WEALTH (WLTH8)
& ESTABLISHMENT (EST.). Roll 3d6+5. This will give a good palatable base
range of 8 to 23, for Good Wealth and Establishment. Or, From 8 to 26, as to be
figured later, Quite passably. Add plus one, or three, additional points if
your Education (EDUC,) exceeds 18, or if your Good Looks (GLS,) or Genetics
(GENX,) exceeds 15, or 18.
**** *
Or, As A Cool Reminder:
Correct Method One:(Basic
One, Advanced, or Basic, Intermediate Advanced,Corrected,) (Important: To
Cover, 11 attribute stat values, Eleven!,):
Step One. Roll 5d6+1, for 3
selected attribute stat values, 4d6+1, for 5 stat values, and 3d6+2, for 2 stat
values, 3D6+1, for 1, remaining. In selected order, of course.
Step Two. +, .1, times 1d10,
additional, per stat. For at least five, or at least, eight or nine, stats. If
desired. YesSS.
Yes.
(And, YesS! This is Cool!,
Yeah?)
Good.
**** *
Oh. And By the Way....,
Additional Stats (,...There
are at least 4, or..., at least, FOUR,)
12. Agility (AGI,)
13. Health Points (HLTH,)
14. Will Power (WIL,)
15. Knowledge Aptitude (GEN,
APT,), or Gen Aptitude (GEN, APT, +2,)
And, Finally...,
16. Qualified Rank.
(Q.RANK,)
….,
Also, Additional, Experience
Level, Science Level, and Magic Points.
17. Science Level. (SL)
A Character's Science Level
= (EDU + 3) / 2. Or: Roll 2d6+1, for traditional. Or, 2D6+3, for a modern
character.
18. Experience Level. (XPL)
19. Magic Points. (MPs) Standard: 8+1d2, per experience level.
….,
AGILITY, MOVEMENT, AND SPEED
MOVEMENT CHART (MOV+,SPD+,). A
character with a 12 Dexterity rating can run a mile in 8, or 9 minutes.
AGILITY.
SPEED MOVEMENT, OR,
AGILITY(MOV,SPD) are quite often equal to Dexterity, plus 1 to 6 Movement
Points. (SPD+,MOV+,) approximately= (DEX +1d6, or, DEX +1d8,or, +1d10,). For example; A decent character with a dexterity (DXT,)
of 23 or faster, can run a mile in slightly less than 4 minutes and fifteen
seconds. or quicker.
….,
YOUR STARTING BASE HEALTH
POINTS (HPs, or HLTH,).
To determine Your Starting
Health Points (HEALTH POINTS), for the OmegaHeroOne RolePlaying Game... Then,
Suggested: Use Your initial BODY (BODY) Listing, plus
1d4,(or,1d6,1d8,1d10,1d12,) per EXP level..
For example: A level 3 Mage
with a BODY stat of 19, would have an assumed starting Base Health Point
range of 23 to 80, in theory,....,
….,
Additional Stats.
WILL POWER POINTS. Will
Power (WHP) = Education (EDU) ±1d2.
….,
APTITUDE (APT,), and,
GENERAL KNOWLEDGE APTITUDE (GEN.,APT,).
Generally, this function
lists general good skill ratings.
Dexterity Aptitude = DEX+
(1,6,),
Intelligence Aptitude =
INT+(1,2,3,),
Knowledge Aptitude =
EDUCATION ± (1,2,),
.,
Also, Alternatively, or
Correctly...,
APTITUDE (APT,), or,
KNOWLEDGE APT (GEN.KNOWL., APT,)= Aptitude/Knowledge Aptitude = number of skill
levels, or number of skill points, ± (1,2,),
….,
GENERAL SKILL RATINGS....,
And, For Furthermore;
Consult skill chart, for the particular, correspondent, percentages...,that
is...,
for, the d100 chart,levels:
skill levels,1,2,3,4,5,goes to,60',80',100',120',145',on the d100 chart,(and,
0, goes to, 45',) (on the d100 chart,)
or, for advanced
play,levels: skill levels,1,2,3,4,5,goes to,63',86',112',124',145',on the d100
chart, (and, 0,1, goes to, 45',) (on the d100 chart,)
**** *
ALSO: CREDITS WORTH
(CR+,W,),OR, WEALTH POINTS (WP,)...,
For example:
100bp = 10gp.
100gp = 10sp.
100sp = 10dp.
…,....
**** *
AND; EXPERIENCE POINTS (or,
EXP,), AND...,
ALSO, EXPERIENCE POINTS
LEVELS (or, EXPERIENCE LEVELS,), The Game Master of the Proper Role Playing
Game traditionally starts off the Players, As Appropriate. Properly. To
Thereby, to Ensure, So, Please note: Your Experience Levels, for
OMEGAHERO1:ONE, quite often start off, accordingly: on, ONE (ONE,1,).
To surmise.
Please note: A character
gains two +1 points to attributes, and three additional skill points, for each
experience level, after the first level. A character can also level up a single
power, every three, five, eight, or ten, experience levels. Thanks.
**** *
ADVANTAGES....,
Alertness,Acute Hearing,Acute
Sense of Smell,Acute Vision,Good Athletic Senses, or Good Range,Attractive Good
Looking Appearance;Exceptional Good Looking Body,Incredible Luck;Good Artistic
Range,Brilliantly Innovative Profile,Social Charm;Code of Honor,Common
Sense,Doctorate/Masters Degree,Good Background,Elegant Sophistication,Remarkable
Good Manners,Good Reputation,Exceptional Fitness,Eternal Clock,Good Piloting
Ability,Good Self Image,Tight1'Metabolism,Good Healing Ability,Hyper
Alertness,Lightning Calculator;Linguistic Genius or Language Expert,Mechanical
Aptitude,Good Musical Aptitude,Perfect Balance,Peripheral Vision,Very
Photogenic Smile,Photographic Memory,Topp'Heavy Physique,Additional
Talent,Popularity,Extremely, Extremely Good Reach,(pls,.very,tight1.abs),Good
Good Luck High Development,Slender,yetTight Body,Very Sharplooking Profile,Long
Long Enhanced Arms,Long Slender Long Fingers,Intelligent,Pointy Ears,Superior
Good Looking Enormous Endowment,Good Height,Long,Enhanced Legs,Generous
Spirit,Good Sense of Taste,Intelligent Will Power, and Good Temperance,Extra
Enhanced Sex Voice,Wealth Background (or: Mogul,),Good Property Ownership, or
Real Estate Magnate,
A character gets basically
30 or 35 points to spend on advantages. Prices of advantages range from 5 to 25
points.
**** *
COOL DECALS (Twelve,or thirteen,) (Available to Very Good Looking
Individuals ONLY,Extra,or,Most Often,)
Tight Anorexia,Very,
Cool Modern Hair Design, very
Modern Good Looks,
Very GoodLooking Light
complexion,exceptional
good,smooth'tight,very,very,good,very,very,light,includes,good aura,verypretty,verylight,
Modern Cool High Fashion
Wear,extra good looking,
cool tattoo(1,or,2,), or,
diamond cross, or, silver chain, or silver ring,
Cool Sounding ExtraEnhanced
Voice; Or, Cool Sounding Extra Enhanced Voice,
Exceptional Vision, w. v.Light,
Bright Eyes,
Superior EXXtra MAJOR Endowment
(MAJOR),
Acceptable High Class
Addiction, (includes,smoking,good looks,models,high
fashion,menthol,soda,scarves,and,white cola...,)
good, very good-looking, very
trend, motorcycle,
+additional trendy
cellphone...,
and, or, cool lt. strings, or,
light gadget, or favored book,
Very good looking characters
have at least 30, or 60 points to spend on Cool Decals. Cool Decals are
generally priced from 10 to 20 points apiece.
**** *
Including....,
From, Arts and Virtues....,
ACTUAL EIGHT (or, FIFTEEN)
PRIMARY GOOD VIRTUES (AUTHENTIC!) (OF FIFTEEN,) (ACTUAL,)
These are the FIFTEEN
actual PRIMARY Good Virtues (of FIFTEEN,), for our life, Yes,.
(it is Absolutely Mandatory, that an adult person pass, at least Honor
(Mandatory!,), Trade Ethic, and at least 12, or 13, out of 15,
of these Absolutely Mandatory Fifteen Primary Good Virtues, Absolutely
Mandatory,According to the Polygraph Check,Of Course,!)
1.Honor (Mandatory!!,)
(,and,Trade Ethic,which is Mandatory!!,) (Of Course!!)
2.Kindness,
3.Industry, (Excellent,!!)
4.Generosity,
5.Purity, (Good,!!)
6.Temperance,
7.Patience,
8.Humbleness,
9.Sophistication, (Prime,!!)
10.Justice,Morality,
(Mandatory,!!)
11.Good Language,
(Mandatory,!!)
12.Good Looks,Good Manners,
(Mandatory,!!)
13.Propriety, (Mandatory,!!)
14.Cleanliness,
(Mandatory,!)
And,15.Godliness,
(To Correctly Assert Once
More; By POLYGRAPH CHECK; An Adult Person, is Totally Required to Be
Authentically Truthfully Honorable, Ethical, Good Looking, and,
to have, at least 12,, or 13, out of 15, of those 15 above written
listed Absolutely Mandatory Required 15 Primary Good Virtues.) (Absolutely, in Order to Participate,or to be
Worthy of Approach, a Person, or, to Qualify as Virtuous!!!, at all,!!! YESS.
Of Course!!!,) (YESS. TOTALLY,!!! REQUIRED. YOU HAVE TO BE A GOOD PERSON.!!!)
(THX.)
…,
(Important, Honorable,
Correct Ruling.)
If you have an Honor and
Virtues stat of at least 15, then you can select at least 15
Virtues...(!!!),Fairly.
…
SOBRIETY. AND CLEANLINESS.
A quick word on Sobriety and
Cleanliness.
Cleanliness is generally rated
to a person's Honor and Virtues stat. Sobriety is generally rated to a person's
Education stat. 11 or 12 is considered fair. 13 thru 15 is considered decent.
16 or 17 is very good. And, 18 or 19 indicates a perfect record.
PERSONAL POWER. OR,
MAGNITIUDE.
A person's personal power, or
magnitude, is generally indicated by their Good Looks, Body, Charisma, and
their Qualified Rank.
SAVOIR.
A person's Savoir is generally
related to their Education, Good Looks, Charisma, and Agility.
FOCUS. AND REFLEX.
A character's Focus is
correlated to their Will Power. Reflex is generally related to Agility.
ENDURANCE.
Endurance is rated by a
character's Body and Agility.
SANITY.
A person's Sanity is related to
their Morality.
POWER.
Power is related to a person's
Strength.
SEXUAL EXPERIENCE
A person’s Sexual Experience is
related to their Body, Good Looks, Agility, and Intelligence. (You are required
to have at least a 14 or higher, in each of the four aforementioned stats, in
order to qualify for basic or advanced sexual experience.(!!!))
Height.
A person's height is generally
correlated to their adult level competence.
Physical Fitness.
A person's fitness is generally
correlated to their sobriety, their temperance, and their physical fitness.
Complexion Tone.
A person's complexion or tone
is generally correlated to their cleanliness.
Eye color.
Eye color, when light,
generally denotes angelic descent.
Pointy ears.
Pointy ears are generally
correlated with saintliness, or purity.
PERSONAL AURA.
Good Looks and Cleanliness will
quite often also indicate a player character's Aura.
Also: To include, Your
Qualified Rank might strongly indicate your player character's Aura. 30 or
higher seems good.
****
These....,
**** *
AND:
**** *
COLOR BANNER BASED.
QUADRANTING SYSTEMS.
…,
Primary..., And
Secondary...,
Blue and White. Literature,
and Text Sciences.
Green and White. Science,
and Nature.
Red and White. Arts, and
Fitness.
Yellow. Commercial,
Economics, etc.
Woodlander. Music, and
History.
Orange. Fitness, and
Agriculture.
Red and Blue, (or, Fuchsia,)
(or, Lavender.) Arts, And Illustration.
Pink and White. Visual Arts
Societies.
Grey. A Training Ground. Or
A Technical Society.
**** *
**** *
GENERAL SKILLS RATINGS. (at
least, 56, plus....,)
Select 11, or 15
Skills...,(the basic package I already included, at the very least: Literacy*,
Major Etiquette*, and Basic Math*.)
for, d100 chart,levels:
levels,1,2,3,4,5,goes to,60',80',100',120',145',on the d100 chart,(and, 0, goes
to, 32',) (on the d100 chart,)
or,
for advanced play,levels:
levels,1,2,3,4,5,goes to,63',86',112',128',146',on the d100 chart, (and, 0,1,
goes to, 43',) (on the d100 chart,) (basic default '0', goes to 20', on the
d100 chart,)
QUADRANT ONE.ARTS &
LITERATURE.
Acting
Art History. (*includes; art
history, and, the study of architecture, as well,)
Appraisal.
Illustration.
Literacy. (*included)
Film.
Television.
Writing.
Vocal Training.
Play Musical Instrument.
QUADRANT TWO.GENERAL
SCIENCES.
Agricultural (or,
Environmental Sciences, etc.)
Astronomy
Biology
Chemistry
Computers (includes
Software. Operation. and, Good Programming,etc.)
Medical,
Physics
QUADRANT 2.6. GENERAL
SCIENCES. TECHNICAL. (),or Specialty()*,
Technical Sciences()
(*includes: engineering, mechanical(), and repair mechanics,)
QUADRANT 2.6. Additional
Sciences,:( They're related to general sciences, sciences category,and
learning,by the way,)
Military Knowledge.
Animal Training.
And: Wilderness Survival.
QUADRANT THREE.LIBERAL ARTS.
Philosophy,
Religion,
Modern Lang().
Sculpture,
Theatrical Arts. (Or,
StagePlay.)
QUADRANT FOUR.BASIC MATH.
Basic Math. (*included)
Calculus.
Linear Algebra.
Statistics.
QUADRANT FIVE.SOCIAL
SCIENCES. & HUMANITIES.
History.
Classics.
Diplomacy.
Economics (Macro
Economics,).
Psychology.
Political Science.
Journalism.
General Law,
QUADRANT FIVE POINT SIX.
MODERN LANGUAGES.
Modern Languages,
Corporate Skills.
And: Business Management.
QUADRANT SIX.PHYSICAL
FITNESS.
Ballroom Dancing.
Running.
Fitness Training*
Swimming.
Climbing
Weightlifting.
Kick Boxing. (Or, Fencing,)
Q7.PILOTING*:
Driving.
Piloting i. Basic.
*intermediate.
Piloting ii. *Intermediate,
or *advanced.
and:Navigation.
QUADRANT EIGHT.*MUSIC &
PERFORMING ARTS.
Play Musical Instrument.
Theory and Composition.
Vocal Training.
Performance.
QUADRANT NINE*:CHARM
SCHOOL*:
Domestic Arts. (includes:
Waitressing,)
Seduction Arts.
Major Etiquette,
(*Mandatory,!!)
Modeling.
and,*Card Playing.
….,
**** *
Maybe. Optional Calibrator18.
Check Education (EDU) chart....
If EDU > 15, select 3
additional skills. 18 total.
If EDU > 18, select 5 extra
additional skills. 23 total.
If EDU > 23, select 8, or
10, extra additional skills. 31, or 33, total.
If EDU > 29, select 10, or
12, additional skills. For, 39, or 43, check ratings, total.
**** *
OPTIONAL II. SKILL ROLL.
PROGRAM II. AVAILABLE.
Important. For Space Travel
Deluxe.
For a well honed
profile....Skill ratings range from 1 thru 30, or higher. You must roll within
a rating to achieve a success. Characters are given at least 15 skill pips to
spend on skill ratings. The starting
basic skilled default rating setting is generally 6, 7, 8, or 9,
varying. (The unskilled default might be 2, or 6.) The basic skilled default
setting is acquired for at least 3 skill pips (or, at least 3,). Each
additional skill rating level costs 1 single additional skill pip. Skill rolls
may be made using a d20, or, skill rolls may be made using a d100, in which the
difficulty number is the proficiency skill level, times 5 percent. For example,
if one had a Technical Honors skill level rating of 16, one would have to roll
a 16 or less, on a single d20, in order to succeed; or, one would have to roll
within a 80% rating (i.e., skill level rating 16, times 5 percent), on a d100.
Or, to simplify: 4 skill
pips = 1 skill point. Each skill pip = +5 percent, on a skill roll. Skill level
rating = skill proficiency percentage, divided by five, rounded down to the
nearest whole number. Characters might start with at least 15, or 16 skill
pips.
Also, Important: Some say,
skill pips are originally derived from high intelligence, or high charisma. For
example, a character with INT 18 and a CHA 17, might start with 17 or 18 skill
pips...,
This is deemed to be a more
complex system.
Thank you.
….,
Please keep in mind, when
using this more detailed system, the general APTITUDE stat is still considered
EDUCATION + 2, at the starting level, or, actually, the total skill points(!!),
spent. (Please do not calculate skill pips when calculating APTITUDE.) In
certain cases, 2 or 3 skill points still may be exchanged for 8 or 12 skill
pips.
**** *
LIST OF CORRECT VALID PRICES
cold soda. $1, apiece.
food (pizza slice,or extra
fries packet,) $1, $1.25, apiece.
full meal(or; fried chicken
wings,or,a fried cheeseburger,),includes cold soda, or cold water, as well.
$3.25, etc.
a comic book. $1.95, to $3.25.
a train ticket. $1.50 (coin
fare). $3.50, to $11.50, for a good state ride, or $1.25, to $1.35, per 10 miles,
etc.
a cab fare (rides 2, or 3
passengers,). $4.50 (standard), +2.50, extra, per additional passenger.
a good ticket. $12 to $16,
each, or $4.95, for a cool movie ticket. Or, $23, for a cool premium concert.
a good book, $12 (quality trade
paperback), or $7.95 (quick, light edition. Premium.)
a good cool album, $6.95, or,
$9.95. each.
a good magazine. $1.96,to
$3.96, per monthly..
a good hotel stay. $35, per
night.
cable television. $11.95, per
month.
a good, good looking apartment,
$325, per month, to $380, per month.
a good movie rental. $3.50
(??), for a day.
a good extra fresh toothpaste.
$2.25, per packet.
a good informative map. $1.95.
or a buck and a quarter.
good laundry detergent. 50, to
75 cents, for a packet.
a good pack of cigarettes.
$3.25. each (standard pack, premium menthol,)
cool tourism outfit. $29.95.
cool designer
sunglasses.$19.95., extra.
a medium bow (n/a) and arrow
(n/a). $25, plus 1, per arrow. (n/a,)
long chain mail (n/a), plus
cool, svelte, designer leather. $225, plus $35 dollars, extra.
a good affordable motorcycle.
$400, to $1600, dollars.
**** *
CLASSES,
FOR SPACE TRAVEL DELUXE.
Terran. (Advanced Four.)
(Colonials.)
Vythikan. (Vythos,)
Colonial. (Earthikan)
(Tourists.)
WerthMeiers. (WerthMeiers.),
Symbiont. (Van'jaros,)
Serraphim. (Anglikans)
Pashmar. (Pythenian)
Fjorderherder. (Lordian.)
Kobrehardt. (Kobrehardt.)
Plutarchians. (Plutanians.)
10. Athenians.
11. Galveroff.
12. Hawkmen.
….,
How to Make a Character for
SPACE TRAVEL DELUXE.
1. Select Alignments. You
Must select at least 4 out of 6 good morally favorable alignments, in order to
play.
2. Roll for Attributes.
There are at least nine. Roll 4d6+1 for 3 attributes. Roll 3d6+2 for the
remaining 6 attributes.
3. Select Class, and Race,
from the chart lists. Remember to add bonuses, of course, as well.
4. Select Advantages, and
Skills, appropriately.
5. Select Starting Money,
and Travel Equipment.
Thank you.
There are at least 33 class
templates used, for SPACE TRAVEL DELUXE.
24 Class Templates (or Occupations)
for, SPACE TRAVEL DELUXE.
Bureaucrat: Diplomat, Governor,
Lawyer, Detective (Corporate, or non-Corporate).
Soldier: Soldier, Galactic
Knight, Barbarian Warrior, Martial Artist, Cowboy.
Scientist: Scientist. Doctor.
Engineer.
Entertainer: Athlete.
Journalist. Musician. Model.
Mystic: Priest. Mage. Mystic.
Technician: Pilot. Engineer.
Mechanic.
Miscellaneous (Rogue): Tourist.
Drifter/Rogue. Industrialist.
At least Nine Playable
Races. Roll 1d20, or select.
1 thru 8. Earthikan.
8 - 9. Advanced Terran,
10-11. Vythikan.
12. Lordian.
13-14. Vanjaros.
15-16.Galveroff.
17. Pashmar.
18-19. WerthMeiers.
20. Kobrehardt.
Thank you.
**** *
COOL POWERS. (OVER
FIFTY-FIVE,!!,)
Some of the better power
systems come with level charts. Percentage charts are easy to reference.
However, Leveling Charts are an easier personable method to depict powers.
Major Powers can come in three, or five levels. Minor Powers, and Hyper
Attributes (or Hyper Senses) can come in, two, or three levels. Movement and
Defensive powers, can come in two, or four levels.
(Please note: A character
can level up, a single power, every three, and every five, every eight, and
every ten, experience levels. Besides from that, gains two +1 points to
attributes, and three additional skill points, for each experience level, after
the first level.)
NUMBER OF POWERS.
Roll 1d6, or select.
1.-4. Four powers.
5. Five Powers. 6. or, Six
Powers.
When rolling for (or
selecting,) powers, you may take at most, one Major Power; at most, one
Defensive Power; at most, one Elemental Power; and at most, two Movement
Powers.
MAJOR POWERS,
Roll 1d20,
1. Brainiac.
2. MegaStrength.
3. Super Soldier.
4. Flash Man.
5. Teleporter,
6. Type Elemental.
7. Flight Person.
8. Omega Healer.
9. Shape Shifter.
10. Animal Man.
11. TurboMan.
12. Telepath (Or, Telekinetic.)
13. Gadget Man.
14. Invisibility. (Or Force
Field,)
15. Plant Based Powers.
16. Invulnerability.
17. Energy Built
18. Magic User.
19. Master Acrobat.
20. Mind Control.
21. Time Based Powers.
22. Super Longevity (Or,
Immortality,)
23. Weather Control.
MINOR POWERS,
Roll 1d12.
1. Master Acrobat.
2. Hyper Senses.
3. Ability to Levitate. (Or,
sort of hover, flight,)
4. Slight Cybernetic.
5. Photographic Memory.
6. Advanced Precognition.
7. Ability to Talk to Animals.
8. Light Powers. (Independent.)
9. A Cool Gadget. (Or, a Magic
Item.)
10. Heat Vision.
11. Cold Breath.
12. Vibration Powers.
DEFENSIVE POWERS.
Roll 1d18.
1. Invisibility.
2. Force Field.
3. Protective Armor.
4. Advanced Flight.
5. Omega Healer.
6. Advanced Healing Factor.
7. Cool Gadget.
8. A Protective Amulet.
9. Super Speed.
10. Earth Based Powers.
11. Radar Senses.
12. Invulnerability.
13. Enhanced Senses.
14. Hyper Attribute.
15. Light Powers.
16. Cloth Powers.
17. Photographic Memory.
18. Mega Strength.
ELEMENTAL POWERS
Roll 1d12.
1. Fire Control.
2. Water Control.
3. Earth Based Powers.
4. Weather Control.
5. Animal Powers.
6. Omega Healer.
7. Mega Strength. Or,
Telekineses.
8. Symbiote Powers.
9. Magic User. (+3 Spells, of
5.)
10. Light Elemental.
11. Immortality.
12. Time Control.
13. Orchestral Powers.
MOVEMENT BASED POWERS
Roll 1d5.
1. Flash Man.
2. Teleportation.
3. Advanced Flight
4. Super Jump
5. Time Control.
6. Super Swim.
HYPER STATS.
Roll 1d10. or select, as appropriate...,
1. Super Intelligence. (198+
IQ,)
2. Hyper Strength.
3. Enhanced Code of Honor.
4. Enhanced Physical Fitness.
5. Enhanced Speed. (or,
Lightning Reflexes.)
6. Enhanced Body. (or, Advanced
Healing Factor.)
7. Incredible Good Looks, and
Enhanced Physical Fitness.
8. Enhanced Hyper Senses.
9. Advanced Hormones.
10. Tremendous Wealth.
HYPER SENSES.
Roll 1d6. or select, as
appropriate...,
1. Enhanced Hearing
2. Enhanced Vision
3. Heightened Sense of Smell.
(And Taste.)
4. Heightened Sense of Touch.
(You can read books, just by touching them.)
5. Radar Senses. Or, X-Ray
Vision.
6. Advanced Precognition.
GADGETS.
Roll 1d8.
1. Cool vehicle.
2. Expensive Mansion, or Lair.
3. Extra Good Looking Personal
Assistant.
4. Specialized Military Item.
5. Specialized Historical item.
6. Magical Item.
7. Item from the Future/or
Space.
8. Cool Gadget.
9. Various Designer Goods.
COOL DECALS.
Roll 1d8, Or, select as
appropriate...,,
1. Incredible Tight.1 Anorexic.
2. Very Pretty Face, and, Very
Sharp-Looking Profile,
3. Cool Extra Enhanced Sexy
Voice.
4. Extra Smooth Pale
Complexion. And flawless good looking, lt blue, lt blue eyes,
5. Extra Extra Enhanced Arms.
6. Extreme'TopHeavy Physique.
7. Long Worked Out Legs. (adds
at least, +3.95 inches in height, for an OO-- woman.) (And sexy tattoo.)
8. Sexy tattoo.
**** *
ROLEPLAYING GAME SYSTEMS.
There are at least four (or
seven) common types of Game System.
(Important: In event you are
new to the Omega Hero1 system, please do not worry. The Designer Adventure Modules
Set was designed to inform the players or GM, which exact systems to use, and
in which case, in order to progress through the adventure systems catalogue
mappings, intelligently....)
1. 3d6, of 4d6.
The game supervisor asserts the
difficulty number from, a game book or game manual. And the player has to roll
3d6+Xd6, in order to accomplish the task. Or, the player has to roll, a d20,
above a 15, or within their stat or skill ability, in order to accomplish the
task. Remember to add bonuses.
OPTIONAL II. SKILL ROLL.
PROGRAM II. AVAILABLE.
For a well honed
profile....Skill ratings range from 1 thru 30. You must roll within a rating to
achieve a success. Characters are given 15, or 16 skill pips, to spend on skill
levels. The starting basic skilled default
setting is generally 6, 7, 8, or 9, varying. (The unskilled default might be 2,
or 6.) The basic skilled default setting is acquired for at least 4 skill pips
(or, at least 4,). Each additional skill rating level costs 1 single additional
skill pip. Skill rolls may be made using a d20, or, skill rolls may be made
using a d100, in which the difficulty number is the proficiency skill level,
times 5 percent. For example, if one had a Technical Honors skill rating level
of 16, one would have to roll a 16 or less, on a single d20, in order to
succeed; or, one would have to roll within a 80% rating (i.e., skill level
rating 16, times 5 percent), on a d100. This is deemed to be a more complex
system. Thank you.
Please keep in mind, when using
this more detailed system, the general APTITUDE stat is still considered
EDUCATION + 2, at the starting level, or, instead, the total skill points. In
this case, only 8, or 12 skill points are handed, per additional experience
level, is suggested.
2. d20. Or, 2d20. (Or Xd20.)
The player has to roll a d20,
or a set of d20s, in order to exceed a task difficulty number, for instance, 12
or 18, to determine successes. Or, a player has to add the d20, with additional
stat bonuses, to a comparable d20 roll chart, or compared with, to determine
success. Also, 2d20s, or 3d20s, two, or 3, or multiple, combined d20s can also,
be used to check a more proficient chart of standards. Remember to add bonuses,
to determine success. When added, success is more likely, for difficulties of at
least 30, or at least 35. A slightly random looking chart could also be used,
from book or manual, to implement a quaint mystery success value, in accordance
to a chart of levels, as well.
Theorized Dice Model II.
If a stat is 8 to 12, the
character gets 1d20.
If a stat is 13 to 20, the
character gets 2d20.
If a stat is 21 to 30, the
character gets 3d20.
If a stat is 31 to 40, the
character gets 4d20.
If a stat is 41 to 50, the
character gets 5d20.
If a stat is 51 to 60, the
character gets 6d20,
And so on, and so forth....
When rolling to a standard
difficulty number, please consult....,
Stat Bonus Chart I.
If an attribute stat is 11 to
12, the character gets a +1 bonus.
If an attribute stat is 13 to
15, the character gets a +2 bonus.
If an attribute stat is 16 to
18, the character gets a +3 bonus.
19+, or higher, the character
gets a +5 bonus.
23+ or higher, the character
gets a +6 bonus.
25+, or higher, the character
gets a +8 bonus.
28+, or higher, the character
gets a +10 bonus.
And, 32+, or higher, the
character gets a +12 bonus.
Here's the theorized success
value for a 2d20, or 3d20, roll success chart...,
2d20, or 3d20, success
chart.
1 to 9. Totally flop. Don't
bother. Maybe a 5 to 10 percent success.
10 to 19. Fair try. For a
first-timer. 10 to 30 percent success.
20 to 29. Fair. Sort of close
to a complete success, but not exactly. Can be seen as a partial, or 30 to 50
percent success.
30 to 34. Average. 1imited
success. Just basically made the complete. 80 to 100 percent success.
35 to 40. Good Average or Good
success. 100 to 120 percent success.
41 to 60. Very Good success.
Counts as Amazing. 150 to 200 percent success.
61 to 80. Excellent. Counts as
Incredible. 200 to 300 percent success.
81 to 100. Incredible. Counts
as Godlike. 300 to 400 percent success.
101 to 120. Incredible Godlike.
400 to 500 percent success.
Also..., An example of a
slightly random 1d20 success chart.
20 or higher: 12.
19 or higher: 8, 17.
18 or higher: 3, 9, 15.
17 or higher: 6, 10, 18, 20.
16 or higher: 3, 5, 11, 14, 19.
15 or higher: 2, 4, 8, 12, 16,
20.
14 or higher: 2, 3, 6, 9, 13,
15, 18.
13 or higher: 1, 3, 6, 8, 12,
15, 17, 18.
12 or higher: 1, 4, 7, 8, 9,
13, 16, 18, 19.
11 or higher: 2, 5, 6, 7, 10,
11, 13, 15, 19, 20.
10 or higher: 1, 3, 5, 6, 8, 9,
12, 13, 14, 16, 18, 20.
9 or higher: 2, 4, 6, 9, 10,
11, 12, 15, 16, 18, 19, 20.
8 or higher: 3, 5, 7, 8, 9, 11,
12, 13, 15, 17, 18, 19, 20.
7 or higher: 2, 4, 6, 7, 9, 10,
11, 13, 14, 15, 16, 18, 19, 20,
6 or higher: 1, 3, 5, 6, 8, 9,
10, 12, 13, 15, 16, 17, 18, 19, 20.
5 or higher: 2, 3, 4, 6, 7, 8,
9, 10, 12, 13, 14, 15, 17, 18, 19, 20.
4 or higher: 1, 3, 4, 5, 6, 7,
8, 9, 10, 11, 13, 15, 16, 17, 18, 19, 20.
3 or higher: 2, 3, 4, 5, 6, 7,
8, 9, 10, 11, 12, 13, 15, 16, 17, 18, 19, 20.
2 or higher: 1, 2, 3, 4, 5, 7,
8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18 19, 20.
1 or higher: 1 thru 20.
3. 2d10. Or, 3d8.
The player has to roll a set of
matching d10s, or three d8s, in matching to a standard difficulty number, or
higher, in order to determine levels of successes. Generally, a 5, or an 8, if
any., or at least a 15 cumulative, on a 3d8.
The 3d20 stat check system.
For basic stat checks, one must
roll 12's or higher, on 3d20 (,or, at least 5s or higher, on 3d8, or at least
8s or higher on 3d12,), to determine number of from 1 to 3 successes. Or, for
advanced skill checks, you must roll at least a 12 or higher, on 3d20s, using
bonuses, to determine number of from 1 to 3 successes. You generally cannot use
a skill, if you don't have it.
Medium Skill checks require a 15
or higher. Hard Skill checks require an 18 or higher. Some 2d20s, or 3d20s
checks require at least a 30 , or at least a
35 or higher.
Stat bonus chart. (for d20
skill checks,)
Attribute stat > 12, then
the character gets a +1 bonus to a roll.
Attribute stat > 15, then
the character gets a +3 bonus to a roll.
Attribute stat > 18, then
the character gets a +5 bonus to a roll.
Attribute stat > 21, then
the character gets a +8 bonus to a roll.
Attribute stat > 25, then
the character gets a +10 bonus to a roll.
Attribute stat > 28, then
the character gets a +12 bonus to a roll.
Attribute stat > 32, then
the character gets a +15 bonus to a roll.
Skill bonus chart. (for d20
skill checks,)
Skill level 1, then the
character gets a +1 bonus to a roll.
Skill level 2, then the
character gets a +5 bonus to a roll.
Skill level 3, then the
character gets a +8 bonus to a roll.
Skill level 4, then the
character gets a +12 bonus to a roll.
Skill level 5, then the
character gets a +18 bonus to a roll.
4. d100.
The player has a skill or charm
value equal to a rating. He, or she, has to roll percentages dice in the
success rating figure category, in order to determine success.
An Alternative Stat Check
system.
In event the character is
assigned a generic task, he may defer to a relevant base stat, in order to make
the check, using a base default system.
If the stat is 10, the
character has a 3% chance, of making the check, using the base default.
If the stat is 11, the
character has a 5% chance, of making the check, using the base default.
If the stat is 12, the
character has a 10% chance, of making the check, using the base default.
If the stat is 13, the
character has a 20% chance, of making the check, using the base default.
If the stat is 14, the
character has a 30% chance, of making the check, using the base default.
If the stat is 15, the
character has a 40% chance, of making the check, using the base default.
If the stat is 16, the
character has a 50% chance, of making the check, using the base default.
If the stat is 17, the
character has a 60% chance, of making the check, using the base default.
If the stat is 18, the
character has a 70% chance, of making the check, using the base default.
If the stat is 19, the
character has an 80% chance, of making the check, using the base default.
If the stat is 20, the
character has a 90% chance, of making the check, using the base default.
If the stat is 21, the
character has a 98% (or 100%) chance, of making the check, using the base
default.
If the stat is 22+, the
character has a 108% (or 110%) chance, of making the check, using the base
default.
And, if the stat is 23+, then
the character has at least a 118% (or, 120%) chance, of making the check, given
relevancy, using the base default.
(Important: Please Keep in
mind, that Level 3 or 5 skills (or higher) are often still guaranteed to be
perfectly successful, on a perfect check level.)
…,
Important, For Intelligence
Checks, Realistically...(According to the SAT review chart....)
If INT stat is 10, then the
character has a 56 percent chance, of making an intelligence check.
If INT stat is 11, then the
character has a 63 percent chance, of making an intelligence check.
If INT stat is 12, then the
character has a 72 percent chance, of making an intelligence check.
If INT stat is 13, then the
character has a 83 percent chance, of making an intelligence check.
If INT stat is 14, then the
character has a 88 percent chance, of making an intelligence check.
If INT stat is 15, then the
character has a 93 percent chance, of making an intelligence check.
If INT stat is 16, then the
character has a 100 percent chance, of making an intelligence check.
If INT stat is 17, then the
character has a 112 percent chance, of making an intelligence check.
If INT stat is 18, then the
character has a 124 percent chance, of making an intelligence check.
If INT stat is 19, then the
character has a 136 percent chance, of making an intelligence check.
If INT stat is 20, then the
character has a 148 percent chance, of making an intelligence check.
If INT stat is 21, then the
character has a 161 percent chance, of making an intelligence check.
If INT stat is 22, then the
character has a 173 percent chance, of making an intelligence check.
If INT stat is 23, then the
character has a 186 percent chance, of making an intelligence check.
To match the chart.
….,
Ruling. Actual general
INTELLIGENCE% checks are also made at INT times 6, percent.
IQ (Actual) = INT times
10.1.
Adult SAT = INT times 101.
…,
Additional Ruling: Actual
general EDUCATION% checks might be made at EDUC times 6, percent.
EDU IQ (Actual) = EDUC times
10.1.
Please keep in mind. 1 year of
college = politely, 8 courses worth...,
That being, 1 year of college
is also still politely seen as roughly equivalent to 24 to 28 credits worth.
….,
Thanks.
**** *
Systems for each.
….,
Time Travel Deluxe: uses a
single or double d20 system, for stat checks, plus the percentile check for
skills/stat checks.
Space Travel Deluxe: uses a
single or double d20 system, for stat checks, plus the percentile check for
skills/stat checks.
Omega Hero One: uses a
single or double d20 system, plus the percentile check for skills, and also for
stat checks.
Fantasy Lore: uses a single
or double d20 system, for stat checks, plus the percentile check for skills,
and also for stat checks.
Advanced Vacationeer: uses a
single d20 system, plus a single d20 system for skills.
….,
**** *
SCIENCE LEVELS.
science level 0-1. dig
sciences. Archaeology, etc. Hellenistic Age.
science level 2. Greek era.
science level 3. Roman Era.
science level 4. Medieval Era.
science level 5. Renaissance
Era. Renaissance Brothels. Victorian.
science level 6. Colonial /
Industrial Era. Steam Powered. Studies. Modern High Victorian. Brothels.
science level 7. American Era.
Modern. Lite VR. Grid Technologies. Evolved Class Systems.
science level 8. Futurian Age.
Information Age.. High Quality State of the Art, Good, VR. Satellite
Technologies. State of the Art Internet. State of the Art Bio Domes. Super
Biology. Futurian Studies. Climate Control. Advanced Evolved Class Systems. G1
Studies. Modern Age. Major. Global. Commercialism. High, High Quality.
Science level 9. Young
Egalitarian Period.
science level 10. Trilateral
Period. Holographic Age. Perfected Highest Quality Holographic Drive. Equinox
Age. State of the Art Bio Enhancers. Space Colonies. Mega Cities. State of the
Art Super Brothels. Science Dome Societies. State of the Art Omega Biology.
Major. Extra Evolved Class Systems. G1 Studies Equipped. State of the Art,
Elven Studies. Equinox Period. Omega Studies. sci level 9.8. Space Station Age
Studies.
science level 11. Formal
Egalitarian Period. Space Station Age. Space Colonial. Omega Cities. Equinox
Age. Continued. State of the Art Omega Brothels. Personal Flight Devices.
Complex Structures. Omega Age. Advanced Evolved Class Systems. Futurian G1
Studies. Experienced. Totally. Omega Omega Studies. Omega Omega Studies. Elven
Sciences Continued.
science level 12. Equinox Age.
science level 13. Angelis
Period. Inter Stellar Colonial. Grand Omega Cities. HoloDrive Age. High Omega
Age. State of the Art Omega Omega Brothels Continued. Omega Evolved Evolved
Class Systems. Omega Omega Sciences Continued,
science level 14. Guardian Age.
Light, & Sciences Age. Movement Studies, Extra. Inter Stellar.
science level 15. Light and
Sciences Period.
science level 16. Marvel Age.
Light, & Sciences Age, Continued. Omega Flight. Inter Stellar.
science level 17. Omega Age.
Science & Travel Series Extra Era. Extra Enhanced. Omega Omega Marvel Age
Continued.
science level 18. High Omega
Transition Age.
science level 19.
….,
Determining a Character's
Science Level.
A Character's Science Level
= (EDUC + 3) / 2. (Maintain fractions, using a .5 value.)
Otherwise, a classical or
traditional character's science level might be = (EDUC + 1) / 2.
A futurian character's
science level is generally = (EDUC + 5) / 2.
Or, Roll 2d6, +1, for
traditional, or, 2d6, +3, for a modern character, to determine. Roll 2d6, +5,
for a futurian character.
**** *,,
PERIOD GUIDE. (FOR TIME
PERIODS.)
How to create a character
for, TIME TRAVEL DELUXE.
First, select at least 4 of
6 Good Favorable Alignments from the Standard Good Favorable Alignment list.
Only Moral Good Characters Are Allowed To Play,!!,
Second, Roll 4d6+1, for five
Attributes, Roll 3d6 +2, for six attributes, in the first 11 or 12 stat
categories. Add three, +1 points, to selected attributes. Fill out the rest of
the Attribute section, as per standard.
Thirdly, Roll 1d12 or Select
Class, and Profession, from listings....
TIME TRAVEL DELUXE CLASSES
LIST I.
Roll 1d12, or select...,
0. Roman Iconoclast.
1. Young Victorian. Aristocrat.
(or, Colonial,)
2. Modern Futurian. Or,
Cyber Warrior.
3. Young Egalitarian.
4. TriLateral.
5. Formal Egalitarian.
6. Equinox.
7. Angelis.
8. Guardian.
9. High Iconoclast. (or,
High Egalitarian,) (or, Illuminat,)
10. High Futurian.
11. Young Omegan.
12. High Omegan, (or,
OmegaHero One)
Also: Professions Chart I.
Roll 1d10, or select.
1. College Student.
2. Scientist. (or, an
Astronaut.)
3. Writer. (or, Journalist.)
4. Corporate.
5. Actor./ Film Maker.
6. Soldier./ Military.
7. Secretary.
8. Athlete.
9. Entertainer. (or, Artist,
or Musician.)
10. Lawyer.
11. Barbarian.
Professions Chart II. Roll,
1d6, or select.
You work for....
1. The Government.
2. A Private Corporation.
3. A Small Company; or a
Private Affiliate Station.
4. A College. Or, A Church.
5. A Private Society.
6. Self Employed.
Fourthly, go through general
listings for designing a character. This includes advantages, skill listings,
and cool decals. Defer to proper book sections for help. Select an appearance
for your character.
Fifthly, select equipment,
and good living quarters.
Sixth, Design your Time
Machine, or select appropriate method of Time Travel.
[will continue this later.]
**** *
ENGLAIC SYSTEMS, OR SIGNS OF
ZODIAC.
….,
Consider the following
zodiac chart:
0 = water lily,
1 = a mouse, or, a sparrow, or,
a pretty maiden,
2 = a cat,
3 = a fox,
4 = a falcon, or a wolf,
5 = a horse, or, a legion, or a
chariot,
6 = a very pretty; good looking
muse, or, a kangaroo, or a white swan,
7 = a crow, or, a raven, or an
angel, or, a winged guardian,
8 = a chariot, or, a god, or, a
man, or, apollo, or, two foxes,
9 = a bull; or, a full
experienced, very good looking, advanced top'heavy, very good looking woman, or
a highly evolved goddess,
,
10 = apollo, or athena, or, a
god, or, a goddess,;
11 = artemis, or athena, or, a
goddess,
12 = athena, or artemis, or, a
goddess,
,
13 = a hawkman,
14 = a falconman,
15 = a centaur,
16 = an ostrich,or,a good looks
fox man; or, a pretty, young lady, dressed in silver,
17 = a fox man, or, a coyote;
or, a good looking young rock star, or a very good looking, very pretty young
mistress,
18 = a colossus, or, a giant,
(or; a magic genie,)
19 = a minotaur, or a taurus;
or a model of evening, (or; a magic female genie,)
,and, 20 = a falcon lady, or a
model of evening,
and, etc, and so on, and so
forth....,
…,
A Simple Basic Occupations
Chart for the Englaic Zodiac. Each vintage generally has at least 2 or 3
symbols, indicated.
0 = a scholar.
1 = a scholar. or, an
athlete.
2 = a businessperson, or a
classics type.
3 = a suburban, or a
suburbanite.
4 = a wealth magnate, or a
capitalist industrialist.
5 = an actor.
6 = a musician.
7 = a winged angel, or a
science expert.
8 = a champion, a god, an
icon, or a body builder.
9 = a top heavy woman, a
body builder, or an artist.
thank you...,
….,
The American Folkloric
Experts use a chart based on 10, 11, or 12. The Chinese use a chart based on 12, or, 60, or 300. The Grecians use a
chart based on 13, 18, or 38. The Teutons use systems of 12, 36, and 180. The
Celtics use a chart based on 15, or some say, 18, or 460.
Likewise, the Englaics, who use
a chart based on 10, or, 100. or 1000.
The models also represent
symbols...., (The French use systems of 12, and 16...,)
Which also applies to
figures, and some say, to years....,
**** *
CIVICS LEVELS.
**** *
**** *
RANKING SYSTEMS
Okay, well, traditionally, rank
is supposed to be determined by Morality (MORAL) and Education (EDUC), of
course. As seeing, as there is Morality (MORAL) and Education (EDUC), and at
least five other sufficient attribute level charts, here are the systems we
devised....:
…,
SYSTEM 1. COMBINED TOTAL
RANKING THEORY.
Add each point from each
attribute stat, over 10 (10, the indication point of merely average,), to a
combined pool. Total those added points (Only, for those points that are over
the point indicator of 10, which is, incidentally considered 'merely
average'!), and use That Combined Number(!!!!!!,) (Reminder: of those
points over level 10, only!!!!!!!!). Rank is determined, to equal, == to, The
Combined Number of Additional Points over 10, From Each Attribute Stat, that is
Over 10.
List that number in the Rank
Field. Or: Your QUALIFIED RANK. Which is.,
In theory, that will
determine your Qualified Rank Level, independently, within a group.
…,
SYSTEM 2. USING YOUR MORAL
RANK, Plus, YOUR EDUCATIVE RANK.
This is determined, by, Your
MORALITY Attribute Stat. And, that from, EDUCATION Attribute stat.
Your Rank is, in theory,
determined by your MORALITY, or your EDUCATION Attribute Stat. Combined.
In theory, you may use your
Morality (MORALITY), or Education (EDUCATION) level. Or, your Wealth and Establishment (WLTH + EST,),
levels, and, Honor and Virtue (HON+VIRTUES,), to which could also be
determined on a good secondary chart list, or Wealth Rank, says the item.
Also, Importantly, Your
Honor and Morality (and, Honor and Virtue,) Level, Which Should, Correctly, in
Theory, Determine Your PROPER LEVEL of Decency. To aid and protect you.
To Provide Good Protections.
…,
SYSTEM 3. TIER BASED RANKING
SYSTEM. YOUR ACTUAL RANK.
This is Important!,
Your Actual Rank is Properly
Determined by Your GPA. (Your Grade Point Average.)
…,
Follow the GPA Chart, which
lists, Accordingly.
On Good GPA Systems of 100.
Proficiency Exams.
GPA Tier 1: 90 thru 102. Very
Good, Good Intelligent, Very Good, and Most Excellent.
GPA Tier 2: 86 thru 90. Good
Pass. Considered At Least Good, and Above Average. Close to Very
Good.
GPA Tier 3: 82 thru 86. At
Least Average, or Slightly above. Hopefully Decent.
GPA Tier 4 (The Bare
Minimum): 80 thru 82. The Minimum Acceptable, in a Subject Category. The
Bare Minimum.
…,
Please note, Grade Point
Average Tiers, One, Two, and Three, are often Considered Acceptable. However,
some say that only, general average (and(!!!), also, on general subject
average, which is mandatory,), GPA scores listing of 88 or higher, or 92
or higher, is Required (Required!!!,), or allowable(!!!!),
for general employment in a field.
(Some think that Cable
Television is also GPA guarded.!!)
…,
Thank You.
**** *
OTHER CIVIC TIER SYSTEMS.
…,
GOOD LOOKS TIER SYSTEM.
(three tier system....)
(It is wrong to look at, or
talk to, someone more than a single tier above. Tier 3 is not supposed to look
at, or talk to, those higher than good looks tier 3. That is Important.)
Tier 1. Phenotypes 1.
(OOOO----,)
Tier 2. Phenotypes 2, 3, and
4, (AO--,O+-,AO+-(w,blue eyed), b--)
Tier 3. the bare minimum.
Phenotypes 5, and maybe, 6. (AO+-,A+-,slight, c--), (the bare minimum.)
….,
INTELLIGENCE BASED TIER
SYSTEM.
(Intelligently,)
Tier 1. SAT 1500+, 1600+,
Tier 2. SAT 1400+,
Tier 3. SAT 1300+, (the bare
minimum,)
(It is wrong to employ
someone less than Tier 2, or 3. The bare minimum, are marked as
unemployable!!!,) (Each SAT is checked with a specific intelligence profile. To
Recall. As Per Statement....
Only God is Perfect...,)
(Also, A Character's
Intelligence must be at least 12.8, in order to own a cell phone.)
…..,
[…,
COLLEGE BASED TIER SYSTEM.
THREE. (Proposed.) (
ONE. An Ivy College, or
Division One University.
TWO. A Liberal Arts College.
Or A League College. Or A Division Two.
THREE. A City University. Or
A Third College. Sector.
Please defer to GPA Tier
System, for qualifications.)
]
**** *
COLOR BANNER BASED.
QUADRANTS SYSTEMS...,
.,
Once Again.
Primary..., And
Secondary...,
…,
Blue and White. Literature,
and Text Science.
...,
Green and White. Science,
and Nature.
…,
Red and White. Arts, and
Fitness.
….,
Yellow. Commercial
Economics, etc.
…,
Wood. Music, and History.
….,
Orange. Fitness, and Agriculture.
…,
Red and Blue, (,or
Lavender.) Arts, And Illustration.
…,
Pink and White. Visual Arts
Societies.
…,
Grey. A Training Ground. Or
Technical Society.
**** *
Optional: Okay...,
for ALPHA HERO...,
Some other charming, quick
hand chart, looks sort of like this....,
1. Once again, Check the
combine QUALIFIED RANK system, of combining attributes, of COMBINED' additional
points, over >11. which are..., Check RANK theorem 1. QUALIFIED.
if, QUALIFIED RANK = 55 or
greater, then you are classed as an OMEGA, (Or, as a SUPRA.)
if QUALIFIED RANK = 44 to
54.9, then you are classed as a PRIMARY, (or, as an ULTRA.)
if QUALIFIED RANK = 33 to
44.30, then you are classed as an ALPHA, (or, as an ALPHA HERO.)
if QUALIFIED RANK = 20 to
32.95, then you are classed as a SECONDARY. (or, as a SECONDARY. ASSISTANT.)
if QUALIFIED RANK = 14.3 to
19.3, then you are merely a BETA. (or, as a TERTIARY.)
And,
if QUALIFIED RANK = 66, or
greater, then you are qualified as an OMEGA HERO. (Or as a SUPRA.) (Or, as
MAGNIFICENT.)
if QUALIFIED RANK = 77 or
greater, then you are qualified, as MAGNIFICENT. (Or, as a MAGNIFICENT HERO,)
And, Incidentally,
if QUALIFIED RANK = 88 or
greater, then you are placed, as INCREDIBLE. Or, as GODLIKE.
If QUALIFIED RANK = 99 or
greater, then you are placed as a GOD. Or, as GODLIKE.
thank you,
**** *
SCENARIO BUILDER (Three, or
six, or twelve,).
Scenario 1. The Characters
Have to Get Back Home.
Scenario 2. The Characters
Have to Save the Day.
Scenario 3. The Characters
Encounter a Mystery Guest. (or; they conduct a series of encounters...,)
…,
Scenario 4. The Characters
Help Discover (or, help to capture,) an Important Artifact. (or, to help then,
to someone important...,)
Scenario 5. The Characters
Encounter a Second League Team. (Or, To Recruit a Second Team, or, a consultant
specialist...,) (or, a very good looking
character doppel,)
…,
Scenario 6. The Characters
Have to Rescue a Beautiful Princess (or, a Good Looking Damsel,) (or, a good
former friend, or a good college roommate, or, a member of their team, or,
etc.).
...,
Scenario 7. The Characters
Have to Travel a Journey, Somewhere. or, Time Travel, to the Future, maybe, or,
to the Past, (and, have a series of good looking encounters..., etc.) (over a
packet of money, or a trail, of some sort,)
…,
Scenario 8. The Characters
Travel to a Different Planet. Or, Discover a Hidden City (Good Sci Fi,). (or, a
good SciFi township.) (to help them save the day...,) (or, have to make a
journey, of some sort,)
….,
Scenario 9. The Characters
are Offered Gainful Employment Working for a Good Looking Good Intrigue
Corporation. (or, to help their good cousin, to pay his rent,)
…,
Scenario 10. The Characters
Have to Make a Good Event, or, For a Holiday, or; For a Holiday Special, Like
Christmas,
Scenario 11. The Characters
Have to Outrace a Working 'Clock Mechanism'.
..,.
.
Scenario 12. The Characters
Get to Conduct a Professional Interview.
(25 minute scenario,)
…,
*Scenario 13 (Bonus Scenario
13,*). The Characters are Offered A Lot of Money (,for good, good looking
heroism), or a certain superior power , or, A Lot of Money. (Super, Super,
heroic themes, Money,)
**** *
SCENARIO BUILDER.
FANTASYLORE.
....,
FANTASYLORE CLASSES (FIVE,
OR SIX,).
1. Human.
Roll 3d6+2, for at least six
Attributes (of your choice). Roll 4d6+1, for at least five Attributes (of your
choice.)
….,
2.Elf Class.
Roll 3d6+3, for at least two
Attributes. Roll 4d6+2, for at least four of the following Attributes,
including: Morality, Honor, Body, Intelligence, Education. Roll 4d6+3, for at
least three of the following attributes, including; Dexterity, Good Looks, and
Perception. Roll 3d6+5, for Strength. Roll 3d6+1, for at least one more
attribute (of your choice). (including a specially written, aristocratic origin
story...,) +2, or +6 additional spells.
3. Warrior Angel Class.
Roll 5d6+1, for Honor and
Virtues. Roll 5d6+2, for Body, and Good Looks. Roll 5d6, for Strength. Roll
3d6+1, for Education. Roll 3d6+1, for Perception. Roll 4d6+1, for the remaining
attributes, including Charisma. (includes, a specially written superior origin
story...,) +3 additional spells.
4. Tiefling.
Roll 5d6+1, for Dexterity,
and Perception. Roll 4d6+2, for Body, and, for Intelligence. Roll 4d6+1, for at
least three additional attributes (of your choice). Roll 3d6+2, for the
remaining four attributes (of your choice). (The tiefling has the ability; to
hone fire.) (includes an especially written, quite likeable, good corporate
origin story, too...,) +4 additional spells.
….,
5. WereWolf.*
Roll 3d6+2, for at least
five categories (of your choice). Roll 4d6+1, for at least six, additional
categories (of your choice), including, intelligence, good looks, and,
perception. For, in WereWolf Form: Roll, 5d6+6, for Strength; 4d6+6, for Body;
4d6+5, for Good Looks; 4d6+3, for Dexterity; 4d6+2, for Perception; and, 5d6+2,
for Agility. Also; the character has Strength, Speed, ShapeShifter, Ability,
and, Superior Night Vision; While, in Regular, Or, Also, in WereWolf form,.
(,also includes, a specialized written, a quite charming, aristocratic origin
story...,****,)
….,
6. Light Elemental/**
Roll 4d6+1, for at least
seven attributes, including Dexterity, Strength, Intelligence, Agility, Body,
Charisma, and at least two additional attributes (of your choice). Roll 3d6+2,
for at least four remaining, (of your choice). The character also has:
heightened agility, good strength, subtle, lightning power, minor:flight, and,
form of telekinesis. (includes a specially written origin story, of
course....,)
….,
FANTASYLORE OCCUPATIONAL
CLASSES. (FOUR, OR *FIVE,)
Please note: These classes
are only available to humans.
RANGER. (OR, A SACRED
KNIGHT,) +3 Dexterity. +3 Intelligence, +1 Charisma, +2 Perception. + 2 spells.
CLERIC, (OR, A SACRED
HEALER,) +3 Education, +2 Intelligence, +3 Charisma, +1 Good Looks. +3
additional spells.
SEX BARBARIAN. (SEX
WARRIOR.). +3 Strength, +3 Body. +2 Good Looks. +1 spell.
SEX MAGISTRATE. (SEX MAGE.)
+2 Education, +1 Intelligence, +2 Body, +2 Good Looks. + 6 additional spells.
BARD. (ARTIST, OR A BARD,)
+1 Intelligence, +2 Charisma. +1 Good Looks.
… .
SPELL LIST. (TEN, OR
ELEVEN,)
FIREBALL.
LIGHTNING BOLT. (CAN BE USED
TO GENERATE LIGHT, AS WELL.) (OR, SPARK OF LIGHT.*)
LIFE HEAL, AND, MAJOR LIFE
HEAL.
SPARK OF LIGHT.*
CHARM, OR, ENCHANT.
FLIGHT, OR LEVITATE.
CALL ANIMAL.
TURN INVISIBLE. (USING CLOAK
OF INVISIBLITY.)
NIGHT VISION. (CAN SEE AURA,
AS WELL.)
POTENT STRENGTH.
FREEZE TIME.
WEATHER CONTROL. (CAN BE
USED TO, CREATE WATER*, AS WELL,)
…,
MAGIC POINTS. (MP)
Magic Points = 12 +1d2 per
experience level. 12 +1d4 per experience levels, for other classes.
Please note: The Barbarian
starts with 8 magic points +1d2 per experience level. The Cleric, or Elf,
starts with 16 MP +1d4 per experience level. The Mage starts with 18 MP +1d6 per
experience level. The Ranger starts with 12 MP +1d4 per experience level. The
Bard merely starts with 12 MP+1d2.
Spent Magic Points restore
at the rate of one per six hours, or per three hours of rest.
If Magic Points are brought
to 0, then the character cannot cast spells.
…..,
Additional skills.
Find trap.
Locate water.
**** *
PRESTIGE CLASSES (…, OR,
MULTICLASS CHARACTERS,) (2, or 3,)*. (Available: Optioned only to appropriate
characters on their 5th, 10th, or 15th EXP level, and afterwards....,) (Only
humans or elves are allowed to select prestige classes.) (HVT >=19 is also
required!!, for upgrade!!)
KNIGHT.* +3 Dexterity. +3
Intelligence, +1 Charisma, +4 Good Looks, +3 Education, +2 Perception, +3
Strength. + 3 spells.
(*A Principled Code of Honor
is Mandatory.)
The Holy Knight is Strong,
Intelligent, Good Hearted, Charismatic, Honorable, Decent, Educated, Good
Looking, Kind, Virtuous, and Noble...., (He is the more advanced form of a
Ranger....*,) (He is playable only by a human ranger, or an elf.)
BONUSES FOR UPGRADE: +4 Good
Looks, +3 Education, +3 Strength +1 additional spell.
SEX PRIORESS.* +3 Dexterity, +3 Education, +2 Intelligence,
+3 Charisma, +3 Body, +4 Good Looks. +4 additional spells.
(*A Principled Code of Honor
is Mandatory.)
The Sex Prioress is
Intelligent, Good Looking, Admirable, Worshipful, Prominent, Kind Hearted, and
Virtuous..., (She is playable only by a human female cleric, or a female elven
mage...,)
BONUSES FOR UPGRADE: +3 Dexterity, +3 Body, +3 Good Looks, +1
Charisma, +1 Education, +1 additional spell.
BARBARIAN SEX MAGE.* +5 Strength, +6 Body. +3 Good Looks, +1
Education, +2 Charisma. +2 Additional spells,.
(*A Principled Code of Honor
is Mandatory.)
The Barbarian Sex Mage is
Strong Bodied, Good Looking, Quick Witted, Intelligent, Well Educated,
Valorous, Charming, and Kind...., (He is playable only by a human barbarian
character.)
BONUSES FOR UPGRADE: +2
Strength, +3 Body, +1 Good Looks, +1
Education, +2 Charisma, +1 additional spell.
….,
**** *
THE 120 POINT CHARACTER.
120 Points Character
Generation Method.
Here, Try this....,
…,
Building a Character using
100 points.
Attributes: Each percentage
over 10, costs 1 point. Each percentage over 15, costs 1.5 points. Each
percentage over 20, costs 2 points. Each percentage over 25, costs 2.5 points.
And so on.
Classes: Select Class. Might
cost, 20, or, 32 points, apiece.
Skills: Each skill, costs 1
point. each additional skill level costs 1, or 1.2, point, extra. Thx,
Advantages: Each Advantage
costs 3 points.
Powers: Major Powers cost 20
points. Elemental Powers cost 16 points. Minor Powers cost 12 points. Hyper
Attributes cost 10 Points. Defensive Powers cost 12 points. Movement Based
Powers cost 12 points. Sensory Powers cost 5 points.
Spells: Each Spell costs 4 points.
Gadgets: Cool Gadgets cost 2
points; or 3 points, if over price gauge ($2000). Check gadget price listing.
Cool Decals: And, Cool
decals, cost 1 point, apiece.
Yay,!!, It Works,!!,
….,
A Main Character might use
100, or 120, for Advanced Character Generation. (A Basic Character Might still
use 50 Points.)
**** *
ADVANCED VACATIONEER SERIES.
The Basic Vacationeer series utilizes, four to six, six sided dice, and three
to four, twenty sided dice. The Later Edition Basic Vacationeer System adds two
ten sided percentile dice, plus additional d10 charts, and additional
percentile tables.
FIVE, OR, SIX STAT SYSTEM.
Meanwhile: the 'BASIC' and 'ADVANCED' VACATIONEER system adds a full complete
set of eight, or fifteen, dice, including, 1d4,4d6,1d8,2d10,1d12,3d20,and1d30,....
….,
PART I. CHARACTER CREATION.
STEP ONE. GENERATE STATS
VALUES.
Roll 3D6+3, for three stats.
3D6+2, for two stats. 3D6+1, for stat remaining.
1. INTELLIGENCE.
2. STRENGTH.
3. DEXTERITY.
4. BODY.
5. EDUCATION.
And, the sixth stat, 6.
CHARISMA.
STEP TWO. SELECT YOUR
CLASS. VACATIONEER CLASSES.
1. WARRIOR. +2 Strength, +2
Good Looks.
2. SCIENTIST. +3
Intelligence. +2 Dexterity.
3. LAWYER. +2 Intelligence,
+1 Dexterity.
4. ENTERTAINER. +3
Dexterity, +2 Good Looks.
5. MYSTIC. +2 Intelligence,+
1 Dexterity; +2, or +3, spells.
STEP THREE. PURCHASE SKILLS.
AND COOL POWERS. (39 Skills,)
Select 10, 11, of 35+
skills. Includes intermediate. (Starts with Literacy, Basis Math, and Major
Etiquette,) (the default setting for for skill levels, is still considered,
+1,+5,+8,+12.), (Note: You must roll a 12, or 15 or higher, on a d20, to
succeed, at a skill.)
Quadrant One(INT,
plus,CHA,DXT,). Art History, Acting, Advanced Literacy*, Film & Television,
Music, Writing,
Quadrant Two(INT,plus,
DXT,). Astronomy, Biology, Chemistry, Computers, Technical Sciences, Wilderness
Survival.
Quadrant
Three(INT,plus,CHA,). Philosophy, Religion, Theatrical Arts.
Quadrant Four(INT). Basic
Math*, Economics, Business Management.
Quadrant
Five(INT,plus,CHA,). History, Lecture, Psychology, Journalism, General Law,
Quadrant Six(STR,plus,DXT,).
Running, Fitness Training, Swimming, Weight Lifting,
Quadrant
Seven(DXT,plus,INT,). Piloting. Intermediate, Advanced. And, Technical.
Quadrant
Eight(DXT,plus,CHA,). Play Music Instrument, Performance, Vocal Training.
Quadrant
Nine(CHA,plus,GLKS,plus,INT...). Seduction Arts, Bargaining, Home Economics,
Modeling, Basic Etiquette*, Modern Languages, and, Card Playing.
COOL POWERS. (16,) Optional. Select One...,
Mega Strength,Enhanced Speed,Super
Intelligence,Omega Healer,Master Acrobat,Shape Shifting(Basic,+2
forms),Advanced Flight,Hyper
Senses,Invisibility,Telepathy,Telekinesis,Pyrokineses,Magic Item,Cool
Gadget,Teleportation,Super Longevity,Walk Through Walls.,
COOL SPELLS (9). Life Heal,
Enchant, or Charm, Spark of Light, Levitate (or Flight), Call Animal,
Telepathy, Invisibility Cloak, Night Vision (Can See Aura, as Well), Potent
Strength, Control Water,
ADVANTAGES.
COOL DECALS.
STEP FOUR. SELECT
VACATIONEER GUIDE.
Start with at least $1400+,
per month. Select Apartment. Use Spending Guide.
BASIC VACATIONEER GAME
SYSTEM.
For basic stat checks, one
must roll a 12, or 15 or higher, on 1d20 (,or, at least 5 or higher, on 1d8, or
at least 8 or higher on 1d12,), to determine success. Or, for advanced skill
checks, you must roll at least a 12, or 15 or higher, on 1d20, using bonuses,
to determine success. You generally cannot use a skill, if you don't have it.
ADVANCED VACATIONEER SKILL
SYSTEM.
For advanced skill checks,
you must roll within your proficiency rating, to determine number of successes.
You generally cannot use a skill, if you don't have it.
STAT BONUS CHART. (for d20
skill checks,)
Attribute stat > 12, then
the character gets a +1 bonus to a roll.
Attribute stat > 15, then
the character gets a +2 bonus to a roll.
Attribute stat > 18, then
the character gets a +3 bonus to a roll.
Attribute stat > 21, then
the character gets a +5 bonus to a roll.
,
VACATIONEER ADVENTURES.
1. LONE STAR RANCH.
2. SURF CITY.
3. CHRISTMAS ADVENTURES. GET
TO MEET CHRISTMAS ELVES.
4. THE CAMPING TRIP.
ABDUCTED BY ALIENS.
5. TRIP TO ENGLAND. MEET
CHARLES DICKENS.
6. TRIP TO FRANCE.
7. VOYAGE TO ANOTHER PLANET.
…..,
**** *
SUPPLEMENTAL FEATURES,II:
Height, determined by;
5ft6in, plus2d6. (Please note: The Maximum Height for OO-- women only, is still
at least 6ft 9in.)
Weight, determined by;
120lbs,+1d6x 10.
Age: 18y.,+2d6.
Eye Colors,;
Blue,brwn,green,red,yellow,hazel,lt,grey,
Major Endowments,'Well
Sized: Medium, Large, Hugest, Solidest, Enormous, and,Gigantic,;
Women's Measurements:
Tits'39in+9d6in', Abs,16i,+1d6, Hips, 26i+2d6,'
Arms Handle;Left,Right;Long
Armed,;Long Legged,;Tight,;
Hair Colors:
White,Blonde,Dark,Red,Brwn.
Hair Length;
Long,Medium,Straight;Modern;Cultivated,;
Complexion Tone; Pale,
White, Light, Light Medium, Tan,
Tables III.
I.Eye Colors (Roll 1d6,or,
select,)
1,2.blue,lt,blue,
3.lt,brwn,
4.lt,green,
5.lt,red,and, lt,yellow,
6.hazel, or, lt,grey,
7.pink,or,lavender,
II. Hair Colors (Roll
1d6,or, select,)
1.White,
2.Blonde,
3.Dark,
4,5.Red,
6.Brwn,
7.Lt,Brwn,
II.i. Hair Length (Roll 1d6,
or, select,)
1.Long,Modern,
2,3.Modern,Straight,
4.Long,Medium,
5.Modern,Cultivated,
6.Medium,Straight,
7.Shaven, or, Fashioned.
III. Complexion Tone (Roll
1d6, or, select,)
1,2.Pale White, or, Milk
White,
3,4.White,
5.Light, or, Light, Fair,
6.Tan, (Or, Light, Tan,)
7.Light,Medium. (White. Or,
Light Bronze,)
**** *
ADVANCED EQUIPMENT GUIDE.
(FOR: SUPERHEROES GUIDE,*.)
Please note: Gadgets may be
priced from 1 thru 8 (or 10) points. For every W+E point over ten, a character
might select or be awarded a free gadget, or gadgets, of that worth value, for
that inclusion.
GADGETS.
1. cool laptop computer.
2. security equipment,
includes perfect autopolygraph checker, and bitmap checker.
3. portable surveillancer
items,
4. perfect infrared goggles,
and signal flares,
5. Super Computer, includes
Lookup Technology,
6. HoloDeck Room,
7. fancy robot, or ball
units,
8. high tech sports car,
9. flying mech suit.
10. expensive weather
satellite gear.
COOL VEHICLE GUIDE.
1. cool sports car. Or, cool
limousine. or motor cycle..
2. state of the art space
ship.
3. sophisticated time
machine.
4. fancy jet plane. VTOL.
5. cool cruise ship.
6. advanced gateway portal
system.
MANSION, OR LAIR.
1. expensive large mansion,
villa, or compound.
2. fancy office rent
skyscraper. or luxury condo. (rent floor)
3. standard set suburban
home.
4. hidden lair, fortress, or
biodome. A weather station, maybe.
5. private apartment, or
studio loft.
6. office, lair, or shack.
EXECUTIVE ASSISTANT.
1. personal assistant, very
pretty.
2. check editor, or
production agent.
3. publicity director. or
chief coordinator.
4. graphics designer, or
layout effects manager. a smart efficient tech guy.
5. a charming young
sidekick, or photo intern.
6. fancy bodyguard service.
7. butler, or maid service.
COOL COSTUME EMPORIUM.
1. Highwayman's Cape.
2. extra haut soft designer
leather.
3. thin, soft chainmail
outfitting,
4. pilot flak suit. (extra
lite,)
5. formal jacket and tie;
or, designer casual,
6. military wear.
VARIOUS DESIGNER GOODS.
1. cool designer cell phone.
2. personal gym device.
includes hovertrak.
3. cool stereo system/
premium dj equipment.
4. smoke screen equipment.
SLEEK CYBER WEAR. FASHION.
1. expensive designer cool
sunglasses. includes VR/entertainment and listening vids.
2. surround sound home
entertainment system. Includes remote. and VR helmet, plus ethernet,
3. intelligent tattoo.
4. portable stat jacker.
5. helpful skillwires.
6. juice equipment.
MILITARY RESTRICTED ITEMS.
(includes government id)
1. Auto Machine Rifle (plus
one spare.)
2. two automatic pistols.
3. Special Made Bulletproof
vest.
4. tracker software.
5. spy equipment.
6. Bazooka/Grenade Launcher.
(includes tear gas)
HISTORICAL FANTASY
COLLECTOR'S ITEMS.
[will work on later....]
MAGIC ITEMS.
6. Time amulet.
**** *
SCENARIO BUILDER.
CHARACTER REACTION ROLL.
Roll 3d6. Add charisma modifier
(CHA,+1,). Or, from good looks (GLO,+1,). Or, Genetics (GENX,+1,).
9 to 11. Slightly Cold. To
Slightly Neutral Reaction.
11 to 13. Neutral Reaction.
To Above Average Reaction.
13 to 15. Above Average
Reaction. To Good Reaction.
16 to 19. A Good Reaction.
To Very Good Reaction.
20 to 25. A Very Good
Reaction. To Incredible Good Reaction,+1.
25 to 30. Incredible Good
Reaction,+1. To Incredible Incredible Good Reaction,+2,.
30, 31+. The Best,
Incredible Incredible Reaction, Ever,....!!!!!,+5,
PERCENTAGES TO CHARM. These
charts were produced simply, in order to make it easy to memorize their
component's function, or the quick basic mechanic.
Percentages; Chance to
Charm%. (Charisma must be at least 11 or higher....!)
If Charisma is 15.5+, the chance
to charm is at least 50%+.
If Charisma is 13.5+, the
chance to charm is at least 30%+.
If Charisma is at least
19.55+, the chance to charm is at least 95%+.
And So On....,
Also, Please keep in mind,
that Charisma is generally correlated with Good Looks, Good Manners, Good
Morality, and General Talent.
(oh, and, some think, the
general chance to resist charm might be theorized to be at least 32 percent, by
the way.)
Chance to Seduce; (Good
Looks Must be at least 15 or higher....!).
If Good Looks is 16+, the
chance to seduce (or, to resist seduce,) is at least 50%.
If Good Looks is 19+, the
chance to seduce (or, to resist seduce,) is at least 80%.
If Good Looks is 22.5+, the
chance to seduce (or, to resist seduce,) is at least 115%.
Chance to Influence;
(Strength is greater than 16+; or, Body, Which Must be Higher than 17.80+.)
If Strength is 18+, the
chance to influence; or to resist influence, is still 60%+. or to resist
influence, which, is still, 80%+.
If Body is 19.80+, the
chance to influence; or to resist influence, is still at least, 98%+.
…,
Chance to Resist Charm, or
Seduce; or, to Resist Influence; (In
theory, there's at least a 43 percent chance, assumed, on general default, of
basic...,)
(Sufficiently: Education,
or,Will Power, are rolled as a comparatively, straightforward percentage
function.) Also Suggested; Will Power Must be higher than 8, in order to Resist
Fully.
If Education, or Will Power,
is 13+, the chance to resist is 30%+,
If Education, or Will Power,
is 15+, the chance to resist is 50%+,
If Education, or Will Power,
is 18+, the chance to resist is 80%+,
And So On....,
**** *
{…,
BATTL'SQUADRON SCENARIO..
…,
THREE (OF FIVE EVENSTS,) OPTION
ROLL SYSTEM.