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**EXP,
levels, and HP.**

Much like your favorite RPG you can level build your character, so the more you 'spar' the better you get...in theory.

20=0 exps | 21=10 exps | 22=20 exps | 23=40 exps | 24=60 exps |

25=80 exps | 26=100 exps | 27=125exps | 28=150 exps | 29=170 exps |

30=200 exps | 31=225exps | 32=250 exps | 33=275exps | 34=300 exps |

35=400 exps | 36=450 exps | 37=500 exps | 38=550 exps | 39=600 exps |

40=700 exps | 41=800 exps | 42=900 exps | 43=1,000 exps | 44=1,500 exps |

45=1,750 exp s | 46=2,000 exps | 47=2,500 exp s | 48=3,000 exps | 49=3,500 exps |

50=4,000 exps | 51=4,500 exps | 52=5,000 exps | 53=5,500 exps | 54=6,000 exps |

55=7,500 exps | 56=8,000 exps | 57=8,500 exps | 58=9,000 exps | 59=9,500 exps |

60=10,000 exps | 61=11,000 exps | 62=12,000 exps | 63=13,000 exps | 64=14,000 exps |

65=15,000 exps | 66=16,000 exps | 67=17,000 exps | 69=19,000 exps | 70=20,000 exps |

71=22,500 exps | 72=25,500 exps | 73=27,500 exps | 74=30,000 exps | 75=32,500 exps |

76=35,000 exps | 77=37,500 exps | 78=40,000 exps | 79=45,000 exps | 80=50,000 exps |

81=55,000 exps | 82=60,000 exps | 83=65,000 exps | 84=70,000 exps | 85=75,000 exps |

86=80,000 exps | 87=85,000 exps | 88=90,000 exps | 89=95,000 exps | 90=100,000 exps |

91=200,000 exps | 92=300,000 exps | 93=400,000 exps | 94=500,000 exps | 95=600,000 exps |

96=700,000 exps | 97=800,000 exps | 98=900,000 exps | 99=1,000,000 exps | 100=1,500,000exps |

**Note: d68's are missing from this chart... they are 18,000 exps.

Ok, got that? You start on level 1 with a 20-sided dice, so to figure your level take your dice side minus 19. Good luck in level building.

**Training**

There are times when sparring
gets boring, and losing a MS could be costly; so whatta do!? Simple, you train.
And I'm here to explain it to you. There are two ways to train, one (actually
two...) being easier; thusly you get less EXP, and one being harder; but you
can get up to three levels. We'll start with the easy method.

**The Easy Way - **You fire up a PR, and you HAVE TO have a witness
to your training (they can be IC if they wish). You get five turns to inflict
as much damage on a stationary target as possible. At the end of those five
turns, you take the damage you did times two; round up or down to the nearest
multiple of five, and that's your EXP. EXAMPLE: You do 21 damage in the five
turns, times two is 42; 40 being the nearest multiple of five so you get 40
EXP; -NO- G is awarded. Doubles will not yield another turn. This may be done
10 times a month.

**The Somewhat Easy Way - **Exactly the same as above, except you
train in 'ten times normal gravity'. Damage is then multiplied by five. EXAMPLE:
You do 21 damage, times five is 105 EXP -NO- G is awarded. Doubles will not
yield another turn. For this to work, your character must be used to higher
then normal gravity, which is easily possible for all character classes BUT
this training may only be done twice a month.

**The Slightly Less Easy Way - **The same as above, but the gravity is now 'thirty times normal gravity'. Damage is multiplied by 15. EXAMPLE: You do 100 damage, times 15 is 1500 EXP -NO- G is award. Doubles will not yield another turn.

**The Even Slightly Less Easy Way - **The same as above, but the gravity is now 'sixty times normal gravity'. Damage is multiplied by 30. EXAMPLE: You do 153 damage, times 30 is 4590 EXP -NO- G is award. Doubles will not yield another turn.

**The Even Slightly Ridiculously Less Easy Way - **The same as above, but the gravity is now 'one-hundred times normal gravity'. Damage is multiplied by 50. EXAMPLE: You do 278 damage, times 50 is 13900 EXP -NO- G is award. Doubles will not yield another turn.

**The Hard Way - **You write a story about what your character
does to train, then post the story on a site. The story will be read and judged
and 1-3 levels will be awarded. This may be done twice in your character's 'lifetime'.

**HP**

Ok, this is the fun part.
In spars you generally go to 40, but other times you're gonna need more. (I'll
explain on another page.) So I've come up with this simple, yet effective way
of getting a HP boost. Depending on dice class you start with 100HP for 2D's,
200HP for 3D's and 300HP for 4D's, and at level up you roll one of your *old*
dice to determine your HP bonus (EXAMPLE: You just leveled to a 21 sided dice,
so you roll a 20 sided dice...whatever it lands on is your HP bonus.) See, it's
easy...no messy figuring and whatnot...just tack on whatever you roll to whatever
you had.

Now, after you hit level 40 (d59) you start taking what yer HP bonus is times
2. EXAMPLE: you roll a 60 sided dice and hit 40...you then get 80 HP. After
level 60 (d79) the HP bonus is determined by 1d6 of your *old* dice. **EXAMPLE: You leveled to level 61. Roll a 1d6. You roll a 5. You then roll 5d79 to determine your HP. You get: 20 4 25 37 26 for a TOTAL increase of 112HP. No rerolling unless your increase is under 10.** The maximum HP is 15,633 if you started with 100 HP.

**ABP**

Ok, I think I've thought up a legit way to increase your number of dice, and to
get a special ability that lets your character get Critical hits. I call these
gems Ability Points.

Here's how to tally yer ABP [Yes, even if you've been dicing for a bit, you may
do this IF you have logs]:

1 ABP is given to every training session.

2 ABPs for every training session in 10x Gravity.

4 ABPs for every spar, if you won the spar tack on another 1 ABP.

4 ABPs for every training session in 30x Gravity.

5 ABPs for every MS/Team MS, if you were the victor, then tack on another 5 ABPs.

6 ABPs for every training session in 60x Gravity.

10 ABPs for every training session in 100x Gravity.

**Getting another dice**

Now, this has raised the most concern, so I'll list it first. If you wish to get
another dice, all you need to do is raise 1000 ABPs. After you hit the magic number,
you get a new dice, BUT you lose 1 dice side [Tis QUITE fair] and EXP is adjusted
accordingly. This may be done only ONCE. So, if you started a 2d, you can only
hit a 3d. Now, if you started a 4d, you may go to 5d.

**Critical Hit**

Now, this move is very cheap and wrong, but it will have the most potiental. If
you raise 100 ABPs, your character will gain the awesome ability to Critical Hit.
If you are under the influence of Critical Hit, every time you score a double
you do DOUBLE damage! BUT, here's the clincher if you're using Critical hit, doubles
will NOT yeild another turn. The Critical hit is automatically OFF at the beginning
of a spar, and you decide if you turn it on while stating the rules.

**"Transformation Name" Mastery - Power**

This skill allows the user's base transformation to become even more powerful. The drawback? Putting the time and effort into leveling up the skill. The skill level progression chart is as follows:

**Level 1: +1 Dice Multipler (x2 becomes x3) - 700 ABP
Level 2: +2 Dice Multiplier (x2 becomes x4) - 1800 ABP
Level 3: +4 Dice Multiplier (x2 becomes x6) - 2750 ABP
Level 4: +6 Dice Multiplier (x2 becomes x8) - 5250 ABP
Level 5: +8 Dice Multiplier (x2 becomes x10) - 10500 ABP
This skill may be leveled up to 5 times. If you want to invest 21,000 ABP into it! Or 42,000 ABP for the pair. Can be mixed and matched.**

This skill allows the user's base transformation to last longer. The drawback? Putting the time and effort into leveling up the skill. The skill level progression chart is as follows:

Level 2: +1 Round - 200 ABP (+2 total)

Level 3: +1 Round - 300 ABP (+3 total)

. . .

Level 10: +1 Round - 1000 ABP (+10 total)

. . .

Level 19: +1 Round - 1900 ABP (+19 total)

Level 20: +1 Round - 2000 ABP (LIMITLESS)

This skill may be leveled up to 20 times. If you want to invest 21,000 ABP into it! Or 42,000 ABP for the pair. Can be mixed and matched.

**Other ways to build EXP**

There are right now, two ways that I can think of, which are done exactly the
same.

Assassination Attempts and Thievery

Here's how to do AA's and Steal. Just swap the word Assassination for Theft and
Assassin for Theif. If successful, you will recieve 100 EXP. Theives can't be
turned down, AA's can. Assassin's must be hired, and if found must state who hired
them. Thieves may steal up to 10% of their targets G, or anyother item that they
may poesess.

1. The Assassin will approach, in the chat, the intended victim with

"~Target of Assassination, [Victim's SN]~"

2. They must give victim 2 minutes to roll a perception check using 2d20. ((This
can be argued if the victim is away from keyboard at the time of being targeted,
you are on your honor to be truthful. When in doubt check for an away message
before trying.)) If the victim rolls a "15" or higher, the assassin has been discovered
and must leave the victim alone, usually for a minimum of 48 hours.

3. If the victim fails to roll a "15" or higher then the Assassin may proceed
with the AA.

4. The Assassin rolls 2d20 again, and if a "15" or above is rolled, their victim
is considered dead and the AA is deemed successful. AA's must be accepted in time
of war.

**Death**

Lets just say that you ARE killed, say by an AA, or a trap, or something. You
may be rezzied by a character that knows the ability, or an item that rezzies
you. After being rezzied, you lose one dice side, and EXP is adjusted accordingly.
If rezzied by a person, you must fork over at least 250 G and 100 EXP for payment.

**But what if I'm killed by a hitter?**

Well, I've decided that if you are killed by a '::hit::ter' it will not count
as a death in the eyes of dice, for the 'hitter' has not seen the light of dice.
But if you are killed by a 'FFer' prepare to be rezzied by means of dice, since
the way I taught dice is like FF with something determining the hit.