Blind Test Images Answers

Protanopia = the number “37”
Deuteranopia = the number “49”
Tritanopia = the number “56”

Hey. I couldn’t put the answers right there. ;)

And, another test

Which is the red one?

Find out here.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

The Goblet Test

Did you guess correctly?

Or, did you cause the Ending of the World?

Even in the “greyscale” image, the goblets are still the color as seen in the color image. The only thing I did was desaturate the color.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

Glossary

Duin

Literally “flowing water”. Any “stream” as per hydrographer/hydrologist.

Tanlindon

The Capital City-State of what Us Human Three have claimed of this savage world.

Neleiri

Largely a service city since it sits about the confluence of the Mines River and DuinChondra (River to Chondra).

Neleiri Mines

Well… if you cannot figure this out… Our Main Mines nearest Neleiri.

Chondra

Fledgling Outpost used for exploring othe possible mining ventures.

Kreäsa

Karmon

Syos

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

THE Wall

The yellow lines kind-of indicate elevation change of 3000 meters (9842.5 feet). And you are already above the snow-line at the lower yellow line. Here on Earth, before the Industrial Age, the snow-line on average was 10,000 feet. Adding another 6562, gives minimum elevation at the tope of THE Wall at 16,562 feet. Does not seem that great. Until you realize the snow-line on Etherlond is at 6500 feet. Now we are talking about 23,062 feet minimum. What is Everest? About 29,000 feet elevation? And our current “snow-line” is 11,000 feet here on Earth.

With THE Wall, you may face frozen cliffs as much as 3000 meters straight up. Almost as if the tectonic plates had shifted 3 to 4 kilometers up/down. Some places have large talus deposit and you only face an 1100 meter cliff, basically straight up.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

SoulMate Dedication

You know... I hate this poem. The True Arakish said exactly what I would have said. AND, it iterally makes me cry....

Copyright © 1991 by Concept Visions, LLC & RMF Runyan. All Rights Reserved. ⇓

When I say, “I Love You”…

Author’s Note: I wrote this poem for my wife for our tenth wedding anniversary (Thu 17 May 1990). The poem was written in complete free prose with no meter nor rhyme. Just thoughts as thought.

I say the words “I Love You” so much
that I wonder sometimes if you take for granted
the feelings that are behind them.

I never want you to see them as just words
to begin or end a conversation.

“I Love You” is just my way of saying
that you have touched a place in my heart
and made me come alive.

You have claimed a part of my heart that,
no matter what happens to us,
will always belong to you.

You taught me how to love,
you broke through all my defenses,
and you comforted my fears.

You touched places in me
I never knew I had
and made me feel things
I never thought I'd feel.

You have all of the patience, care,
understanding, and concern needed
to build the kind of relationship we have,
and to build the kind of relationship
we shall forever have.

So when I say “I Love You”,
the words are not spoken out of habit.

It is my way of saying
thank you for being YOU,
and for returning some of the joy
you have given me.

“I Love You”
My SoulMate

Further Note: My wife actually cried after reading this poem. To her the poem actually meant more than the diamond necklace. In fact, she even framed the poem and hung it in the Great Room of our home for all to see and read. Needless to say, we never went to our dinner reservations…

Copyright © 1991 by Concept Visions, LLC & RMF Runyan. All Rights Reserved. ⇑

— The Unknown Atheist

P.S. – I found this poem in a notebook by Arakish. I just could not stop me self from adding it Somewhere. For it says what I would have said if thought to me SoulMate. Hard to believe two people can have their entire lives wiped out. Killed. Murdered. Then live with the aftermath. Arakish’s family was truly murdered. The activism he took against religion 1950s into the 1960s angered the KKK to a point, they fire-bombed his house. He was not home. Wife and children were. Such an incident is almost unimaginable. Movie-like. Mine were killed by drunk driver.

Imagine the kind-of courage and fortitude it took to suffer such a tragedy from the Religitards AND continue the fight against religion.

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

“MY” Standards & Measures

I KNOW these are incorrect with ISO standards; however, they are the ones  “  I  ”  use. I am the GOD. Gaming Operations Director. ;-P

Standard
Measure

Standard
Measure

Astronomical Unit (AU)
1.5e11 meters (m)

Light Speed (c)
3e8 m/s

parsec (pc)
228,726.96 AU
3.261564 ly

Light Year (ly)
1.05192 ×10¹⁶m
70,128 AU

§ Stellar Mass (Ms)
2e30 kg

§ Jovian Mass (Mj)
2e27 kg

§ Terrestrial Mass (Mt)
6e24 kg

§ Selenian Mass (Ml)
5e21 kg

§ g
9.80665 m/s²

NOTES:

§ = STANDARD. No value changes allowed.

In fact, NO value changes allowed on entire above table.

m/s = meters per second

kg = kilograms (2.2046 avoirdupois pounds (16 avoirdupois ounces))

NeNN = the first number raised to ×10NN. Example: 5e21 is the same as 5 ×10²¹; just easier to type 5e21. If exponent is negative, then appears thusly 5e-21.

Light Speed & The Second

I define the circularity of light speed and the second as being 3e8 meters per second (m/s). Simple. It defines two things. A distance. And a time. Distance = 300 million meters. Time = 1 second.

Officially, the above is actually 299,792,458 m/s. UuhGLY number. I like 3e8 which translates to 300,000,000 m/s. And it Factorizes to 2^8 * 3 * 5^8. Only one three to deal with. Same number of 2s as 5s. Kewl. Powers of 10. 10^8.

I know mine is not OFFICIAL, but it is what I use. Easy. Peasy. As pie.

Same applies for all others.

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved

All those skills in an attempt at categorization

This is still a work in progess. I have not completed the Crafts & Trades branch.

All + All -

Skills Categories

+ - Athletics

+ - Gymnastics

Acrobatics, Jumping, Contortions, Downhill Skiing, Gym-based Sports†, Pole Vaulting, Surfing, Water Skiing, Diving, Juggling, Tumbling, etc.

+ - Movement

Climbing, Flying/Gliding, Running, Swimming, Cross Country Skiing, Rappelling, Rowing, Skating, Stilt Walking, Tightrope Walking, Jumping, Scaling, Sprinting, etc.

+ - Body Development

Concussion Hits, Power Training, etc.

+ - Discipline

+ - Body

Adrenal Focus, Mind Over Body, Stabilization, Stun Removal, Stunned Maneuvering, etc.

+ - Mental

Meditation‡, Control Lycanthropy, Mnemonics, Speed Reading, Stun Removal, Stunned Maneuvering, etc.

+ - Psyons

+ - Electromagnetic Manipulation

Bio-Energy, Electrical Bolt, Electrical Shield, Electrical Wall, Energy Control, Interface, Magnetic Control, Magnetic Field, Magnetic Shield, Magnetic Wall, Potential Control

+ - Healing

Bio-Regulation, Cut Repair, Organ Repair, Pain Relief, Psychic Surgery, Regeneration, Restore Spirit, Skeletal Repair, Stun Relief, Tissue Repair

+ - Harming

Bio-Deregulation, Cutting, Organ Destruction, Cause Pain, Psychic Surgery, Necrotization, Separate Spirit, Skeletal Destruction, Stunning, Tissue Destruction

+ - Metapsyons

Astral Projection, Metasense, Psychometry, Raw Channel, Sensory Externalization, Shadowmind, Teleportation, Transfer

+ - Physical

Body Discipline, Changing, Density Control, Desolidification, Dodging, Energy Dispersal, Haste, Hypervision, Infrared Vision, Mind Discipline, Sense Discipline, Ultrasonic/Hypersonic Hearing, Ultraviolet Vision

+ - Photonic Manipulation

Photon Blast, Luminosity Control, Photonic Shield, Photonic Wall

+ - Kinetic Manipulation

Flight, Kinetic Bolt, Kinetic Control, Kinetic Field, Kinetic Shield, Kinetic Wall, Telekinesis

+ - Radiation Manipulation

Radiation Bolt, Radiation Control, Radiation Shield, Radiation Wall

+ - Mental

Behavioral Trigger, Concealment, Confusion, Control, Detection, Empathy, Illusion, Memory Alteration, Mind Defense, Mind Shield, Mind Store, Mind Trap, Paralyze, Probe, Sense Destruction, Sleep, Suggestion, Tele-Receive, Tele-Send

+ - Thermal Manipulation

Cryonic Bolt, Cryonic Shield, Cryonic Wall, Flame Control, Heat Bolt, Heat Shield, Heat Wall, Hyperthermia, Hypothermia, Ice Control, Pyro Bolt, Pyro Shield, Pyro Wall, Temperature Control

+ - Perception

+ - Discernment

Alertness, Auditory, Direction, Olfactory, Power, Psion, Reality, Spatial Location, Tactile, Taste, Time, Visual, etc.

+ - Awareness

Detect Traps, Locate Hidden, Surveillance, Observation, Read Tracks, etc.

+ - Navigation

Astral, Coastal Marine, Celestial Marine, Planar, Terrestrial, Underground, etc.

+ - Subterfuge

+ - Ambush

Melee, Ranged, Thrown, Unarmed, etc.

+ - Prowling

Stalking, Hiding

+ - Trickery

Pick Pockets, Stage Magic, Sleight of Hand, Card/Dice Cheating, etc.

+ - Power (Kreasa)

Base Power

+ - Awareness

Awareness

Sensing

Perceiving

Attuning

Reading

+ - Manipulation

Expansion

Extension

Enhancing

Stretching

Incrementing

Employment

+ - Trickery

Unsomaticism

Unspeech

Development

Channeling

Sapping

+ - Composition

Runes

Symbols

Glyphs

Wards

Circles

Structure

Assignment

?Transcenence?

Fabrication

+ - Viewing

Invocation

Evocation

Scrying

Divination

Mastery

+ - Academics

+ - Linguisitics

+ - Auditory†

Each language is a separate skill

+ - Optical, Visual†

Each language is a separate skill

+ - Movement†

Each language is a separate skill

+ - Written, Printed†

Each language is a separate skill

+ - Vocal, Spoken†

Each language is a separate skill

+ - Somatic†

Each language is a separate skill

+ - Gravitic†

Each language is a separate skill

+ - Vibratory†

Each language is a separate skill

+ - Tactile†

Each language is a separate skill

+ - Odor, Chemical†

Each language is a separate skill

+ - Thought†

Each language is a separate skill

+ - Empathic†

Each language is a separate skill

+ - Sonic, not Vocal†

Each language is a separate skill

+ - Lore

Culture†, Region†, Artifact, Demon, Dragon, Faerie, Fauna, Flora, Heraldry†, History†, Metal, Species/Race†, Religion, Spell, Stone, Symbol, Wood, Undead, Rune, Glyph, Philosophy, Ward, Circles, Xeno†, etc.

+ - Science (KS)

Research, Mathematics, Algebra, Archeology, Architecture, Astronomy, Chemistry, Physics, Calculus, Orbital Mechanics, Celestial Mechanics, Engineering†, Geology, Geographic Information Science, Quantum Mechanics, Micro-Biology, Molecutronics, etc., etc., etc.

+ - Combat

+ - Training (Weapons)

+ - Unarmed

Wrestling, MA Grapple, MA Strike, MA Sweep, Biting, Clawing, Brawling, Boxing, etc., each combat style is a separate skill

+ - Melee

Broad Sword, Battle Axe, Spear, War Hammer, Two Handed Sword, Quarterstaff, Nunchaku, etc., each weapon is a separate skill

+ - Thrown

Dagger, Dart, Spear, Javelin, Bola, Boomerang, DrosYa, etc., each weapon is a separate skill

+ - Missile

Bows, Crossbows, Slings, etc., each weapon is a separate skill

+ - Directed Spells

Elemental Bolts, Energy Bolts, Elemental Balls, Energy Balls, Illusionary Strikes, Raw Channel, etc., each directed spell type is a separate skill

+ - Siege Weapons

Catapult, Ballistae, Cannon, MLA Lobber, etc., each weapon is a separate skill

+ - Firearms

Musket, Rifle, Pistol, Blunderbuss, Thunderstick, etc., each weapon is a separate skill

+ - Energy Weapons

Laser Rifle, Blaster Pistol, Plasma Rifle, Essence Lance, Force Sword, etc., each weapon is a separate skill

+ - Expertise

Disarm, Maneuver in Soft/Flexible Armor, Maneuver in Rigid/Inflexible Armor, Mounted Combat‡, Multiple Attacks, Protect, Restricted Quarters Combat, Subdual, Missile Deflection, Reverse Stroke‡, Two Weapon Combo†, MA Dance, Shield Bash, Move-Through, etc.

+ - Outdoors

+ - Animal Handling

Each animal is a separate skill

+ - Animal Riding

Each animal is a separate skill

+ - Drive/Pilot

Each path/course is a separate skill

+ - Survival

Each biome is a separate skill

+ - Social

+ - Influence

Charm, Dupe, Intimidate, Trade, Bribery, Diplomacy, Interrogation, Propaganda, Public Speaking, etc.

+ - Leadership

Bolster Morale (allies), Instill Fear (foes), etc.

+ - Awareness

Contacting, Mingling, Scrounging, Streetwise, etc.

+ - Crafts & Trades

Crafting Arts

Mechanical

Medical

Performance Arts

Vocation/Technical

Administrative

+ - Magical

+ - Delving

Power Perception, Power Attunement, Runes, Symbols, Glyphs, Wards, Circles, etc.

+ - Expertise

Grace, Spell Trickery, Transcendence

+ - Manipulation

Channeling, Sapping

+ - Spell Lists

+ - Own Realm

+ - Open

Each list is a separate skill

+ - Closed

Each list is a separate skill

+ - Base

Each list is a separate skill

+ - Other Realm

+ - Open

Each list is a separate skill

+ - Closed

Each list is a separate skill

+ - Base

Each list is a separate skill

+ - Arcane Realm

+ - Open

Each list is a separate skill

+ - Closed

Each list is a separate skill

+ - Base

Each list is a separate skill

+ - Elemental Realm

+ - Open

Each list is a separate skill

+ - Closed

Each list is a separate skill

+ - Base

Each list is a separate skill

— The Unknown Atheist

Copyright © 2024 by RMFR. Licensed under CC-BY-NC-SA 4.0 International. All Other Rights Reserved