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		<summary type="html">&lt;p&gt;Samael: /* Fundamentals */&lt;/p&gt;
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== Getting started ==&lt;br /&gt;
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== Main Sections ==&lt;br /&gt;
Sections marked with * are unfinished.&lt;br /&gt;
Sections marked with † are intended to come later in development.&lt;br /&gt;
&lt;br /&gt;
][ = Bookmark&lt;br /&gt;
&lt;br /&gt;
[[Big Changes]]&lt;br /&gt;
&lt;br /&gt;
===Character Basics===&lt;br /&gt;
&lt;br /&gt;
[[Adventure Style]]* - [[Character Creation]]* (redo)&lt;br /&gt;
&lt;br /&gt;
'''Attributes''' - [[Attributes (Basic)|Attributes]] - [[Attribute Generation]] - [[Attribute Gain]] &lt;br /&gt;
&lt;br /&gt;
'''Physical Attributes''' - [[Strength (Attribute)|Strength]] - [[Dexterity_(Attribute)|Dexterity]] - [[Constitution_(Attribute)|Constitution]]&lt;br /&gt;
&lt;br /&gt;
'''Mental Attributes''' - [[Intelligence_(Attribute)|Intelligence]] - [[Wisdom_(Attribute)|Wisdom]] - [[Charisma_(Attribute)|Charisma]]&lt;br /&gt;
&lt;br /&gt;
===Derived Attributes===&lt;br /&gt;
&lt;br /&gt;
'''Health''' - [[Hit-Dice (Health)|Hit-Dice]] - [[HP (Health)|HP]] - [[VP (Health)|VP]] - [[Fatigue (Health)|Fatigue]] - [[System Shock (Health)]]*  ][&lt;br /&gt;
&lt;br /&gt;
'''Other Derived Attributes''' - [[Mobility_(Derived Attribute)|Mobility]]* - [[Encumbrance_(Derived Attribute)|Encumbrance]] - [[Speed_(Derived Attribute)|Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Former version:&lt;br /&gt;
&lt;br /&gt;
'''Derived Attributes''' - [[Health_(Derived Attribute)|Health]]* (heavy revisions necessary due to issues with HD + Class Levels) ][ - [[Fatigue_(Derived Attribute)|Fatigue]] -&lt;br /&gt;
&lt;br /&gt;
===Fundamentals===&lt;br /&gt;
&lt;br /&gt;
'''Race''' - [[Race (Fundamental)|Race]]† - [[Race List (List)|Race List]]† - break up cultural and physical traits of races, stonecunning etc. can be from someone who was raised by dwarves as easily as someone who is a dwarf. So, we'll have a Species - Culture - Background (like 5e on the latter, what the character did prior to adventuring or what they do now if unclassed)&lt;br /&gt;
&lt;br /&gt;
'''Class''' - [[Experience (Fundamental)|Experience]]† - [[Class (Fundamental)|Class]]† - [[Class Form (Fundamental)|Class Form]]† - [[Class List (List)|Class List]]†&lt;br /&gt;
&lt;br /&gt;
(Class must define Class, Levels. Class Form Class/Monoclass, Multiclass, Dualclass, Pseudoclass and 0th Level Characters)&lt;br /&gt;
&lt;br /&gt;
'''Other Fundamentals''' - [[Age (Fundamental)|Age]] -  - [[Size (Fundamental)|Size]]† - [[Background (Fundamental)|Background]]†&lt;br /&gt;
&lt;br /&gt;
===Skills and Traits===&lt;br /&gt;
&lt;br /&gt;
'''Combat''' - [[Combat Proficiency (Proficiency)|Combat Proficiency]]† - [[Combat Proficiency (Proficiency)#Combat Points|Combat Points]]† - [[Weapon Proficiency (Proficiency)|Weapon Proficiency]]† - [[Fighting Style Proficiency (Proficiency)|Fighting Style Proficiency]]† - [[Armour Proficiency (Proficiency)|Armour Proficiency]]† - [[Defence Proficiency (Proficiency)|Defence Proficiency]]† - [[Combat Proficiency Training (Proficiency)|Combat Proficiency Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Skill''' - [[Skill Proficiency (Proficiency)|Skill Proficiency]]* - [[Skill Proficiency (Proficiency)#Skill Points|Skill Points]]* - [[Skill Use (Proficiency)#Skill Rating|Skill Rating]]* - [[Skill Use (Proficiency)#Skill Difficulty|Skill Difficulty]]* - Critical Skill Use (Proficiency) - Fumbled Skill Use (Proficiency) - [[Skill Training (Proficiency)|Skill Training]]† - [[Language (Proficiency)|Language]] - [[Language (Proficiency)#Fluency|Fluency]] - [[Language Training (Proficiency)|Language Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Magical''' - [[Arcane Learning (Proficiency)|Arcane Learning]] - [[Divine Spheres (Proficiency)|Divine Spheres]] - [[Magical Proficiency (Proficiency)|Magical Proficiency]] - [[Magical Training (Proficiency)|Magical Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Special''' - [[Bonus Points (Proficiency)|Bonus Points]] - [[Talents (Proficiency)]] - [[Talent Points (Proficiency)#Talent Points|Talent Points]] - [[Talent Training (Proficiency)|Talent Training]] - [[Traits_(Traits)|Traits]] - [[Traits_(Traits)#Qualities|Qualities]] - [[Traits_(Traits)#Flaws|Flaws]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Combat Proficiency List (List)]] - [[Skill Proficiency List (List)]] - [[Talent List (List)]] - [[Language List (List]] - [[Arcane Learning List (List)]] - [[Divine Learning List (List)]] - [[Magical Proficiency List]] [[Traits List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Equipment and Expenses===&lt;br /&gt;
&lt;br /&gt;
'''Treasure''' - [[Coinage (Treasure]] - [[Gems (Treasure)]] - [[Art (Treasure)]] - [[Treasure Tables (Treasure)]]&lt;br /&gt;
&lt;br /&gt;
Note: we should probably put weapon material (for weapon and ammo) on one page, defence material (for armour, shields, helms) on one page, quality for the former on one page, quality for the other on another page.&lt;br /&gt;
&lt;br /&gt;
'''Weaponry''' - [[Weapons (Weaponry)]] - [[Weapon Quality (Weaponry)]] - [[Weapon Material (Weaponry]] - [[Weapon Size (Weaponry)]] - [[Ammo (Weaponry)]] - [[Ammo Quality (Weaponry)]] - [[Ammo Material (Weaponry)]] - [[Ammo Size (Weaponry)]]&lt;br /&gt;
&lt;br /&gt;
'''Defences''' - [[Armour (Defences) ]] - [[Armour Quality (Defences)]] - [[Armour Material (Defences)]] - [[Helmets (Defences)]] - [[Helmet Quality (Defences)]] - [[Helmet Material (Defences)]] - [[Shields (Defences)]] - [[Shield Quality Defences]] - [[Shield Material (Defences)]]&lt;br /&gt;
&lt;br /&gt;
'''Gear''' [[Equipment (Gear)]] - [[Tools (Gear)]] - [[Clothing (Gear)]]&lt;br /&gt;
&lt;br /&gt;
'''Supplies''' - [[Supplies (Supplies)]] - [[Food (Supplies)]] - [[Drink (Supplies)]] - [[Containers (Supplies)]] - [[Trade Goods (Supplies)]]&lt;br /&gt;
&lt;br /&gt;
'''Animal Purchases''' - [[Animals (Animal Goods)]] - [[Mounts (Animal Goods)]] - [[Barding (Animal Goods))]] - [[Tack &amp;amp; Harness (Animal Goods)]]&lt;br /&gt;
&lt;br /&gt;
'''Machine Purchases''' - [[Land Vehicles (Machine Purchases)]] - [[Naval Vehicles (Machine Purchases)]] - [[Air Vehicles (Machine Purchases]] - [[Unusual Vehicles (Machine Purchases)]] [[Siege Engines (Machine Purchases)]]&lt;br /&gt;
&lt;br /&gt;
'''(something to express magic items for sale??)''' [[Potions (Alchemicals)]] - [[Reagents (Alchemicals)]] - other stuff?&lt;br /&gt;
&lt;br /&gt;
'''Services''' - [[Hirelings (Services)]] - [[Magical Services (Services)]] - [[Standard Services (Services)]] - [[Soldiers (Services)]] - [[Staffing (Services)]] &lt;br /&gt;
(hiring people, identification, healing, etc.)&lt;br /&gt;
&lt;br /&gt;
===Living===&lt;br /&gt;
&lt;br /&gt;
'''Survival''' - [[Food and Hunger(Survival)]] - [[Water and Thirst (Survival)]] - [[Sleep and Tiredness (Survival)]] - [[Air Supply (Survival)]] - [[Temperature (Survival)]] - [[Fire (Survival)]] - [[Shelter (Survival)]] - [[Weather (Survival)]] - [[Climate System (Survival)]]&lt;br /&gt;
&lt;br /&gt;
'''Resources''' - [[Hunting (Resources)]] - [[Foraging (Resources)]] - [[Agriculture (Resources)]] - [[Logging (Resources)]] - [[Obtaining Water (Resources)]] - [[Gathering (Resources)]] - [[Mining (Resources)]] - [[Fishing (Resources)]]&lt;br /&gt;
&lt;br /&gt;
'''Civil''' - [[Lodging (Civil)]] - [[Expenses (Civil)]] - [[Work (Civil)]] - [[Performance (Civil)]] - [[Thieving (Civil)]]&lt;br /&gt;
&lt;br /&gt;
'''Training''' - [[Personal Training (Training)]] - [[Teaching (Training)]]&lt;br /&gt;
 &lt;br /&gt;
'''Crafting''' - etc.&lt;br /&gt;
&lt;br /&gt;
'''Company''' - [[Socializing (Company)]] [[Hirelings (Company)]] - [[Followers (Company)]] - [[Henchmen (Company)]] - [[Companions (Company)]] - [[Loyalty (Company)]]&lt;br /&gt;
&lt;br /&gt;
(companions used for bonds like animal companions and familiars)&lt;br /&gt;
&lt;br /&gt;
(expenses to cover how much it costs to live according to a certain standard, streamlining some of the other life stuff&lt;br /&gt;
&lt;br /&gt;
===Perception===&lt;br /&gt;
&lt;br /&gt;
'''Vision''' - [[Visibility (Perception)]] - [[Vision Types (Perception]] - [[Visual Range (Perception)]] - [[Light Sources (Vision)]]&lt;br /&gt;
&lt;br /&gt;
'''Hearing''' - [[Noise (Hearing)]] - [[Hearing Types (Hearing)]] - [[Hearing Range (Perception]]&lt;br /&gt;
&lt;br /&gt;
'''Other Senses''' - (taste) (smell) (touch) (tremorsense) (other stuff)&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
'''Magic''' [[Spell Casting (Magic)]] - [[Spell Preparation (Magic)]] - [[Ritual Casting (Magic)]] What else?&lt;br /&gt;
&lt;br /&gt;
'''Arcane''' - [[Arcane Magic (Arcane)]] - [[Learning Spells (Arcane)]] - [[Magical Fumbling (Arcane)]] (for armour use)&lt;br /&gt;
&lt;br /&gt;
'''Divine''' - [[Divine Magic (Divine)]] - [[Domain Casting (Divine)]] - What else?&lt;br /&gt;
&lt;br /&gt;
'''Magical Subjects''' - [[Magical Subjects (Magical Subjects]] - [[Summons (Magical Subjects)]] - [[Bound Undead (Magical Subjects)]] - [[Controlled Constructs (Magical Subjects)]] - [[Enchanted Thralls (Magical Subjects)]]&lt;br /&gt;
&lt;br /&gt;
'''Crafting''' - [[Magical Crafting (Crafting)]] - [[Magical Potions (Crafting)]] - (Scrolls, Magical Items, Weapons, Armour, Runes, other stuff.)&lt;br /&gt;
&lt;br /&gt;
possible alterations into casting: change slots so utility type spells take fewer slots? ritual magic takes 1 hour per level, each mage of the required level to cast the spell must know the spell and can decrease the time taken by, what, 5 minutes?&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
'''Combat Basics''' - [[Starting Combat (Combat Basics)]] - [[Combat Round (Combat Basics)]] - [[Combat Actions (Combat Basics)]] - [[Combat Timing (Combat Basics)]] - [[Line of Sight (Combat Basics)]] - [[Line of Access (Combat Basics)]]&lt;br /&gt;
&lt;br /&gt;
'''Fighting''' - [[Attacking (Fighting)]] - [[thac0 (Fighting)]] - [[Defence (Fighting)]] - [[Damage (Fighting)]] - [[Critical Attack (Attack)]] -  [[Fumbled Attack (Fighting)]] - [[Severity (Fighting)]] - [[Threat (Fighting)]]&lt;br /&gt;
&lt;br /&gt;
'''Damage''' - [[Damage (Damage)]] - [[Damage Types (Damage)]] - [[Item Damage (Damage)]] - [[Permanent Damage (Damage)]]&lt;br /&gt;
&lt;br /&gt;
'''Saves''' - [[Saving Throw (Saves)]] - [[Saving Throw#Making Saves (Save)]] - [[Saving Throw#Glancing Hit (Save)]] - [[Saving Throw#Critical Save (Saves)]] - [[Saving Throw#Fumbled Save (Saves)]] - [[Item Save (Save)]] - &lt;br /&gt;
&lt;br /&gt;
'''Innate Attacks''' - [[Brawling (Innate Attacks)]] - [[Wrestling (Innate Attacks)]] - [[Natural Attacks (Innate Attacks)]]&lt;br /&gt;
&lt;br /&gt;
'''Range''' - [[Touch Range (Range)]] - [[Melee Range (Range)]] - [[Range (Range)]]&lt;br /&gt;
&lt;br /&gt;
'''Attack Types''' - move some things from combat specifics to here, rename Combat Specifics&lt;br /&gt;
&lt;br /&gt;
'''Combat Specifics''' - [[Area Attack(Combat Specifics)]] - [[Envenomed Attack (Combat Specifics)]] - [[Gaze Attack (Combat Specifics)]] - [[Sound Attack (Combat Specifics)]] - [[Recharging Attack (Special Attacks)]] ? For like spider web and such [[Weapon Hand (Combat Specifics)]] - [[Multi-Weapon Fighting (Combat Specifics]] - [[Aura (Combat Specifics)]] - [[Firing into Melee]] - [[Mixing Weapon Types (Combat Specifics)]] - [[Automatic Hits (Combat Specifics)]] - [[Attacking an Area (Combat Specifics)]] - [[Grenade-Like Missiles (Combat Specifics)]] - [[Throwing (Combat Specifics)]] - [[Scatter (Combat Specifics)]] - [[Facing (Combat Specifics)]] - [[Sneak Attack (Combat Specifics)]] - [[Stealth in Combat (Combat Specifics)]]&lt;br /&gt;
&lt;br /&gt;
(attacking should include the differences between melee, missile and throwing weapons. Light weapon should be moved to a Tag. Recharging attack is for things like dragon breath and web. Facing explains turning, flank and back attacks )&lt;br /&gt;
&lt;br /&gt;
'''Special Combat''' - [[Mounted Combat (Special Combat)]] - [[Vehicular Combat (Special Combat)]] - [[Aerial Combat (Special Combat)]] - [[Underwater Combat (Special Combat)]] - [[Zero Gravity Combat (Special Combat)]] - [[Fighting Whilst Falling (Special Combat)]] (may rename this category?)&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
'''Action Types''' - [[Passive Actions (Action Type)]] - [[Reactions (Action Type)]] - [[Opportunity Actions (Action Type)]] - [[Free Actions (Action Type)]] - [[Move Actions (Action Type)]] - [[Standard Actions (Action Type)]] - [[Full Actions (Action Type)]] - [[Multi Actions (Action Type)]] - [[Longterm Actions (Action Type)]] - [[Sustained Actions (Action Type)]] - [[Legendary Actions (Action Type)]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Passive Action List (List)]] - [[Reaction List (List)]] - [[Opportunity Action List (List)]] - [[Free Action List (List)]] - [[Move Action List (List)]] - [[Standard Action List (List)]] - [[Full Action List (List)]] - [[Multi Action List (List)]] - [[Longterm Action List (List)]] - [[Sustained Action List (List)]] - [[Legendary Action List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Adventuring===&lt;br /&gt;
&lt;br /&gt;
'''Dangers''' - [[Falling Objects (Dangers)]] - [[Falling (Dangers)]] - Drowning - Asphyxiation - what else? (List specific kinds of hazards from the Survival Guides perhaps)&lt;br /&gt;
&lt;br /&gt;
'''Movement''' - [[Move Points (Movement)]] - [[Movement Type (Movement)]] - [[Movement Style (Movement)]] - [[Terrain Features (Movement)]] - [[Jumping (Movement)]]&lt;br /&gt;
&lt;br /&gt;
'''Overworld''' - [[Move Points (Overworld Movement)]] - [[Terrain Features (Overworld)]] - [[Travel (Overworld)]] - [[Sailing (Overworld)]] - [[Flying (Overworld)]] - [[Exploration (Overworld)]]&lt;br /&gt;
&lt;br /&gt;
'''Recovery''' - [[Healing (Recovery)]] - [[Resting (Recovery)]] - [[Regeneration (Recovery)]]&lt;br /&gt;
&lt;br /&gt;
'''Stealth''' - [[Detection (Stealth)]] - [[Stealth (Stealth)]]&lt;br /&gt;
&lt;br /&gt;
'''Tags''' - [[Location Tag Basics (Tags)]] - [[Location Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Warfare===&lt;br /&gt;
'''Battles''' - [[Mass Combat (Battles)]] - [[Naval Combat (Battles)]] - [[Formations (Battles)]]&lt;br /&gt;
&lt;br /&gt;
'''Siege''' - [[Structures (Siege)]] - [[Siege War (Siege)]] - [[Siege Construction (Siege)]]&lt;br /&gt;
&lt;br /&gt;
'''Vehicular Warfare''' - Land Vehicles - Naval Vehicles - Siege Engines&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
&lt;br /&gt;
'''Condition Types''' - [[Physical Conditions (Condition Type)]] - [[Mental Conditions (Condition Type)]] - [[External Conditions (Condition Type)]]&lt;br /&gt;
'''Poison''' - [[Poison Basics (Poison)]] - [[Poison List (List)]]&lt;br /&gt;
'''Disease''' - [[Disease Basics (Disease)]] - [[Disease List (List)]]&lt;br /&gt;
'''Wounds''' - [[Wound Basics (Wounds)]] - [[Wound List (List)]]&lt;br /&gt;
'''Conditions List''' - [[Physical Conditions List (List)]] - [[Mental Conditions List (List)]] - [[External Conditions List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities''' - [[Active Abilities (Special Abilities)]] - [[Passive Abilities (Special Abilities)]] - [[Active Abilities List (List)]] - [[Passive Abilities List]] - [[Arcane Spells List (List)]] - [[Divine Spells List (List)]] - [[Psionics List (List)]]&lt;br /&gt;
&lt;br /&gt;
'''Tags''' [[Ability Tag Basics]] - [[Ability Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
&lt;br /&gt;
'''Monsters''' - [[Monster Stats (Monsters)]]  - [[Monster Generation (Monsters)]] - [[Monster Conversion (Monsters)]] - [[Playable Monsters (Monsters)]] - [[Monster Tag Basics (Tags)]] &lt;br /&gt;
&lt;br /&gt;
'''Encounters''' - [[Random Encounters (Encounters)]] - [[Wandering Monsters (Encounters)]] - [[Special Encounters (Encounters)]] - [[Encounter Tag Basics (Tags)]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Monster List (List)]] - [[Monster Tag List (List)]] - [[Encounter Lists (List)]] - [[Encounter Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
(monster types makes some of the tags specific to creatures)&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
'''Tags''' - [[Tag Basics (Tags)]] - [[Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
current to do&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special Skills List]]*  [[Skill List]]* - [[Language Fluency]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Idea: &amp;quot;Attribute Relatives&amp;quot; - just like very large and very small things change HP/Damage scale, physical stat relatives across utterly enormous sizes will probably add additional bonuses. Either we have, like, Continental Scale versions of attriutes like Str that have Bigger Bonuses... OR we just say &amp;quot;characters of this size scale have a bonus of X to hit, damage, whatever and on checks where size difference is relevant, multiply the bonus/penalty by X or something. I dunno. We'll work it out on Size.&lt;br /&gt;
&lt;br /&gt;
Possible alteration of Critical Success for Skills; if you roll 1 or 20, roll 1d6 and add or subtract it from the roll. Keep rolling if you roll a 6. Then use this value for the effective roll. Maybe consider changes to Critical Hits in the same vein; add d6s and then compare the AC and do the 1/2 damaging thing. See also Saves. Maybe add Critical Ranges to these things too.&lt;br /&gt;
&lt;br /&gt;
== Original List (presently redressing) Main Sections ==&lt;br /&gt;
Sections marked with * are unfinished.&lt;br /&gt;
&lt;br /&gt;
===Character Basics===&lt;br /&gt;
&lt;br /&gt;
[[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
[[Attributes]] - [[Attributes#Attribute_Generation|Attribute Generation]] - [[Attributes#Skill_Modifiers|Skill Modifiers]] - [[Attributes#Attribute_Gain|Attribute Gain]] - [[Encumbrance]]&lt;br /&gt;
&lt;br /&gt;
[[Strength]] - [[Dexterity]] - [[Constitution]] - [[Intelligence]] - [[Wisdom]] - [[Charisma]]&lt;br /&gt;
&lt;br /&gt;
[[Races]] - [[Age]] - [[Size]]* -&lt;br /&gt;
&lt;br /&gt;
(Social Reaction Modifier is now Disposition Modifier, Social Modifier now is Presence Modifier)&lt;br /&gt;
&lt;br /&gt;
===Derived Attributes===&lt;br /&gt;
&lt;br /&gt;
[[Health]] - [[Fatigue]] - [[Mobility]] - [[Encumbrance]] - [[Speed]]* (speed consists of two parts, base speed and weapon speed)&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
[[Classes]] - [[Class List]]* - [[Class Options]]* - Starting Equipment*&lt;br /&gt;
&lt;br /&gt;
[[Experience]] - [[Class Training]]* -Practice &amp;amp; Study/Drilling (may need some new location)&lt;br /&gt;
&lt;br /&gt;
(add bulletpoints to table entries for classes to prevent the 'stack up' of comma'd traits)&lt;br /&gt;
&lt;br /&gt;
===Combat Proficiencies===&lt;br /&gt;
[[Combat Proficiencies]] - [[Combat Styles]]* - [[Combat Proficiency Training]]*&lt;br /&gt;
&lt;br /&gt;
===Skill Proficiencies===&lt;br /&gt;
[[Skill Proficiency Basics]]* - Skill Points - Skill Rating (include synergy) - [[Skill Difficulty]]*&lt;br /&gt;
&lt;br /&gt;
[[Special Skills]]* - [[Special Skills List]]*&lt;br /&gt;
&lt;br /&gt;
[[Skill List]]* - Traits* - [[Skill Proficiency Training]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Language Fluency]]*&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Money and Treasure*&lt;br /&gt;
&lt;br /&gt;
[[Weapons]]* - [[Weapon Quality]]* - [[Weapon Material]]*&lt;br /&gt;
&lt;br /&gt;
Armour* - Armour Quality* - Armour Material*&lt;br /&gt;
&lt;br /&gt;
Equipment* - &lt;br /&gt;
&lt;br /&gt;
Tools* - &lt;br /&gt;
&lt;br /&gt;
Supplies*&lt;br /&gt;
&lt;br /&gt;
Expenses* - Shopping*&lt;br /&gt;
&lt;br /&gt;
(following sections need appropriate division)&lt;br /&gt;
&lt;br /&gt;
Weapon size relative to the character changes what category it uses: for instance, a large longsword is considered a Great Sword in terms of proficiency for a Medium character&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
Magic* - [[Crafting Magical Items]]* - [[Magical Subjects]]*&lt;br /&gt;
&lt;br /&gt;
possible alterations into casting: change slots so utility type spells take fewer slots? ritual magic takes 1 hour per level, each mage of the required level to cast the spell must know the spell and can decrease the time taken by, what, 5 minutes?&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
[[Initiating Combat]] - [[Combat Round]] - [[Combat Actions]]&lt;br /&gt;
&lt;br /&gt;
====Attack &amp;amp; Defence====&lt;br /&gt;
[[Attacking]] - [[THAC0 Tables]] - [[Defending]] - [[Criticals and Fumbles (Combat)|Criticals and Fumbles (Combat)]]  - [[Severity]]&lt;br /&gt;
&lt;br /&gt;
[[Saves]] - [[Saving Throw Tables]] - [[Item Saves]] - [[Criticals and Fumbles (Saves)|Criticals and Fumbles (Saves)]]&lt;br /&gt;
&lt;br /&gt;
[[Damage]] - [[Recovery]]&lt;br /&gt;
&lt;br /&gt;
[[Brawling]]* - [[Wrestling]]* - [[Natural Attacks]]* - [[Throwing Attacks]]* - [[Threat]]* (and opportunity)&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
[[Movement]] - [[Terrain Features (Combat)]] - [[Alternative Movement (Combat)]] - [[Jumping]]( - [[Swimming]]* - [[Flying]]* - [[Burrowing]]*&lt;br /&gt;
&lt;br /&gt;
edit jumping rules somewhat - change table to be 1/3, 1/6, 1/12, 1/20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Humanoid Movement Methods]]* - [[Beast Movement Methods]]* (running and sprinting vs canter/gallop/dashing) -&lt;br /&gt;
&lt;br /&gt;
====Perception====&lt;br /&gt;
&lt;br /&gt;
[[Visibility]] - [[Light Sources]] - [[Vision Types]]* (infravision penetrates darkness, x-ray penetrates concealment)&lt;br /&gt;
&lt;br /&gt;
[[Sight Range]] (PHB, DMG and Wilderness Survival Guide should have some notes)&lt;br /&gt;
&lt;br /&gt;
====Range====&lt;br /&gt;
(concealment/lighting/cover, lowlight, xray etc.) - [[Line of Access]]* - &lt;br /&gt;
&lt;br /&gt;
[[Touch Range]]* - [[Melee Range]]* - [[Range]]* - [[Time]]*&lt;br /&gt;
&lt;br /&gt;
====Combat Spot Rules====&lt;br /&gt;
[[Main Hand vs. Off-Hand]] - [[Light Weapons]] - [[Two-Weapon &amp;amp; Multi-Weapon Fighting]] - [[Mixing Melee &amp;amp; Ranged]] - [[Firing Into Melee &amp;amp; Precision Attacks]] - [[Automatic Hits]] - [[Attacking an Area]] - [[Grenade-Like Missiles]]* - [[Scatter]]*&lt;br /&gt;
&lt;br /&gt;
[[Falling]]* - [[Falling Objects]]* - [[Gaze Attacks]]*&lt;br /&gt;
&lt;br /&gt;
[[Mounted Combat]]* (including vehicles) - [[Aerial Combat]]* - [[Underwater Combat]]*&lt;br /&gt;
&lt;br /&gt;
[[Restoring Consciousness]]*&lt;br /&gt;
&lt;br /&gt;
[[Permanent Damage]]* (maximum hp, vp, fp, system shock and stat loss - how to get it back if its removed)&lt;br /&gt;
&lt;br /&gt;
[[Flanking Attacks]]* [[Back Attacks]]* [[Turning]]* - [[Sneak Attacks]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(mounted combat - you can mount anything with a greater size than yourself unless specifically stated otherwise - otherwise, you are simply being carried by that character)&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
[[Passive Actions]] - [[Reactions]] - [[Opportunity Actions]] - [[Free Actions]]&lt;br /&gt;
&lt;br /&gt;
[[Move Actions]] - [[Standard Actions]] - [[Full Round Actions]] - [[Multi Round Actions]]&lt;br /&gt;
&lt;br /&gt;
===Warfare===&lt;br /&gt;
Integrity* - Structures*&lt;br /&gt;
&lt;br /&gt;
Land Vehicles* - Naval Vehicles* - Siege Engines*&lt;br /&gt;
&lt;br /&gt;
Naval Combat* - Siege War*&lt;br /&gt;
&lt;br /&gt;
Mass Combat*&lt;br /&gt;
&lt;br /&gt;
[[Formations]]*&lt;br /&gt;
&lt;br /&gt;
===Living===&lt;br /&gt;
Food &amp;amp; Hunger* - Drink &amp;amp; Thirst* - Sleep &amp;amp; Tiredness&lt;br /&gt;
&lt;br /&gt;
Temperature* - Air Supply* - [[Fire]]*&lt;br /&gt;
&lt;br /&gt;
===The World===&lt;br /&gt;
Social Reaction* - Performance* - [[Stealth]]* (hiding and sneaking)&lt;br /&gt;
&lt;br /&gt;
Hirelings, Followers and Henchmen*&lt;br /&gt;
&lt;br /&gt;
Overland Movement* - Exploration*&lt;br /&gt;
&lt;br /&gt;
[[Weather]]* (some notes in combat chapter of book, under Vision)&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
[[Physical Conditions]] - [[Mental Conditions]] - [[External Conditions]]&lt;br /&gt;
&lt;br /&gt;
[[Poison]] - [[Disease]]&lt;br /&gt;
&lt;br /&gt;
[[Wounds]] - [[Injuries]]&lt;br /&gt;
&lt;br /&gt;
original:&lt;br /&gt;
[[Conditions]]*&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
Wizard Spells* - Priest Spells* - Psionic Abilities*&lt;br /&gt;
&lt;br /&gt;
[[Special Abilities]]*&lt;br /&gt;
&lt;br /&gt;
===Special Conditions===&lt;br /&gt;
[[Tags]]*&lt;br /&gt;
&lt;br /&gt;
significantly reformat tags so they make sense. make the attack bonus thing stack regardless so its just &amp;quot;attack modifier&amp;quot; to standardise attack bonuses into circumstantial modifiers ala the opposed enchantment modifiers&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
Random Encounters* - Monster Stats* - Monster List*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eventually, these will all be links)&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Main_Page&amp;diff=2133</id>
		<title>Main Page</title>
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				<updated>2020-01-03T15:02:48Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Fundamentals */&lt;/p&gt;
&lt;hr /&gt;
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== Getting started ==&lt;br /&gt;
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&lt;br /&gt;
== Main Sections ==&lt;br /&gt;
Sections marked with * are unfinished.&lt;br /&gt;
Sections marked with † are intended to come later in development.&lt;br /&gt;
&lt;br /&gt;
][ = Bookmark&lt;br /&gt;
&lt;br /&gt;
[[Big Changes]]&lt;br /&gt;
&lt;br /&gt;
===Character Basics===&lt;br /&gt;
&lt;br /&gt;
[[Adventure Style]]* - [[Character Creation]]* (redo)&lt;br /&gt;
&lt;br /&gt;
'''Attributes''' - [[Attributes (Basic)|Attributes]] - [[Attribute Generation]] - [[Attribute Gain]] &lt;br /&gt;
&lt;br /&gt;
'''Physical Attributes''' - [[Strength (Attribute)|Strength]] - [[Dexterity_(Attribute)|Dexterity]] - [[Constitution_(Attribute)|Constitution]]&lt;br /&gt;
&lt;br /&gt;
'''Mental Attributes''' - [[Intelligence_(Attribute)|Intelligence]] - [[Wisdom_(Attribute)|Wisdom]] - [[Charisma_(Attribute)|Charisma]]&lt;br /&gt;
&lt;br /&gt;
===Derived Attributes===&lt;br /&gt;
&lt;br /&gt;
'''Health''' - [[Hit-Dice (Health)|Hit-Dice]] - [[HP (Health)|HP]] - [[VP (Health)|VP]] - [[Fatigue (Health)|Fatigue]] - [[System Shock (Health)]]*  ][&lt;br /&gt;
&lt;br /&gt;
'''Other Derived Attributes''' - [[Mobility_(Derived Attribute)|Mobility]]* - [[Encumbrance_(Derived Attribute)|Encumbrance]] - [[Speed_(Derived Attribute)|Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Former version:&lt;br /&gt;
&lt;br /&gt;
'''Derived Attributes''' - [[Health_(Derived Attribute)|Health]]* (heavy revisions necessary due to issues with HD + Class Levels) ][ - [[Fatigue_(Derived Attribute)|Fatigue]] -&lt;br /&gt;
&lt;br /&gt;
===Fundamentals===&lt;br /&gt;
&lt;br /&gt;
'''Race''' - [[Race (Fundamental)|Race]]† - [[Race List (List)|Race List]]† - break up cultural and physical traits of races, stonecunning etc. can be from someone who was raised by dwarves as easily as someone who is a dwarf&lt;br /&gt;
&lt;br /&gt;
'''Class''' - [[Experience (Fundamental)|Experience]]† - [[Class (Fundamental)|Class]]† - [[Class Form (Fundamental)|Class Form]]† - [[Class List (List)|Class List]]†&lt;br /&gt;
&lt;br /&gt;
(Class must define Class, Levels. Class Form Class/Monoclass, Multiclass, Dualclass, Pseudoclass and 0th Level Characters)&lt;br /&gt;
&lt;br /&gt;
'''Other Fundamentals''' - [[Age (Fundamental)|Age]] -  - [[Size (Fundamental)|Size]]† - [[Background (Fundamental)|Background]]†&lt;br /&gt;
&lt;br /&gt;
===Skills and Traits===&lt;br /&gt;
&lt;br /&gt;
'''Combat''' - [[Combat Proficiency (Proficiency)|Combat Proficiency]]† - [[Combat Proficiency (Proficiency)#Combat Points|Combat Points]]† - [[Weapon Proficiency (Proficiency)|Weapon Proficiency]]† - [[Fighting Style Proficiency (Proficiency)|Fighting Style Proficiency]]† - [[Armour Proficiency (Proficiency)|Armour Proficiency]]† - [[Defence Proficiency (Proficiency)|Defence Proficiency]]† - [[Combat Proficiency Training (Proficiency)|Combat Proficiency Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Skill''' - [[Skill Proficiency (Proficiency)|Skill Proficiency]]* - [[Skill Proficiency (Proficiency)#Skill Points|Skill Points]]* - [[Skill Use (Proficiency)#Skill Rating|Skill Rating]]* - [[Skill Use (Proficiency)#Skill Difficulty|Skill Difficulty]]* - Critical Skill Use (Proficiency) - Fumbled Skill Use (Proficiency) - [[Skill Training (Proficiency)|Skill Training]]† - [[Language (Proficiency)|Language]] - [[Language (Proficiency)#Fluency|Fluency]] - [[Language Training (Proficiency)|Language Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Magical''' - [[Arcane Learning (Proficiency)|Arcane Learning]] - [[Divine Spheres (Proficiency)|Divine Spheres]] - [[Magical Proficiency (Proficiency)|Magical Proficiency]] - [[Magical Training (Proficiency)|Magical Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Special''' - [[Bonus Points (Proficiency)|Bonus Points]] - [[Talents (Proficiency)]] - [[Talent Points (Proficiency)#Talent Points|Talent Points]] - [[Talent Training (Proficiency)|Talent Training]] - [[Traits_(Traits)|Traits]] - [[Traits_(Traits)#Qualities|Qualities]] - [[Traits_(Traits)#Flaws|Flaws]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Combat Proficiency List (List)]] - [[Skill Proficiency List (List)]] - [[Talent List (List)]] - [[Language List (List]] - [[Arcane Learning List (List)]] - [[Divine Learning List (List)]] - [[Magical Proficiency List]] [[Traits List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Equipment and Expenses===&lt;br /&gt;
&lt;br /&gt;
'''Treasure''' - [[Coinage (Treasure]] - [[Gems (Treasure)]] - [[Art (Treasure)]] - [[Treasure Tables (Treasure)]]&lt;br /&gt;
&lt;br /&gt;
Note: we should probably put weapon material (for weapon and ammo) on one page, defence material (for armour, shields, helms) on one page, quality for the former on one page, quality for the other on another page.&lt;br /&gt;
&lt;br /&gt;
'''Weaponry''' - [[Weapons (Weaponry)]] - [[Weapon Quality (Weaponry)]] - [[Weapon Material (Weaponry]] - [[Weapon Size (Weaponry)]] - [[Ammo (Weaponry)]] - [[Ammo Quality (Weaponry)]] - [[Ammo Material (Weaponry)]] - [[Ammo Size (Weaponry)]]&lt;br /&gt;
&lt;br /&gt;
'''Defences''' - [[Armour (Defences) ]] - [[Armour Quality (Defences)]] - [[Armour Material (Defences)]] - [[Helmets (Defences)]] - [[Helmet Quality (Defences)]] - [[Helmet Material (Defences)]] - [[Shields (Defences)]] - [[Shield Quality Defences]] - [[Shield Material (Defences)]]&lt;br /&gt;
&lt;br /&gt;
'''Gear''' [[Equipment (Gear)]] - [[Tools (Gear)]] - [[Clothing (Gear)]]&lt;br /&gt;
&lt;br /&gt;
'''Supplies''' - [[Supplies (Supplies)]] - [[Food (Supplies)]] - [[Drink (Supplies)]] - [[Containers (Supplies)]] - [[Trade Goods (Supplies)]]&lt;br /&gt;
&lt;br /&gt;
'''Animal Purchases''' - [[Animals (Animal Goods)]] - [[Mounts (Animal Goods)]] - [[Barding (Animal Goods))]] - [[Tack &amp;amp; Harness (Animal Goods)]]&lt;br /&gt;
&lt;br /&gt;
'''Machine Purchases''' - [[Land Vehicles (Machine Purchases)]] - [[Naval Vehicles (Machine Purchases)]] - [[Air Vehicles (Machine Purchases]] - [[Unusual Vehicles (Machine Purchases)]] [[Siege Engines (Machine Purchases)]]&lt;br /&gt;
&lt;br /&gt;
'''(something to express magic items for sale??)''' [[Potions (Alchemicals)]] - [[Reagents (Alchemicals)]] - other stuff?&lt;br /&gt;
&lt;br /&gt;
'''Services''' - [[Hirelings (Services)]] - [[Magical Services (Services)]] - [[Standard Services (Services)]] - [[Soldiers (Services)]] - [[Staffing (Services)]] &lt;br /&gt;
(hiring people, identification, healing, etc.)&lt;br /&gt;
&lt;br /&gt;
===Living===&lt;br /&gt;
&lt;br /&gt;
'''Survival''' - [[Food and Hunger(Survival)]] - [[Water and Thirst (Survival)]] - [[Sleep and Tiredness (Survival)]] - [[Air Supply (Survival)]] - [[Temperature (Survival)]] - [[Fire (Survival)]] - [[Shelter (Survival)]] - [[Weather (Survival)]] - [[Climate System (Survival)]]&lt;br /&gt;
&lt;br /&gt;
'''Resources''' - [[Hunting (Resources)]] - [[Foraging (Resources)]] - [[Agriculture (Resources)]] - [[Logging (Resources)]] - [[Obtaining Water (Resources)]] - [[Gathering (Resources)]] - [[Mining (Resources)]] - [[Fishing (Resources)]]&lt;br /&gt;
&lt;br /&gt;
'''Civil''' - [[Lodging (Civil)]] - [[Expenses (Civil)]] - [[Work (Civil)]] - [[Performance (Civil)]] - [[Thieving (Civil)]]&lt;br /&gt;
&lt;br /&gt;
'''Training''' - [[Personal Training (Training)]] - [[Teaching (Training)]]&lt;br /&gt;
 &lt;br /&gt;
'''Crafting''' - etc.&lt;br /&gt;
&lt;br /&gt;
'''Company''' - [[Socializing (Company)]] [[Hirelings (Company)]] - [[Followers (Company)]] - [[Henchmen (Company)]] - [[Companions (Company)]] - [[Loyalty (Company)]]&lt;br /&gt;
&lt;br /&gt;
(companions used for bonds like animal companions and familiars)&lt;br /&gt;
&lt;br /&gt;
(expenses to cover how much it costs to live according to a certain standard, streamlining some of the other life stuff&lt;br /&gt;
&lt;br /&gt;
===Perception===&lt;br /&gt;
&lt;br /&gt;
'''Vision''' - [[Visibility (Perception)]] - [[Vision Types (Perception]] - [[Visual Range (Perception)]] - [[Light Sources (Vision)]]&lt;br /&gt;
&lt;br /&gt;
'''Hearing''' - [[Noise (Hearing)]] - [[Hearing Types (Hearing)]] - [[Hearing Range (Perception]]&lt;br /&gt;
&lt;br /&gt;
'''Other Senses''' - (taste) (smell) (touch) (tremorsense) (other stuff)&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
'''Magic''' [[Spell Casting (Magic)]] - [[Spell Preparation (Magic)]] - [[Ritual Casting (Magic)]] What else?&lt;br /&gt;
&lt;br /&gt;
'''Arcane''' - [[Arcane Magic (Arcane)]] - [[Learning Spells (Arcane)]] - [[Magical Fumbling (Arcane)]] (for armour use)&lt;br /&gt;
&lt;br /&gt;
'''Divine''' - [[Divine Magic (Divine)]] - [[Domain Casting (Divine)]] - What else?&lt;br /&gt;
&lt;br /&gt;
'''Magical Subjects''' - [[Magical Subjects (Magical Subjects]] - [[Summons (Magical Subjects)]] - [[Bound Undead (Magical Subjects)]] - [[Controlled Constructs (Magical Subjects)]] - [[Enchanted Thralls (Magical Subjects)]]&lt;br /&gt;
&lt;br /&gt;
'''Crafting''' - [[Magical Crafting (Crafting)]] - [[Magical Potions (Crafting)]] - (Scrolls, Magical Items, Weapons, Armour, Runes, other stuff.)&lt;br /&gt;
&lt;br /&gt;
possible alterations into casting: change slots so utility type spells take fewer slots? ritual magic takes 1 hour per level, each mage of the required level to cast the spell must know the spell and can decrease the time taken by, what, 5 minutes?&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
'''Combat Basics''' - [[Starting Combat (Combat Basics)]] - [[Combat Round (Combat Basics)]] - [[Combat Actions (Combat Basics)]] - [[Combat Timing (Combat Basics)]] - [[Line of Sight (Combat Basics)]] - [[Line of Access (Combat Basics)]]&lt;br /&gt;
&lt;br /&gt;
'''Fighting''' - [[Attacking (Fighting)]] - [[thac0 (Fighting)]] - [[Defence (Fighting)]] - [[Damage (Fighting)]] - [[Critical Attack (Attack)]] -  [[Fumbled Attack (Fighting)]] - [[Severity (Fighting)]] - [[Threat (Fighting)]]&lt;br /&gt;
&lt;br /&gt;
'''Damage''' - [[Damage (Damage)]] - [[Damage Types (Damage)]] - [[Item Damage (Damage)]] - [[Permanent Damage (Damage)]]&lt;br /&gt;
&lt;br /&gt;
'''Saves''' - [[Saving Throw (Saves)]] - [[Saving Throw#Making Saves (Save)]] - [[Saving Throw#Glancing Hit (Save)]] - [[Saving Throw#Critical Save (Saves)]] - [[Saving Throw#Fumbled Save (Saves)]] - [[Item Save (Save)]] - &lt;br /&gt;
&lt;br /&gt;
'''Innate Attacks''' - [[Brawling (Innate Attacks)]] - [[Wrestling (Innate Attacks)]] - [[Natural Attacks (Innate Attacks)]]&lt;br /&gt;
&lt;br /&gt;
'''Range''' - [[Touch Range (Range)]] - [[Melee Range (Range)]] - [[Range (Range)]]&lt;br /&gt;
&lt;br /&gt;
'''Attack Types''' - move some things from combat specifics to here, rename Combat Specifics&lt;br /&gt;
&lt;br /&gt;
'''Combat Specifics''' - [[Area Attack(Combat Specifics)]] - [[Envenomed Attack (Combat Specifics)]] - [[Gaze Attack (Combat Specifics)]] - [[Sound Attack (Combat Specifics)]] - [[Recharging Attack (Special Attacks)]] ? For like spider web and such [[Weapon Hand (Combat Specifics)]] - [[Multi-Weapon Fighting (Combat Specifics]] - [[Aura (Combat Specifics)]] - [[Firing into Melee]] - [[Mixing Weapon Types (Combat Specifics)]] - [[Automatic Hits (Combat Specifics)]] - [[Attacking an Area (Combat Specifics)]] - [[Grenade-Like Missiles (Combat Specifics)]] - [[Throwing (Combat Specifics)]] - [[Scatter (Combat Specifics)]] - [[Facing (Combat Specifics)]] - [[Sneak Attack (Combat Specifics)]] - [[Stealth in Combat (Combat Specifics)]]&lt;br /&gt;
&lt;br /&gt;
(attacking should include the differences between melee, missile and throwing weapons. Light weapon should be moved to a Tag. Recharging attack is for things like dragon breath and web. Facing explains turning, flank and back attacks )&lt;br /&gt;
&lt;br /&gt;
'''Special Combat''' - [[Mounted Combat (Special Combat)]] - [[Vehicular Combat (Special Combat)]] - [[Aerial Combat (Special Combat)]] - [[Underwater Combat (Special Combat)]] - [[Zero Gravity Combat (Special Combat)]] - [[Fighting Whilst Falling (Special Combat)]] (may rename this category?)&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
'''Action Types''' - [[Passive Actions (Action Type)]] - [[Reactions (Action Type)]] - [[Opportunity Actions (Action Type)]] - [[Free Actions (Action Type)]] - [[Move Actions (Action Type)]] - [[Standard Actions (Action Type)]] - [[Full Actions (Action Type)]] - [[Multi Actions (Action Type)]] - [[Longterm Actions (Action Type)]] - [[Sustained Actions (Action Type)]] - [[Legendary Actions (Action Type)]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Passive Action List (List)]] - [[Reaction List (List)]] - [[Opportunity Action List (List)]] - [[Free Action List (List)]] - [[Move Action List (List)]] - [[Standard Action List (List)]] - [[Full Action List (List)]] - [[Multi Action List (List)]] - [[Longterm Action List (List)]] - [[Sustained Action List (List)]] - [[Legendary Action List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Adventuring===&lt;br /&gt;
&lt;br /&gt;
'''Dangers''' - [[Falling Objects (Dangers)]] - [[Falling (Dangers)]] - Drowning - Asphyxiation - what else? (List specific kinds of hazards from the Survival Guides perhaps)&lt;br /&gt;
&lt;br /&gt;
'''Movement''' - [[Move Points (Movement)]] - [[Movement Type (Movement)]] - [[Movement Style (Movement)]] - [[Terrain Features (Movement)]] - [[Jumping (Movement)]]&lt;br /&gt;
&lt;br /&gt;
'''Overworld''' - [[Move Points (Overworld Movement)]] - [[Terrain Features (Overworld)]] - [[Travel (Overworld)]] - [[Sailing (Overworld)]] - [[Flying (Overworld)]] - [[Exploration (Overworld)]]&lt;br /&gt;
&lt;br /&gt;
'''Recovery''' - [[Healing (Recovery)]] - [[Resting (Recovery)]] - [[Regeneration (Recovery)]]&lt;br /&gt;
&lt;br /&gt;
'''Stealth''' - [[Detection (Stealth)]] - [[Stealth (Stealth)]]&lt;br /&gt;
&lt;br /&gt;
'''Tags''' - [[Location Tag Basics (Tags)]] - [[Location Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Warfare===&lt;br /&gt;
'''Battles''' - [[Mass Combat (Battles)]] - [[Naval Combat (Battles)]] - [[Formations (Battles)]]&lt;br /&gt;
&lt;br /&gt;
'''Siege''' - [[Structures (Siege)]] - [[Siege War (Siege)]] - [[Siege Construction (Siege)]]&lt;br /&gt;
&lt;br /&gt;
'''Vehicular Warfare''' - Land Vehicles - Naval Vehicles - Siege Engines&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
&lt;br /&gt;
'''Condition Types''' - [[Physical Conditions (Condition Type)]] - [[Mental Conditions (Condition Type)]] - [[External Conditions (Condition Type)]]&lt;br /&gt;
'''Poison''' - [[Poison Basics (Poison)]] - [[Poison List (List)]]&lt;br /&gt;
'''Disease''' - [[Disease Basics (Disease)]] - [[Disease List (List)]]&lt;br /&gt;
'''Wounds''' - [[Wound Basics (Wounds)]] - [[Wound List (List)]]&lt;br /&gt;
'''Conditions List''' - [[Physical Conditions List (List)]] - [[Mental Conditions List (List)]] - [[External Conditions List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities''' - [[Active Abilities (Special Abilities)]] - [[Passive Abilities (Special Abilities)]] - [[Active Abilities List (List)]] - [[Passive Abilities List]] - [[Arcane Spells List (List)]] - [[Divine Spells List (List)]] - [[Psionics List (List)]]&lt;br /&gt;
&lt;br /&gt;
'''Tags''' [[Ability Tag Basics]] - [[Ability Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
&lt;br /&gt;
'''Monsters''' - [[Monster Stats (Monsters)]]  - [[Monster Generation (Monsters)]] - [[Monster Conversion (Monsters)]] - [[Playable Monsters (Monsters)]] - [[Monster Tag Basics (Tags)]] &lt;br /&gt;
&lt;br /&gt;
'''Encounters''' - [[Random Encounters (Encounters)]] - [[Wandering Monsters (Encounters)]] - [[Special Encounters (Encounters)]] - [[Encounter Tag Basics (Tags)]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Monster List (List)]] - [[Monster Tag List (List)]] - [[Encounter Lists (List)]] - [[Encounter Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
(monster types makes some of the tags specific to creatures)&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
'''Tags''' - [[Tag Basics (Tags)]] - [[Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
current to do&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special Skills List]]*  [[Skill List]]* - [[Language Fluency]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Idea: &amp;quot;Attribute Relatives&amp;quot; - just like very large and very small things change HP/Damage scale, physical stat relatives across utterly enormous sizes will probably add additional bonuses. Either we have, like, Continental Scale versions of attriutes like Str that have Bigger Bonuses... OR we just say &amp;quot;characters of this size scale have a bonus of X to hit, damage, whatever and on checks where size difference is relevant, multiply the bonus/penalty by X or something. I dunno. We'll work it out on Size.&lt;br /&gt;
&lt;br /&gt;
Possible alteration of Critical Success for Skills; if you roll 1 or 20, roll 1d6 and add or subtract it from the roll. Keep rolling if you roll a 6. Then use this value for the effective roll. Maybe consider changes to Critical Hits in the same vein; add d6s and then compare the AC and do the 1/2 damaging thing. See also Saves. Maybe add Critical Ranges to these things too.&lt;br /&gt;
&lt;br /&gt;
== Original List (presently redressing) Main Sections ==&lt;br /&gt;
Sections marked with * are unfinished.&lt;br /&gt;
&lt;br /&gt;
===Character Basics===&lt;br /&gt;
&lt;br /&gt;
[[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
[[Attributes]] - [[Attributes#Attribute_Generation|Attribute Generation]] - [[Attributes#Skill_Modifiers|Skill Modifiers]] - [[Attributes#Attribute_Gain|Attribute Gain]] - [[Encumbrance]]&lt;br /&gt;
&lt;br /&gt;
[[Strength]] - [[Dexterity]] - [[Constitution]] - [[Intelligence]] - [[Wisdom]] - [[Charisma]]&lt;br /&gt;
&lt;br /&gt;
[[Races]] - [[Age]] - [[Size]]* -&lt;br /&gt;
&lt;br /&gt;
(Social Reaction Modifier is now Disposition Modifier, Social Modifier now is Presence Modifier)&lt;br /&gt;
&lt;br /&gt;
===Derived Attributes===&lt;br /&gt;
&lt;br /&gt;
[[Health]] - [[Fatigue]] - [[Mobility]] - [[Encumbrance]] - [[Speed]]* (speed consists of two parts, base speed and weapon speed)&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
[[Classes]] - [[Class List]]* - [[Class Options]]* - Starting Equipment*&lt;br /&gt;
&lt;br /&gt;
[[Experience]] - [[Class Training]]* -Practice &amp;amp; Study/Drilling (may need some new location)&lt;br /&gt;
&lt;br /&gt;
(add bulletpoints to table entries for classes to prevent the 'stack up' of comma'd traits)&lt;br /&gt;
&lt;br /&gt;
===Combat Proficiencies===&lt;br /&gt;
[[Combat Proficiencies]] - [[Combat Styles]]* - [[Combat Proficiency Training]]*&lt;br /&gt;
&lt;br /&gt;
===Skill Proficiencies===&lt;br /&gt;
[[Skill Proficiency Basics]]* - Skill Points - Skill Rating (include synergy) - [[Skill Difficulty]]*&lt;br /&gt;
&lt;br /&gt;
[[Special Skills]]* - [[Special Skills List]]*&lt;br /&gt;
&lt;br /&gt;
[[Skill List]]* - Traits* - [[Skill Proficiency Training]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Language Fluency]]*&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Money and Treasure*&lt;br /&gt;
&lt;br /&gt;
[[Weapons]]* - [[Weapon Quality]]* - [[Weapon Material]]*&lt;br /&gt;
&lt;br /&gt;
Armour* - Armour Quality* - Armour Material*&lt;br /&gt;
&lt;br /&gt;
Equipment* - &lt;br /&gt;
&lt;br /&gt;
Tools* - &lt;br /&gt;
&lt;br /&gt;
Supplies*&lt;br /&gt;
&lt;br /&gt;
Expenses* - Shopping*&lt;br /&gt;
&lt;br /&gt;
(following sections need appropriate division)&lt;br /&gt;
&lt;br /&gt;
Weapon size relative to the character changes what category it uses: for instance, a large longsword is considered a Great Sword in terms of proficiency for a Medium character&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
Magic* - [[Crafting Magical Items]]* - [[Magical Subjects]]*&lt;br /&gt;
&lt;br /&gt;
possible alterations into casting: change slots so utility type spells take fewer slots? ritual magic takes 1 hour per level, each mage of the required level to cast the spell must know the spell and can decrease the time taken by, what, 5 minutes?&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
[[Initiating Combat]] - [[Combat Round]] - [[Combat Actions]]&lt;br /&gt;
&lt;br /&gt;
====Attack &amp;amp; Defence====&lt;br /&gt;
[[Attacking]] - [[THAC0 Tables]] - [[Defending]] - [[Criticals and Fumbles (Combat)|Criticals and Fumbles (Combat)]]  - [[Severity]]&lt;br /&gt;
&lt;br /&gt;
[[Saves]] - [[Saving Throw Tables]] - [[Item Saves]] - [[Criticals and Fumbles (Saves)|Criticals and Fumbles (Saves)]]&lt;br /&gt;
&lt;br /&gt;
[[Damage]] - [[Recovery]]&lt;br /&gt;
&lt;br /&gt;
[[Brawling]]* - [[Wrestling]]* - [[Natural Attacks]]* - [[Throwing Attacks]]* - [[Threat]]* (and opportunity)&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
[[Movement]] - [[Terrain Features (Combat)]] - [[Alternative Movement (Combat)]] - [[Jumping]]( - [[Swimming]]* - [[Flying]]* - [[Burrowing]]*&lt;br /&gt;
&lt;br /&gt;
edit jumping rules somewhat - change table to be 1/3, 1/6, 1/12, 1/20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Humanoid Movement Methods]]* - [[Beast Movement Methods]]* (running and sprinting vs canter/gallop/dashing) -&lt;br /&gt;
&lt;br /&gt;
====Perception====&lt;br /&gt;
&lt;br /&gt;
[[Visibility]] - [[Light Sources]] - [[Vision Types]]* (infravision penetrates darkness, x-ray penetrates concealment)&lt;br /&gt;
&lt;br /&gt;
[[Sight Range]] (PHB, DMG and Wilderness Survival Guide should have some notes)&lt;br /&gt;
&lt;br /&gt;
====Range====&lt;br /&gt;
(concealment/lighting/cover, lowlight, xray etc.) - [[Line of Access]]* - &lt;br /&gt;
&lt;br /&gt;
[[Touch Range]]* - [[Melee Range]]* - [[Range]]* - [[Time]]*&lt;br /&gt;
&lt;br /&gt;
====Combat Spot Rules====&lt;br /&gt;
[[Main Hand vs. Off-Hand]] - [[Light Weapons]] - [[Two-Weapon &amp;amp; Multi-Weapon Fighting]] - [[Mixing Melee &amp;amp; Ranged]] - [[Firing Into Melee &amp;amp; Precision Attacks]] - [[Automatic Hits]] - [[Attacking an Area]] - [[Grenade-Like Missiles]]* - [[Scatter]]*&lt;br /&gt;
&lt;br /&gt;
[[Falling]]* - [[Falling Objects]]* - [[Gaze Attacks]]*&lt;br /&gt;
&lt;br /&gt;
[[Mounted Combat]]* (including vehicles) - [[Aerial Combat]]* - [[Underwater Combat]]*&lt;br /&gt;
&lt;br /&gt;
[[Restoring Consciousness]]*&lt;br /&gt;
&lt;br /&gt;
[[Permanent Damage]]* (maximum hp, vp, fp, system shock and stat loss - how to get it back if its removed)&lt;br /&gt;
&lt;br /&gt;
[[Flanking Attacks]]* [[Back Attacks]]* [[Turning]]* - [[Sneak Attacks]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(mounted combat - you can mount anything with a greater size than yourself unless specifically stated otherwise - otherwise, you are simply being carried by that character)&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
[[Passive Actions]] - [[Reactions]] - [[Opportunity Actions]] - [[Free Actions]]&lt;br /&gt;
&lt;br /&gt;
[[Move Actions]] - [[Standard Actions]] - [[Full Round Actions]] - [[Multi Round Actions]]&lt;br /&gt;
&lt;br /&gt;
===Warfare===&lt;br /&gt;
Integrity* - Structures*&lt;br /&gt;
&lt;br /&gt;
Land Vehicles* - Naval Vehicles* - Siege Engines*&lt;br /&gt;
&lt;br /&gt;
Naval Combat* - Siege War*&lt;br /&gt;
&lt;br /&gt;
Mass Combat*&lt;br /&gt;
&lt;br /&gt;
[[Formations]]*&lt;br /&gt;
&lt;br /&gt;
===Living===&lt;br /&gt;
Food &amp;amp; Hunger* - Drink &amp;amp; Thirst* - Sleep &amp;amp; Tiredness&lt;br /&gt;
&lt;br /&gt;
Temperature* - Air Supply* - [[Fire]]*&lt;br /&gt;
&lt;br /&gt;
===The World===&lt;br /&gt;
Social Reaction* - Performance* - [[Stealth]]* (hiding and sneaking)&lt;br /&gt;
&lt;br /&gt;
Hirelings, Followers and Henchmen*&lt;br /&gt;
&lt;br /&gt;
Overland Movement* - Exploration*&lt;br /&gt;
&lt;br /&gt;
[[Weather]]* (some notes in combat chapter of book, under Vision)&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
[[Physical Conditions]] - [[Mental Conditions]] - [[External Conditions]]&lt;br /&gt;
&lt;br /&gt;
[[Poison]] - [[Disease]]&lt;br /&gt;
&lt;br /&gt;
[[Wounds]] - [[Injuries]]&lt;br /&gt;
&lt;br /&gt;
original:&lt;br /&gt;
[[Conditions]]*&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
Wizard Spells* - Priest Spells* - Psionic Abilities*&lt;br /&gt;
&lt;br /&gt;
[[Special Abilities]]*&lt;br /&gt;
&lt;br /&gt;
===Special Conditions===&lt;br /&gt;
[[Tags]]*&lt;br /&gt;
&lt;br /&gt;
significantly reformat tags so they make sense. make the attack bonus thing stack regardless so its just &amp;quot;attack modifier&amp;quot; to standardise attack bonuses into circumstantial modifiers ala the opposed enchantment modifiers&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
Random Encounters* - Monster Stats* - Monster List*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eventually, these will all be links)&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Attributes_(Basic)&amp;diff=2132</id>
		<title>Attributes (Basic)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Attributes_(Basic)&amp;diff=2132"/>
				<updated>2020-01-03T14:41:00Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Attribute Scores==&lt;br /&gt;
All characters have a set of six Attributes.&lt;br /&gt;
The value given to an Attribute is called its Attribute Score. &lt;br /&gt;
&lt;br /&gt;
The six Attributes are as follows:&lt;br /&gt;
&lt;br /&gt;
*''[[Strength_(Attribute)|Strength]]'' - The character's capacity for physical might.&lt;br /&gt;
*''[[Dexterity_(Attribute)|Dexterity]]'' - The character's speed and coordination.&lt;br /&gt;
*''[[Constitution_(Attribute)|Constitution]]'' - The character's hardiness and health.&lt;br /&gt;
*''[[Intelligence_(Attribute)|Intelligence]]'' - The character's deductive and reasoning powers.&lt;br /&gt;
*''[[Wisdom_(Attribute)|Wisdom]]'' - The character's perception and insight.&lt;br /&gt;
*''[[Charisma_(Attribute)|Charisma]]'' - The character's social ability.&lt;br /&gt;
&lt;br /&gt;
An Attribute can range from 0 to 25. &lt;br /&gt;
&lt;br /&gt;
===Base Attributes===&lt;br /&gt;
Base Attributes refer to the character's Attribute Scores prior to all modification, including Racial Modifiers, as created during [[Attribute Generation]]. At this point, a character's Base Attributes can range from 3 to 18 or 3 to 18/00 where Exceptional Attributes exist however.&lt;br /&gt;
&lt;br /&gt;
===Attributes at 0===&lt;br /&gt;
A character with an Attribute at 0 cannot use that Attribute score for anything, unless they have special Traits. Attributes at 0 have special effects in addition to what is listed on their table.&lt;br /&gt;
&lt;br /&gt;
Despite not being alive, many beings have Constitution scores as this still represents their physical hardiness. A zombie may be immune to poison but it still has flesh, a ghost may be intangible on the Material Plane but has a (relatively) physical form on the Ethereal Plane.&lt;br /&gt;
&lt;br /&gt;
==Attribute Score Modification==&lt;br /&gt;
Attribute Scores are seldom permanently changed as they represent the capacity of the character on an average day. Disease, Curses and beneficial magic usually applies only a condition that modifies skill use. &lt;br /&gt;
&lt;br /&gt;
Permanent adjustments to Attributes that ''cannot'' be treated by healing or magic are made to Attribute scores - this includes the consequences of Aging and possible permanent damage done by certain Diseases. In these cases anything that is directly tied to the Attribute Score ''must'' be adjusted - if a character's permanent Constitution Score drops from 16 to 15, the character loses 1 point of Health. It is recommended, however, you record your original Attributes, however, on the off-chance that these alterations are ever somehow removed.&lt;br /&gt;
&lt;br /&gt;
A characters base Attribute Scores are modified by their Race bonuses; typically a +1 and a -1 to a specific Attribute.&lt;br /&gt;
&lt;br /&gt;
===Why not modify Attributes more?===&lt;br /&gt;
This is for a a number of reasons. Firstly, it does not represent the character on the average day - clouding of the senses is treated as external to who they essentially are. Secondly because it would require potentially adjusting a lot of Skills quite often as conditions are applied and removed - Disease will potentially have a knock on effect on many, many skills linked to weakened attributes and having to potentially recalculate the relevant skill modifiers. Finally, sometimes a change in an Attribute score will have no real effect, except potentially on skill use, as only very high or relatively low scores apply penalties to things like To-Hit. In the interest of making various conditions have more of an effect, they apply penalties broadly rather than to attribute scores.&lt;br /&gt;
&lt;br /&gt;
==Exceptional Attributes==&lt;br /&gt;
To distinguish the difference between the peak of human capability and fantastical beings, at 18, a character develops an Exceptional Attribute score. At this point, the character rolls 1d100 to determine the level of their Exceptional Attribute.&lt;br /&gt;
&lt;br /&gt;
By default, only [[Strength_(Attribute)|Strength]] is capable of becoming ''Exceptional Strength''.&lt;br /&gt;
&lt;br /&gt;
===Exceptional Attributes with Bonuses===&lt;br /&gt;
If a character has a modifier to an Attribute that has 18, they must roll for the Exceptional Attribute if available. If they have a bonus to the Attribute, lower the bonus they would receive by 1 and instead give them a +50 on the roll. If this modifier would take their Exceptional Attribute above 18/00, increase it to 18/00. If a character receives this bonus and rolls 100 on the 1d100 and has a positive modifier or still has a positive modifier to the Attribute, they are automatically increased to 19 and reduce any remaining positive modifier to the Attribute by 1, down to 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt; - Any roll that would take the character above 18/00 is considered 18/00.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;'''Heroic Adventures'''&amp;lt;/span&amp;gt; - No change.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;'''Epic Adventures'''&amp;lt;/span&amp;gt; - Any roll that would take the character above 18/00 will push the Attribute into 19.&lt;br /&gt;
&lt;br /&gt;
===Exceptional Attributes with Penalties===&lt;br /&gt;
If they have a penalty to the Attribute, lower the penalty they would receive by 1 and instead give them a -50 on the roll. If this modifier would take their Exceptional Attribute below 18/01, decrease it to 18. Any remaining negative modifiers to the attribute are then applied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt; - If a character receives the above penalty and rolls 01 on the 1d100 and has a negative modifier or still has a negative modifier to the Attribute, they are automatically decreased to 17 and reduce any remaining negative modifier to the Attribute by 1, down to 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;'''Heroic Adventures'''&amp;lt;/span&amp;gt; - No change.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;'''Epic Adventures'''&amp;lt;/span&amp;gt; - Any dice roll of 25 or more that would take the character below 18/01 is instead reduced to 18/01. Rolls below 25 instead reduce it to 18.&lt;br /&gt;
&lt;br /&gt;
==Skill Modifiers==&lt;br /&gt;
Attributes have a modifier for Skills depending on how high the Attribute Score is. This is applied to the Base Skill, which depends upon the Skill's Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|Attribute Skill Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|'''Attribute Score'''&lt;br /&gt;
|''Skill Modifier''&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
| -10&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
| -5&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| +6&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| +7&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| +9&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Visibility&amp;diff=2131</id>
		<title>Visibility</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Visibility&amp;diff=2131"/>
				<updated>2020-01-03T14:16:15Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: maybe every 10% below 60% visibility is a -1 (so -1 at 50%, -2 at 40, etc. -5 at 10% and then a -10 at 0% to simulate total blindness)&lt;br /&gt;
&lt;br /&gt;
Visibility refers to how hard it is to see and respond to an opponent. It is broken into two interacting elements - Light and Concealment. &lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
Light is considered the base-line of Visibility - the more light, the more characters are able to see before Concealment interferes. [[Light Sources]] and [[Vision Types]] alter the Light Level. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Light&lt;br /&gt;
|-&lt;br /&gt;
|'''%'''&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|-&lt;br /&gt;
| 0%&lt;br /&gt;
| Total Darkness, Sealed Cave or Tomb&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| Stormy Night&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| Faint Stars Out&lt;br /&gt;
|-&lt;br /&gt;
| 30% &lt;br /&gt;
| Starlight&lt;br /&gt;
|-&lt;br /&gt;
| 40%&lt;br /&gt;
| Cloudy Night &lt;br /&gt;
|-&lt;br /&gt;
| 50%&lt;br /&gt;
| Moonlight, Shuttered Room during Daylight, Blackout Curtains&lt;br /&gt;
|-&lt;br /&gt;
| 60%&lt;br /&gt;
| Twilight&lt;br /&gt;
|-&lt;br /&gt;
| 70%&lt;br /&gt;
| Dawn or Dusk, Thickly Curtained Room during Daylight&lt;br /&gt;
|-&lt;br /&gt;
| 80%&lt;br /&gt;
| Sunrise or Sunset, Thinly Curtained Room during Daylight&lt;br /&gt;
|-&lt;br /&gt;
| 90%&lt;br /&gt;
| Cloudy Day, Windowed Room during Daylight&lt;br /&gt;
|-&lt;br /&gt;
| 100%&lt;br /&gt;
| Daylight&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Light Reaching Indoors===&lt;br /&gt;
If a room does not have a Light Source within it, it will block some of the light.&lt;br /&gt;
If a room has has windows (or open doors) that are not obscured from a light source, reduce the effective  Light entering the room by 10%.&lt;br /&gt;
If a room has curtained windows, reduce the effective Light entering the room by 20% if they are thin, 30% if they are thick or 50% if they are blackout curtains. The same applies for curtained doorways.&lt;br /&gt;
If a room has shuttered windows, decrease the effective Light entering the room by 50%. Most doors will do similarly.&lt;br /&gt;
&lt;br /&gt;
Note, this does not mean a room that has a solid door and shuttered windows has -100% Light entering the room, only that the windows and door reduce any Light Sources penetration by that amount - 50% each in this case. Naturally, this has no effect Light located inside the room.&lt;br /&gt;
&lt;br /&gt;
===Magical Light and Magical Darkness===&lt;br /&gt;
Magical Light increases the effective Light of an area as a [[Light Sources|Light Source]] whilst Darkness decreases the effective Light of a room. Only Magical Light can penetrate Magical Darkness.&lt;br /&gt;
&lt;br /&gt;
==Concealment==&lt;br /&gt;
Concealment decreases the effective Visibility of a given target.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Concealment&lt;br /&gt;
|-&lt;br /&gt;
|'''Concealment'''&lt;br /&gt;
|'''Concealment Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| Target is Completely Exposed&lt;br /&gt;
| +0%&lt;br /&gt;
|-&lt;br /&gt;
| Target is up to 1/4 Concealed (Dead Birch Tree, Light Scrub)&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
| Target is 1/4 to 1/2 Concealed (Waist High Fence, Bushes)&lt;br /&gt;
| +40%&lt;br /&gt;
|-&lt;br /&gt;
| Target is 1/2 to 3/4 Concealed (Shoulder High Wall, Pine Tree)&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| Target is more than 3/4 Concealed (Solid Wall, Redwood)&lt;br /&gt;
| +80%&lt;br /&gt;
|- &lt;br /&gt;
|'''Precipitation'''&lt;br /&gt;
|'''Concealment Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| Cloudy or Light (Drizzle)&lt;br /&gt;
| +10%&lt;br /&gt;
|- &lt;br /&gt;
| Moderate (Rain or Snow)&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy (Sleet, Snowstorm)&lt;br /&gt;
| +30%&lt;br /&gt;
|-&lt;br /&gt;
| Very Heavy (Storm)&lt;br /&gt;
| +40%&lt;br /&gt;
|-&lt;br /&gt;
| Torrential (Tropical Storm or Blizzard)&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| Inescapable (Heavy Blizzard, Magical Storm)&lt;br /&gt;
| +80%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fog or Mist'''&lt;br /&gt;
|'''Concealment Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| Light Fog, Mist or Smoke&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
| Dense Fog, Mist or Smoke&lt;br /&gt;
| +40%&lt;br /&gt;
|-&lt;br /&gt;
| Mists of Ravenloft, Paraelemental Plane of Smoke&lt;br /&gt;
| +80%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Visibility Effects==&lt;br /&gt;
To determine the Visibility level, subtract the value of the Concealment from the amount of Light.&lt;br /&gt;
Multiple levels of Concealment may stack.&lt;br /&gt;
&lt;br /&gt;
Light above 100% has no effects but counteracts greater amounts of darkness. Similarly, Light below 0% has no effect but counteracts greater amounts of Light.&lt;br /&gt;
&lt;br /&gt;
If Light is above 100%, consider it to be 100 for purposes of subtracting Concealment to determine Visibility.&lt;br /&gt;
&lt;br /&gt;
Visibility has no further effects below 0%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Visibility&lt;br /&gt;
|-&lt;br /&gt;
|'''%'''&lt;br /&gt;
|'''Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| 100%&lt;br /&gt;
| No Effects&lt;br /&gt;
|-&lt;br /&gt;
| 90%&lt;br /&gt;
| Hide in Shadows receives +5% vs Character&lt;br /&gt;
|-&lt;br /&gt;
| 80%&lt;br /&gt;
| -1 To-Hit, -1 Reflex Saves, Hide in Shadows receives +10% vs Character&lt;br /&gt;
|-&lt;br /&gt;
| 70%&lt;br /&gt;
| -1 To Hit, -1 Reflex Saves, -1 AC, Hide in Shadows receives +15% vs Character&lt;br /&gt;
|-&lt;br /&gt;
| 60%&lt;br /&gt;
| -2 To-Hit, -2 Reflexes, -2 AC, Hide in Shadows receives +20% vs Character&lt;br /&gt;
|-&lt;br /&gt;
| 50%&lt;br /&gt;
| -2 To-Hit, -2 Reflexes, -2 AC, -1 on Sight-based Checks, Hide in Shadows receives +25% vs Character&lt;br /&gt;
|-&lt;br /&gt;
| 40%&lt;br /&gt;
| -3 To-Hit, -3 Reflex, -3 AC, -2 on Sight-based Checks, Hide in Shadows receives +30% vs Character&lt;br /&gt;
|-&lt;br /&gt;
| 30%&lt;br /&gt;
| -3 To-Hit, -3 Reflex, -3 AC, -3 on Sight-based Checks, Hide in Shadows receives +35% vs Character&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| -4 To-Hit, -4 Reflex, -4 AC, -4 on Sight-based Checks, Hide in Shadows receives +40% vs Character&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| -4 To-Hit, -4 Reflex, -4 AC, -5 on Sight-based Checks, Hide in Shadows receives +50% vs Character&lt;br /&gt;
|-&lt;br /&gt;
| 0%&lt;br /&gt;
| -5 To-Hit (Melee), -10 To-Hit (Ranged), -5 Reflex, -5 AC, Sight-based Checks cannot be made if Light is 0%, otherwise -10, Hide in Shadows automatically succeeds against Character, Poor Footing +1 if Light is 0%, Flatfooted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that some modifiers will apply only to the character when dealing with an opponent who is concealed from them. For example, a character who is at Visibility 0% to one enemy but Visibility 90% otherwise will not suffer a -10 To-Hit penalty against their other opponents. They are not Flatfooted against their non-concealed opponents either and can take Reactions normally ''except'' against their opponent, nor do they suffer Poor Footing. If this character were in total darkness, however, they would suffer these penalties.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=VP_(Health)&amp;diff=2130</id>
		<title>VP (Health)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=VP_(Health)&amp;diff=2130"/>
				<updated>2020-01-03T13:58:09Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* VP 0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=VP=&lt;br /&gt;
VP stands for Vitality Points. These represent how close the character is to dying. When out of VP, the character can scarcely hope to survive.&lt;br /&gt;
&lt;br /&gt;
Current VP, Maximum VP and Temporary are listed. When VP is generally referred to, assume it means Current VP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt; - Characters do not have Vitality or VP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;'''Heroic Adventures'''&amp;lt;/span&amp;gt; - No change.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;'''Epic Adventures'''&amp;lt;/span&amp;gt; - No change.&lt;br /&gt;
&lt;br /&gt;
===Current VP===&lt;br /&gt;
Current VP refers to how much of a character's VP is currently remaining - how far they are from death.&lt;br /&gt;
&lt;br /&gt;
Whenever a character takes damage and they have 0 or less HP, their Current VP is lowered by the amount of damage taken, after Temporary VP is exhausted.&lt;br /&gt;
&lt;br /&gt;
Insidious Damage also deals VP damage in addition to HP damage. If a character has 0 HP and takes Insidious Damage, they instead take double damage to VP.&lt;br /&gt;
&lt;br /&gt;
A character's VP cannot be raised above their Maximum VP. If something specifically describes itself as giving a character Temporary VP, it restores Current HP first and then increases Temporary VP.&lt;br /&gt;
&lt;br /&gt;
Current VP is regained by various means of recovery - Healing, Resting, Regeneration, magical spells and from converting Temporary VP into Current VP.&lt;br /&gt;
&lt;br /&gt;
===Maximum VP===&lt;br /&gt;
&lt;br /&gt;
Maximum VP refers to the total permanent VP received from all sources. It does not include Temporary VP.&lt;br /&gt;
&lt;br /&gt;
===Temporary VP===&lt;br /&gt;
A character may gain Temporary VP from various sources - usually magic. &lt;br /&gt;
&lt;br /&gt;
When a character receives damage that would effect VP, Temporary VP is reduced by the damage before applying any remaining damage to Current VP. If a character gains Temporary VP whilst their Current VP is below Maximum, increase Current VP by the Temporary VP instead - any remaining is then added to Temporary VP.&lt;br /&gt;
&lt;br /&gt;
Temporary VP remains until it is lost by damage or until it's duration has expired. If no duration is listed, Temporary VP lasts for 24 hours. Once the duration has expired, 1 point of Temporary VP is converted into Current VP per round. Temporary VP is also converted into Current VP at a rate of 1 point per 10 minutes of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot increase their Current HP with Temporary HP as it has reached Maximum HP and Temporary HP's duration has expired, then 1 point of Temporary HP is lost per round.&lt;br /&gt;
&lt;br /&gt;
=Determining VP=&lt;br /&gt;
VP is determined by the Character's [[Constitution_(Attribute)#Vitality|Vitality]], Hit-Dice size and number of HD or Levels.&lt;br /&gt;
&lt;br /&gt;
===HD Size Modifier===&lt;br /&gt;
If the character has 1+2 HD or less, they add half their HD Size to VP. If they have a Class, they may add their full Class HD to VP instead - whichever is greater.&lt;br /&gt;
&lt;br /&gt;
If the character has 1+3 HD or more, they add their full HD Size to VP or Class HD Size to VP, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
If the character is Multiclass, they use the average of their Class HD Sizes. Fractional HP can be saved for evening out when level increases.&lt;br /&gt;
&lt;br /&gt;
If the character is Dualclass, they use the largest HD Size available from Class HD. &lt;br /&gt;
&lt;br /&gt;
===HD # Modifiers===&lt;br /&gt;
If the character has 1+2 HD or less, they do not add a bonus to from HD to VP.&lt;br /&gt;
&lt;br /&gt;
If the character has 1+3 HD or more, they add 1 point to VP per HD they possess.&lt;br /&gt;
&lt;br /&gt;
A character gains 1 VP per Level up to and including Level 10. If a character is Multiclass, they divide VP gain across each class levels. The most they can gain from this is 10 VP. Fractional HP can be saved for evening out when level increases.&lt;br /&gt;
&lt;br /&gt;
If the character is Dualclass, they add the highest level they have.&lt;br /&gt;
&lt;br /&gt;
===Character Size Size Modifiers===&lt;br /&gt;
&lt;br /&gt;
Size has an effect on the total number of VPs a character has. This is a modifier to all VP the character receives, thus a character who gains 8 levels and is Large would gain +25% extra VPs from this, for a total of 10 instead of 8.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Size'''&lt;br /&gt;
|'''VP Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| Tiny-&lt;br /&gt;
| Half VPs for every Size Category below Tiny&lt;br /&gt;
|-&lt;br /&gt;
| Tiny&lt;br /&gt;
| Half VP&lt;br /&gt;
|-&lt;br /&gt;
| Small&lt;br /&gt;
| +0%&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| +0%&lt;br /&gt;
|-&lt;br /&gt;
| Large&lt;br /&gt;
| +25%&lt;br /&gt;
|-&lt;br /&gt;
| Huge&lt;br /&gt;
| +100%&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic&lt;br /&gt;
| +250%&lt;br /&gt;
|-&lt;br /&gt;
| Colossal&lt;br /&gt;
| +500%&lt;br /&gt;
|-&lt;br /&gt;
| Colossal+&lt;br /&gt;
| +250% for every Size Category above Colossal&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=VP 0=&lt;br /&gt;
At VP 0, a character is [[Death (Status)#Dead|Dead]], unless they have something that specifically prevents it. If they are not, they are considered [[Critical Condition (Status)#On The Brink of Death|On The Brink of Death]] and cannot have this removed until they are above VP 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt; - Characters do not have Vitality or VP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;'''Heroic Adventures'''&amp;lt;/span&amp;gt; - No change.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;'''Epic Adventures'''&amp;lt;/span&amp;gt; - Characters with Class Levels make a Saving Throw vs. Death whenever they take damage (including from bleeding) with a cumulative -1 penalty. If they ever fail a Save vs. Death, they die.&lt;br /&gt;
&lt;br /&gt;
===VP Below 0===&lt;br /&gt;
VP ''can'' be reduced below 0, but this only makes a difference for purposes of destroying the body, resurrection and regeneration. &lt;br /&gt;
&lt;br /&gt;
===Destruction Threshold===&lt;br /&gt;
A character has a Destruction Threshold equal to their Maximum VP. It is usually not necessary to write this down, however, as the player can just read their Maximum VP to determine it. &lt;br /&gt;
&lt;br /&gt;
Once a character is reduced to their Destruction Threshold, the character makes a [[Saving Throw_(Save)#Fortitude|Fortitude]] [[Saving Throw_(Save)#Saving Throw vs. Death|Saving Throw vs. Death]] with a penalty equal to half VP below their Destruction Threshold they are. Characters with [[Regeneration (Recovery)#Total Regeneration|Total Regeneration]] receives a bonus on Saves to resist Destruction equal to twice their Base Regeneration per round, providing the damage is not of a type that their Regeneration has an exemption to. On a failure, they are [[Death (Status)#Destroyed|Destroyed]]. For example, a character with 20 VP would need to be reduced to -20 VP before they must make a save to see if their body is destroyed beyond recognition. A character cannot be [[Death (Status)#Totally Destroyed|Totally Destroyed]] unless a specific attack or situation states that it is the case.&lt;br /&gt;
&lt;br /&gt;
===Total Regeneration===&lt;br /&gt;
If a character possesses [[Regeneration (Recovery)#Total Regeneration|Total Regeneration]], they do ''not'' become [[Death (Status)#Dead|Dead]] at VP 0 unless they are dealt damage that reduces them to below 0 of a type that their Regeneration has an Exemption to or something else occurs to void their Regeneration. Regeneration is, however, usually no protection against being [[Death (Status)#Totally Destroyed|Totally Destroyed]].&lt;br /&gt;
&lt;br /&gt;
A character with [[Regeneration (Recovery)#Total Regeneration|Total Regeneration]] receives a bonus on Saves to resist Destruction equal to twice their Base Regeneration per round against attacks that are not considered an Exemption to their Regeneration.&lt;br /&gt;
&lt;br /&gt;
A character with [[Regeneration#Total Regeneration|Total Regeneration]] does, however, suffer penalties to their Regeneration rate when other characters might [[Death (Status)#Dead|die]] or be [[Death (Status)#Destroyed|Destroyed]]. If below 0 VP, the character suffers [[Stunted Regeneration_(Status)#Stunted Regeneration|Stunted Regeneration]] slowing them to half their normal rate whilst if they are below their Destruction Threshold, they suffer [[Stunted Regeneration_(Status)#Glacial Regeneration|Glacial Regeneration]], increasing the time per regeneration by one step (1 round to 1 turn, 1 turn to 1 hour, 1 hour to 1 day, 1 day to 1 week and so forth).&lt;br /&gt;
&lt;br /&gt;
=VP Examples=&lt;br /&gt;
A Level 12 Dwarven Fighter with a Constitution of 19 has a Hit-Dice Size of d10 and a Vitality of 10. They receive +10 from their level. This gives them a total VP of 30.&lt;br /&gt;
&lt;br /&gt;
A Goblin Wizard 3/Thief 4 with a Constitution of 7 has a Hit-Dice Size of d4/2 + d6/2 from class or d8/2 from HD (opting for the former for 5) and a Vitality of 4. They receive +1.5 from Wizard and +2 from Thief. This gives them a total VP of 12.5.&lt;br /&gt;
&lt;br /&gt;
A Fighter 3 -&amp;gt; Cleric 4 Yuan-ti Abomination with a Constitution of 14 and a Base HD of 9 receives a HD Size of d10 from Fighter and a Vitality of 7. They receive +4 from Cleric (their highest Dualclass level) and an additional +9 for the number of Base HD. This gives them 30 VP before Size is considered. As a Large character, they receive a further 25% bonus to their VPs, for a total of 37.5 VP.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=VP_(Health)&amp;diff=2129</id>
		<title>VP (Health)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=VP_(Health)&amp;diff=2129"/>
				<updated>2020-01-03T13:55:08Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* VP 0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=VP=&lt;br /&gt;
VP stands for Vitality Points. These represent how close the character is to dying. When out of VP, the character can scarcely hope to survive.&lt;br /&gt;
&lt;br /&gt;
Current VP, Maximum VP and Temporary are listed. When VP is generally referred to, assume it means Current VP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt; - Characters do not have Vitality or VP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;'''Heroic Adventures'''&amp;lt;/span&amp;gt; - No change.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;'''Epic Adventures'''&amp;lt;/span&amp;gt; - No change.&lt;br /&gt;
&lt;br /&gt;
===Current VP===&lt;br /&gt;
Current VP refers to how much of a character's VP is currently remaining - how far they are from death.&lt;br /&gt;
&lt;br /&gt;
Whenever a character takes damage and they have 0 or less HP, their Current VP is lowered by the amount of damage taken, after Temporary VP is exhausted.&lt;br /&gt;
&lt;br /&gt;
Insidious Damage also deals VP damage in addition to HP damage. If a character has 0 HP and takes Insidious Damage, they instead take double damage to VP.&lt;br /&gt;
&lt;br /&gt;
A character's VP cannot be raised above their Maximum VP. If something specifically describes itself as giving a character Temporary VP, it restores Current HP first and then increases Temporary VP.&lt;br /&gt;
&lt;br /&gt;
Current VP is regained by various means of recovery - Healing, Resting, Regeneration, magical spells and from converting Temporary VP into Current VP.&lt;br /&gt;
&lt;br /&gt;
===Maximum VP===&lt;br /&gt;
&lt;br /&gt;
Maximum VP refers to the total permanent VP received from all sources. It does not include Temporary VP.&lt;br /&gt;
&lt;br /&gt;
===Temporary VP===&lt;br /&gt;
A character may gain Temporary VP from various sources - usually magic. &lt;br /&gt;
&lt;br /&gt;
When a character receives damage that would effect VP, Temporary VP is reduced by the damage before applying any remaining damage to Current VP. If a character gains Temporary VP whilst their Current VP is below Maximum, increase Current VP by the Temporary VP instead - any remaining is then added to Temporary VP.&lt;br /&gt;
&lt;br /&gt;
Temporary VP remains until it is lost by damage or until it's duration has expired. If no duration is listed, Temporary VP lasts for 24 hours. Once the duration has expired, 1 point of Temporary VP is converted into Current VP per round. Temporary VP is also converted into Current VP at a rate of 1 point per 10 minutes of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot increase their Current HP with Temporary HP as it has reached Maximum HP and Temporary HP's duration has expired, then 1 point of Temporary HP is lost per round.&lt;br /&gt;
&lt;br /&gt;
=Determining VP=&lt;br /&gt;
VP is determined by the Character's [[Constitution_(Attribute)#Vitality|Vitality]], Hit-Dice size and number of HD or Levels.&lt;br /&gt;
&lt;br /&gt;
===HD Size Modifier===&lt;br /&gt;
If the character has 1+2 HD or less, they add half their HD Size to VP. If they have a Class, they may add their full Class HD to VP instead - whichever is greater.&lt;br /&gt;
&lt;br /&gt;
If the character has 1+3 HD or more, they add their full HD Size to VP or Class HD Size to VP, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
If the character is Multiclass, they use the average of their Class HD Sizes. Fractional HP can be saved for evening out when level increases.&lt;br /&gt;
&lt;br /&gt;
If the character is Dualclass, they use the largest HD Size available from Class HD. &lt;br /&gt;
&lt;br /&gt;
===HD # Modifiers===&lt;br /&gt;
If the character has 1+2 HD or less, they do not add a bonus to from HD to VP.&lt;br /&gt;
&lt;br /&gt;
If the character has 1+3 HD or more, they add 1 point to VP per HD they possess.&lt;br /&gt;
&lt;br /&gt;
A character gains 1 VP per Level up to and including Level 10. If a character is Multiclass, they divide VP gain across each class levels. The most they can gain from this is 10 VP. Fractional HP can be saved for evening out when level increases.&lt;br /&gt;
&lt;br /&gt;
If the character is Dualclass, they add the highest level they have.&lt;br /&gt;
&lt;br /&gt;
===Character Size Size Modifiers===&lt;br /&gt;
&lt;br /&gt;
Size has an effect on the total number of VPs a character has. This is a modifier to all VP the character receives, thus a character who gains 8 levels and is Large would gain +25% extra VPs from this, for a total of 10 instead of 8.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Size'''&lt;br /&gt;
|'''VP Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| Tiny-&lt;br /&gt;
| Half VPs for every Size Category below Tiny&lt;br /&gt;
|-&lt;br /&gt;
| Tiny&lt;br /&gt;
| Half VP&lt;br /&gt;
|-&lt;br /&gt;
| Small&lt;br /&gt;
| +0%&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| +0%&lt;br /&gt;
|-&lt;br /&gt;
| Large&lt;br /&gt;
| +25%&lt;br /&gt;
|-&lt;br /&gt;
| Huge&lt;br /&gt;
| +100%&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic&lt;br /&gt;
| +250%&lt;br /&gt;
|-&lt;br /&gt;
| Colossal&lt;br /&gt;
| +500%&lt;br /&gt;
|-&lt;br /&gt;
| Colossal+&lt;br /&gt;
| +250% for every Size Category above Colossal&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=VP 0=&lt;br /&gt;
At VP 0, a character is [[Death (Status)#Dead|Dead]], unless they have something that specifically prevents it. If they are not, they are considered [[Critical Condition (Status)#On The Brink of Death|On The Brink of Death]] and cannot have this removed until they are above VP 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt; - Characters do not have Vitality or VP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;'''Heroic Adventures'''&amp;lt;/span&amp;gt; - No change.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;'''Epic Adventures'''&amp;lt;/span&amp;gt; - Characters with Class Levels make a Saving Throw vs. Death every round or whenever they take damage with a cumulative -1 penalty. If they ever fail a Save vs. Death, they die.&lt;br /&gt;
&lt;br /&gt;
===VP Below 0===&lt;br /&gt;
VP ''can'' be reduced below 0, but this only makes a difference for purposes of destroying the body, resurrection and regeneration. &lt;br /&gt;
&lt;br /&gt;
===Destruction Threshold===&lt;br /&gt;
A character has a Destruction Threshold equal to their Maximum VP. It is usually not necessary to write this down, however, as the player can just read their Maximum VP to determine it. &lt;br /&gt;
&lt;br /&gt;
Once a character is reduced to their Destruction Threshold, the character makes a [[Saving Throw_(Save)#Fortitude|Fortitude]] [[Saving Throw_(Save)#Saving Throw vs. Death|Saving Throw vs. Death]] with a penalty equal to half VP below their Destruction Threshold they are. Characters with [[Regeneration (Recovery)#Total Regeneration|Total Regeneration]] receives a bonus on Saves to resist Destruction equal to twice their Base Regeneration per round, providing the damage is not of a type that their Regeneration has an exemption to. On a failure, they are [[Death (Status)#Destroyed|Destroyed]]. For example, a character with 20 VP would need to be reduced to -20 VP before they must make a save to see if their body is destroyed beyond recognition. A character cannot be [[Death (Status)#Totally Destroyed|Totally Destroyed]] unless a specific attack or situation states that it is the case.&lt;br /&gt;
&lt;br /&gt;
===Total Regeneration===&lt;br /&gt;
If a character possesses [[Regeneration (Recovery)#Total Regeneration|Total Regeneration]], they do ''not'' become [[Death (Status)#Dead|Dead]] at VP 0 unless they are dealt damage that reduces them to below 0 of a type that their Regeneration has an Exemption to or something else occurs to void their Regeneration. Regeneration is, however, usually no protection against being [[Death (Status)#Totally Destroyed|Totally Destroyed]].&lt;br /&gt;
&lt;br /&gt;
A character with [[Regeneration (Recovery)#Total Regeneration|Total Regeneration]] receives a bonus on Saves to resist Destruction equal to twice their Base Regeneration per round against attacks that are not considered an Exemption to their Regeneration.&lt;br /&gt;
&lt;br /&gt;
A character with [[Regeneration#Total Regeneration|Total Regeneration]] does, however, suffer penalties to their Regeneration rate when other characters might [[Death (Status)#Dead|die]] or be [[Death (Status)#Destroyed|Destroyed]]. If below 0 VP, the character suffers [[Stunted Regeneration_(Status)#Stunted Regeneration|Stunted Regeneration]] slowing them to half their normal rate whilst if they are below their Destruction Threshold, they suffer [[Stunted Regeneration_(Status)#Glacial Regeneration|Glacial Regeneration]], increasing the time per regeneration by one step (1 round to 1 turn, 1 turn to 1 hour, 1 hour to 1 day, 1 day to 1 week and so forth).&lt;br /&gt;
&lt;br /&gt;
=VP Examples=&lt;br /&gt;
A Level 12 Dwarven Fighter with a Constitution of 19 has a Hit-Dice Size of d10 and a Vitality of 10. They receive +10 from their level. This gives them a total VP of 30.&lt;br /&gt;
&lt;br /&gt;
A Goblin Wizard 3/Thief 4 with a Constitution of 7 has a Hit-Dice Size of d4/2 + d6/2 from class or d8/2 from HD (opting for the former for 5) and a Vitality of 4. They receive +1.5 from Wizard and +2 from Thief. This gives them a total VP of 12.5.&lt;br /&gt;
&lt;br /&gt;
A Fighter 3 -&amp;gt; Cleric 4 Yuan-ti Abomination with a Constitution of 14 and a Base HD of 9 receives a HD Size of d10 from Fighter and a Vitality of 7. They receive +4 from Cleric (their highest Dualclass level) and an additional +9 for the number of Base HD. This gives them 30 VP before Size is considered. As a Large character, they receive a further 25% bonus to their VPs, for a total of 37.5 VP.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Strength_(Attribute)&amp;diff=2128</id>
		<title>Strength (Attribute)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Strength_(Attribute)&amp;diff=2128"/>
				<updated>2019-08-08T12:17:01Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Strength Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strength is a physical [[Attributes_(Basic)|Attribute]] that represents the character's physical power - it may be their muscle mass, it may be the keen edge of their will.&lt;br /&gt;
&lt;br /&gt;
==Strength Effects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|Strength&lt;br /&gt;
|-&lt;br /&gt;
|'''Attribute Score'''&lt;br /&gt;
|'''To Hit &amp;amp; Move Modifier'''&lt;br /&gt;
|'''Damage Modifier'''&lt;br /&gt;
|'''Base Weight Allowance'''&lt;br /&gt;
|'''Maximum Press'''&lt;br /&gt;
|'''Open Doors*'''&lt;br /&gt;
|'''Might'''&lt;br /&gt;
|'''Giant's Strength'''&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
| -10&lt;br /&gt;
| -10&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
| -5&lt;br /&gt;
| -5&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|0%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| -3&lt;br /&gt;
| -2&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|0%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| -3&lt;br /&gt;
| -1&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|0%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| -2&lt;br /&gt;
| -1&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|3&lt;br /&gt;
|0%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| -2&lt;br /&gt;
| -1&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|3&lt;br /&gt;
|0%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
| -1&lt;br /&gt;
| +0&lt;br /&gt;
|20&lt;br /&gt;
|55&lt;br /&gt;
|4&lt;br /&gt;
|0%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
| -1&lt;br /&gt;
| +0&lt;br /&gt;
|20&lt;br /&gt;
|55&lt;br /&gt;
|4&lt;br /&gt;
|0%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
|35&lt;br /&gt;
|90&lt;br /&gt;
|5&lt;br /&gt;
|1%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
|35&lt;br /&gt;
|90&lt;br /&gt;
|5&lt;br /&gt;
|1%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
|40&lt;br /&gt;
|115&lt;br /&gt;
|6&lt;br /&gt;
|2%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
|40&lt;br /&gt;
|115&lt;br /&gt;
|6&lt;br /&gt;
|2%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
|45&lt;br /&gt;
|140&lt;br /&gt;
|7&lt;br /&gt;
|4%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
|45&lt;br /&gt;
|140&lt;br /&gt;
|7&lt;br /&gt;
|4%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
|55&lt;br /&gt;
|170&lt;br /&gt;
|8&lt;br /&gt;
|7%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
|55&lt;br /&gt;
|170&lt;br /&gt;
|8&lt;br /&gt;
|7%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
| +0&lt;br /&gt;
| +1&lt;br /&gt;
|70&lt;br /&gt;
|195&lt;br /&gt;
|9&lt;br /&gt;
|10%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
|85&lt;br /&gt;
|220&lt;br /&gt;
|10&lt;br /&gt;
|13%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
|135&lt;br /&gt;
|255&lt;br /&gt;
|11&lt;br /&gt;
|16%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|18/01-50&lt;br /&gt;
| +1&lt;br /&gt;
| +3&lt;br /&gt;
|135&lt;br /&gt;
|280&lt;br /&gt;
|12&lt;br /&gt;
|20%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|18/51-75&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
|160&lt;br /&gt;
|305&lt;br /&gt;
|13&lt;br /&gt;
|25%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|18/76-90&lt;br /&gt;
| +2&lt;br /&gt;
| +4&lt;br /&gt;
|185&lt;br /&gt;
|330&lt;br /&gt;
|14(1)&lt;br /&gt;
|30%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|18/91-99&lt;br /&gt;
| +2&lt;br /&gt;
| +5&lt;br /&gt;
|235&lt;br /&gt;
|380&lt;br /&gt;
|15(3)&lt;br /&gt;
|35%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|18/00&lt;br /&gt;
| +3&lt;br /&gt;
| +6&lt;br /&gt;
|335&lt;br /&gt;
|480&lt;br /&gt;
|16(6)&lt;br /&gt;
|40%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
| +3&lt;br /&gt;
| +7&lt;br /&gt;
|485&lt;br /&gt;
|640&lt;br /&gt;
|16(8)&lt;br /&gt;
|50%&lt;br /&gt;
|Hill &lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
| +3&lt;br /&gt;
| +8&lt;br /&gt;
|535&lt;br /&gt;
|700&lt;br /&gt;
|17(10)&lt;br /&gt;
|60%&lt;br /&gt;
|Stone&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| +4&lt;br /&gt;
| +9&lt;br /&gt;
|635&lt;br /&gt;
|810&lt;br /&gt;
|17(12)&lt;br /&gt;
|70%&lt;br /&gt;
|Frost &lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
| +4&lt;br /&gt;
| +10&lt;br /&gt;
|785&lt;br /&gt;
|970&lt;br /&gt;
|18(14)&lt;br /&gt;
|80%&lt;br /&gt;
|Fire &lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
| +5&lt;br /&gt;
| +11&lt;br /&gt;
|935&lt;br /&gt;
|1130&lt;br /&gt;
|18(16)&lt;br /&gt;
|90%&lt;br /&gt;
|Cloud &lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
| +6&lt;br /&gt;
| +12&lt;br /&gt;
|1235&lt;br /&gt;
|1440&lt;br /&gt;
|19(17)&lt;br /&gt;
|95%&lt;br /&gt;
|Storm &lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| +7&lt;br /&gt;
| +14&lt;br /&gt;
|1535&lt;br /&gt;
|1750&lt;br /&gt;
|19(18)&lt;br /&gt;
|100%&lt;br /&gt;
|Titan &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===To Hit Modifier===&lt;br /&gt;
This modifies To-Hit rolls made with Melee and Throwing attacks as well as weapons with the Composite tag. This stacks with the [[Dexterity]] modifier on Throwing Weapons and weapons with the Composite tag.&lt;br /&gt;
&lt;br /&gt;
===Move Modifier===&lt;br /&gt;
This modifies the character's Base Move. This stacks with the [[Dexterity_(Attribute)|Dexterity]] modifier. Movement Penalties from Attributes cannot be decreased below 1 except by Attribute 0.&lt;br /&gt;
&lt;br /&gt;
===Damage Modifier===&lt;br /&gt;
This modifies Damage rolls made with Melee and Throwing attacks. It also modifies Damage Rolls for attacks made with weapons that have the Composite tag.&lt;br /&gt;
&lt;br /&gt;
===Base Weight Allowance===&lt;br /&gt;
This is the maximum base weight a character can carry before suffering from [[Encumbrance (Derived Attribute)|Encumbrance]]. Below this point, they are considered to be [[Encumbered (Status)#Unencumbered|Unencumbered]]. Total Weight Allowance is modified by Size.&lt;br /&gt;
&lt;br /&gt;
===Maximum Press===&lt;br /&gt;
This is the maximum weight a character can effectively lift above their head or push. &lt;br /&gt;
Weight that is between half the character's Maximum Press and its full value can only be held in place for 1 round. If the character has Strength 18 or greater, they can hold the object in place for two rounds, +1 for every point of Strength above 18.&lt;br /&gt;
&lt;br /&gt;
===Open Doors*===&lt;br /&gt;
This is the number on a d20 that the character must roll ''under'' to successfully force open a door that is stuck, heavy or held shut by simple and breakable means - such as a latch or a simple lock. The number in parenthesis, where listed, is used against harder doors to break down - a door that is barred, chained, wedged shut or magically held.&lt;br /&gt;
&lt;br /&gt;
*This is used in &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt; - other adventure styles use Strength as described in [[Force Lock (Action)|Force Lock]] and [[Break Barrier (Action))|Break Barrier]] to deal with locked and barred doors.&lt;br /&gt;
&lt;br /&gt;
The size of the door will relative to the character imposes a penalty of -2 per Size Category greater than their own or +4 per size category if the door is smaller. Double the penalty and halve the bonus if the door is barred.&lt;br /&gt;
&lt;br /&gt;
===Might===&lt;br /&gt;
Also known as &amp;quot;Bend Bars, Lift Grates&amp;quot;, this is a percentage chance and, thus, a number the character must roll ''under'' on a d100 to accomplish a feat of strength beyond the norm. It can also be used to throw large rocks and boulders, akin to giants. If several characters help each other, use the highest Might and add 1/2 the Might of everyone aiding in the action. Though it can increase to above 100%, a roll of 100 is always a failure.&lt;br /&gt;
&lt;br /&gt;
===Giant's Strength===&lt;br /&gt;
This is a relativistic stat, only used to compare a character's Strength against giants - this is typically only considered when using traditional rules for Potions of Giant's Strength and other items based on the strength of giants.&lt;br /&gt;
&lt;br /&gt;
==Strength Talent Modifiers==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Strength Talent Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| '''Attribute Score''' || '''Climbing''' || '''Escape Bonds''' || '''Tunnelling'''&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -50 || -50 || -50&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -25 || -20 || -25&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -20 || -15 || -20 &lt;br /&gt;
|-&lt;br /&gt;
| 3 || -15 || -10 || -15 &lt;br /&gt;
|-&lt;br /&gt;
| 4 || -15 || -10 || -15 &lt;br /&gt;
|-&lt;br /&gt;
| 5 || -10 || -5 || -10&lt;br /&gt;
|-&lt;br /&gt;
| 6 || -10 || -5 || -10&lt;br /&gt;
|-&lt;br /&gt;
| 7 || -5 || +0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 8 || -5 || +0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 9 to 15 || +0 || +0 || +0&lt;br /&gt;
|-&lt;br /&gt;
| 16 || +5 || +0 || +0&lt;br /&gt;
|-&lt;br /&gt;
| 17 || +5 || +5 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 18 to 18/50 || +10 || +10 || +10&lt;br /&gt;
|-&lt;br /&gt;
| 18/51 to 18/00 || +15 || +10 || +15&lt;br /&gt;
|-&lt;br /&gt;
| 19 || +20 || +15 || +20&lt;br /&gt;
|-&lt;br /&gt;
| 20 || +20 || +15 || +20&lt;br /&gt;
|-&lt;br /&gt;
| 21 || +25 || +20 || +25&lt;br /&gt;
|-&lt;br /&gt;
| 22 || +25 || +20 || +25&lt;br /&gt;
|-&lt;br /&gt;
| 23 || +30 || +25 || +30&lt;br /&gt;
|-&lt;br /&gt;
| 24 || +30 || +25 || +30&lt;br /&gt;
|-&lt;br /&gt;
| 25 || +35 || +30 || +35&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strength 0==&lt;br /&gt;
A character with Strength 0 is Helpless but may still be able to speak. They cannot carry any Weight and are effectively considered Severely Encumbered and Totally Immobile if they carry anything with Weight, if they are somehow able to move. Whilst Strength is 0, Climb is considered to be 0%.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2127</id>
		<title>Skill Proficiency (Proficiency)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2127"/>
				<updated>2018-11-27T12:12:49Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Skill Proficiencies==&lt;br /&gt;
Skill Proficiencies refer to a character's general ability to do things, to know things, to think about things, to observe things. Basically, Skills are the method with which the character can meaningfully interact with the world beyond attacking it, casting spells at it or moving around in it. Skills determine a character's capacity for succeeding and failing at all manner of things.&lt;br /&gt;
&lt;br /&gt;
===Skill Classes===&lt;br /&gt;
Skills Class determines the capacity of a given [[Class (Fundamental)|Class]] to learn these skills. Each Class Type has Skill Classes it considers Class Skills - characters without Class Levels may also be considered to have Class Skills depending on the character. &lt;br /&gt;
&lt;br /&gt;
Skill Classes are divided up as follows:&lt;br /&gt;
&lt;br /&gt;
'''General''' - General Skills are elementary and accessible enough for anyone to learn readily or otherwise as trade skills such as Smithing or Pottery. These are Skills for everyone.&lt;br /&gt;
&lt;br /&gt;
'''Mage''' - Skills dedicated to scholastic pursuits and the sciences. These are also known as Academic skills.&lt;br /&gt;
&lt;br /&gt;
'''Priest''' - Skills dedicated to the consideration of the world around and of others. These are also known as Thoughtful skills.&lt;br /&gt;
&lt;br /&gt;
'''Rogue''' - Skills dedicated to subterfuge, cunning and flair. These are also known as Cunning Skills.&lt;br /&gt;
&lt;br /&gt;
'''Warrior''' - Skills dedicated to the needs of soldiering and survival. These are also known as Martial Skills.&lt;br /&gt;
&lt;br /&gt;
===Skill Types===&lt;br /&gt;
Skill Types determine what individual Skills qualify as. As a result, a character may experience modifiers to all Skills of a given type depending on their circumstances - for instance, Visual Skills suffer a penalty when [[Visibility (Perception)|Visibility]] is poor. Furthermore, a Skill's Type determines how Skill Points gained from Attributes or Class may be spent on it.&lt;br /&gt;
&lt;br /&gt;
The basic Skill types are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Art''' - Skills that create something chiefly aesthetic. Some overlap with Craft and Performance.&lt;br /&gt;
&lt;br /&gt;
'''Craft''' - Skills that create something chiefly physical. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Mental''' - Skills based principally on knowledge and conceptual understanding.&lt;br /&gt;
&lt;br /&gt;
'''Performance''' - Skills based on performative art. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Physical''' - Skills based on physical ability or that have been developed by it.&lt;br /&gt;
&lt;br /&gt;
'''Sense''' - Skills based on perception and reading the world around a character.&lt;br /&gt;
&lt;br /&gt;
'''Social''' - Skills based on understanding and interaction with people.&lt;br /&gt;
&lt;br /&gt;
Sub-Types may exist as well; Sub-Types are not applied generally to the Skill but certain uses of it - these include things like Vision and Hearing for various Sense skills, Construction for several Craft skills and Writing for various Art skills.&lt;br /&gt;
&lt;br /&gt;
Note, whilst a Skill defaults to a given type, it does not necessarily ''always'' qualify as it. For example, a character wishes to explain smithing to another character. They could talk about it from knowledge, experience or their general skill in the profession - whilst the first two would swap the usual bonus from Attributes for Intelligence or Wisdom, regardless of how they intended to explain it, the DM may judge this is ''not'' a Physical Skill when used as such and qualifies as a Mental or Social skill for the situation, changing what additional modifiers the character might receive.&lt;br /&gt;
&lt;br /&gt;
==Skill Points==&lt;br /&gt;
Skill Points are appropriately enough points that can be spent on Skills or converted into Language Points. They also may be spent on [[Language (Proficiency)#Language Points|Language Points]] and [[Traits (Traits)|Traits]]. If a character gains Skill Points after creation, they usually may not spend Skill Points on [[Traits (Traits)#Inherent Traits|Inherent Traits]] without DM approval.&lt;br /&gt;
&lt;br /&gt;
For every Skill Point a character spends on a Skill, the character receives a +1 to Skill Checks that use this skill.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
A character considers any Skill that is General or has their Class Type to be a Class Skill. All Class Skills receive a +2 Skill bonus at 1st Level. Every 3rd Level grants a further +1 bonus.&lt;br /&gt;
&lt;br /&gt;
===Specialties===&lt;br /&gt;
Most skills can be, effectively, broken into Specialties. Specialties consist of narrower areas of expertise that still, fundamentally use the same skill. For instance, a character skilled in Smithing might be better at making swords than horseshoes, though they could do either in a pinch. This would manifest as them having a Proficiency in Smithing and a Specialty in Weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
A character can only take each Specialty once and only one Specialty can be applied to a given roll, but can take many Specialties for the same Skill. Some Specialties are Specialties on multiple Skills - for instance, Jumping is both an Athletics and Acrobatics Specialty.&lt;br /&gt;
&lt;br /&gt;
A Specialty grants a +2 bonus to the Skill in situations that call for the specific Specialty.&lt;br /&gt;
&lt;br /&gt;
==Skill Point Generation==&lt;br /&gt;
Characters begin with a number of Skill Points from general experience before they began their adventures. Whilst a character's Class will grant them some of their skill points, most are gained from personal experience.&lt;br /&gt;
&lt;br /&gt;
====Standard Generation====&lt;br /&gt;
Standard Generation is straight forward - characters gain a set value of Skill Points and they may be freely spent on any Skill Type. The default value for this is 12.&lt;br /&gt;
&lt;br /&gt;
====Generation By Aptitude====&lt;br /&gt;
Generation by Aptitude gives Skill Points according to [[Attributes (Basic)|Attributes]]. The character gains Skill Points equal to a given Attribute Score/5, rounded down. These Skill Points are given the same type as the Attribute and can be spent as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Attribute&lt;br /&gt;
|-&lt;br /&gt;
| '''Attribute''' || '''Skill Types'''&lt;br /&gt;
|-&lt;br /&gt;
| Strength || Physical, Craft &lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || Physical, Art&lt;br /&gt;
|-&lt;br /&gt;
| Constitution || Physical, Craft&lt;br /&gt;
|-&lt;br /&gt;
| Intelligence || Mental, Art, Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wisdom || Mental, Sense, Languages&lt;br /&gt;
|-&lt;br /&gt;
| Charisma || Social, Performance, Languages&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any Skill point can be spent on a Trait, unless the Trait has a specific Type, in which case the Skill Point must have the same Type.&lt;br /&gt;
&lt;br /&gt;
====Generated by Trade====&lt;br /&gt;
Skill Points generated by Trade gives Skill Points according to their Class Type, with more martial types being more physical and academic types tending towards mental skills. In the case of character with multiple-class types for skills (such as Bards, who are both Wizards and Rogues) or multi-class characters, they must add up the total Skill Points for each type they qualify for and then divide it by the total number of Class Types, rounding down. For example, a Bard has 2 Physical/Craft points from Wizard and 5 from Rogue. This rounds down to 3 for Physical/Craft skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Class Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Skill Types''' || '''Warrior''' || '''Wizard''' || '''Priest''' || '''Rogue'''&lt;br /&gt;
|-&lt;br /&gt;
| Physical/Craft || 8 || 2 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Art/Mental/Sense/Language || 4 || 11 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Social/Performance/Language || 3 || 2 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any Skill point can be spent on a Trait, unless the Trait has a specific Type, in which case the Skill Point must have the same Type.&lt;br /&gt;
&lt;br /&gt;
===Skill Caps===&lt;br /&gt;
In &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt;, characters may spend up to 4 points on a given Skill at 1st level and an additional 1 point per character level. They may continue to spend Skill Points beyond this point at double cost or, if it a Class Skill, at normal cost but only receive a +1 bonus.&lt;br /&gt;
&lt;br /&gt;
This does not apply to Languages or Specialties.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Skill_Use_(Proficiency)&amp;diff=2126</id>
		<title>Skill Use (Proficiency)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Skill_Use_(Proficiency)&amp;diff=2126"/>
				<updated>2018-11-27T12:09:01Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The DM may call for a Skill Check when a character takes action - or when action is taken against them. A player may also call to make a Skill Check in situations where they have something in mind.&lt;br /&gt;
&lt;br /&gt;
==Skill Checks==&lt;br /&gt;
Skills can be used actively (by taking an action) or passively (in response to an action or some environmental effect). In either case, a Skill Check is made. This consists of a roll of a d20 plus modifiers from a relevant Skill and Attribute Score, in addition to any other circumstantial or enhancement modifiers a character may receive. Only one Enhancement modifier can ultimately be received. The Attribute called for may vary but typically uses the standard Attribute listed alongside the Skill.&lt;br /&gt;
&lt;br /&gt;
For example, a character wishes to recall an obscure bit of magical lore that might let them identify an item. For this, they use Arcana (which has a +4) bonus, their Thaumaturgy specialty (granting them another +2) and their Intelligence modifier of +3 in this case. This grants them a +7 on the Skill Check.&lt;br /&gt;
&lt;br /&gt;
==Difficulty Class==&lt;br /&gt;
To succeed on a Skill Check, a character must roll equal to or greater than the Difficulty Class (or DC) of a given Skill Check, once all modifiers are included. Standard Difficulty Classes are listed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Check Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| '''Difficulty Level''' || '''DC'''&lt;br /&gt;
|-&lt;br /&gt;
| Routine || 0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 5&lt;br /&gt;
|-&lt;br /&gt;
| Average || 10&lt;br /&gt;
|-&lt;br /&gt;
| Tough || 15&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 20&lt;br /&gt;
|-&lt;br /&gt;
| Challenging || 25&lt;br /&gt;
|-&lt;br /&gt;
| Formidable || 30&lt;br /&gt;
|-&lt;br /&gt;
| Heroic || 35&lt;br /&gt;
|-&lt;br /&gt;
| Impossible || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Feat Check DC===&lt;br /&gt;
Feat Checks are considered, in effect, a raw test of ability. Skill Feats are applicable to a wide array of checks and, as a result, less precise. As a result, if a character makes a Feat Check instead of a Skill Check, the DC increases by 5 points. Note - not all Skill Checks can be substituted for Feat Checks, only those the DM permits or specifically allow for one.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Skill_Use_(Proficiency)&amp;diff=2125</id>
		<title>Skill Use (Proficiency)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Skill_Use_(Proficiency)&amp;diff=2125"/>
				<updated>2018-11-27T12:08:02Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The DM may call for a Skill Check when a character takes action - or when action is taken against them. A player may also call to make a Skill Check in situations where they have something in mind.&lt;br /&gt;
&lt;br /&gt;
==Skill Checks==&lt;br /&gt;
Skills can be used actively (by taking an action) or passively (in response to an action or some environmental effect). In either case, a Skill Check is made. This consists of a roll of a d20 plus modifiers from a relevant Skill and Attribute Score, in addition to any other circumstantial or enhancement modifiers a character may receive. &lt;br /&gt;
&lt;br /&gt;
For example, a character wishes to recall an obscure bit of magical lore that might let them identify an item. For this, they use Arcana (which has a +4) bonus, their Thaumaturgy specialty (granting them another +2) and their Intelligence modifier of +3. This grants them a +7 on the Skill Check.&lt;br /&gt;
&lt;br /&gt;
==Difficulty Class==&lt;br /&gt;
To succeed on a Skill Check, a character must roll equal to or greater than the Difficulty Class (or DC) of a given Skill Check, once all modifiers are included. Standard Difficulty Classes are listed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Check Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| '''Difficulty Level''' || '''DC'''&lt;br /&gt;
|-&lt;br /&gt;
| Routine || 0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 5&lt;br /&gt;
|-&lt;br /&gt;
| Average || 10&lt;br /&gt;
|-&lt;br /&gt;
| Tough || 15&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 20&lt;br /&gt;
|-&lt;br /&gt;
| Challenging || 25&lt;br /&gt;
|-&lt;br /&gt;
| Formidable || 30&lt;br /&gt;
|-&lt;br /&gt;
| Heroic || 35&lt;br /&gt;
|-&lt;br /&gt;
| Impossible || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Feat Check DC===&lt;br /&gt;
Feat Checks are considered, in effect, a raw test of ability. Skill Feats are applicable to a wide array of checks and, as a result, less precise. As a result, if a character makes a Feat Check instead of a Skill Check, the DC increases by 5 points. Note - not all Skill Checks can be substituted for Feat Checks, only those the DM permits or specifically allow for one.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2124</id>
		<title>Skill Proficiency (Proficiency)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2124"/>
				<updated>2018-11-27T11:45:07Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Skill Proficiencies==&lt;br /&gt;
Skill Proficiencies refer to a character's general ability to do things, to know things, to think about things, to observe things. Basically, Skills are the method with which the character can meaningfully interact with the world beyond attacking it, casting spells at it or moving around in it. Skills determine a character's capacity for succeeding and failing at all manner of things.&lt;br /&gt;
&lt;br /&gt;
===Skill Classes===&lt;br /&gt;
Skills Class determines the capacity of a given [[Class (Fundamental)|Class]] to learn these skills. Each Class Type has Skill Classes it considers Class Skills - characters without Class Levels may also be considered to have Class Skills depending on the character. &lt;br /&gt;
&lt;br /&gt;
Skill Classes are divided up as follows:&lt;br /&gt;
&lt;br /&gt;
'''General''' - General Skills are elementary and accessible enough for anyone to learn readily or otherwise as trade skills such as Smithing or Pottery. These are Skills for everyone.&lt;br /&gt;
&lt;br /&gt;
'''Mage''' - Skills dedicated to scholastic pursuits and the sciences. These are also known as Academic skills.&lt;br /&gt;
&lt;br /&gt;
'''Priest''' - Skills dedicated to the consideration of the world around and of others. These are also known as Thoughtful skills.&lt;br /&gt;
&lt;br /&gt;
'''Rogue''' - Skills dedicated to subterfuge, cunning and flair. These are also known as Cunning Skills.&lt;br /&gt;
&lt;br /&gt;
'''Warrior''' - Skills dedicated to the needs of soldiering and survival. These are also known as Martial Skills.&lt;br /&gt;
&lt;br /&gt;
===Skill Types===&lt;br /&gt;
Skill Types determine what individual Skills qualify as. As a result, a character may experience modifiers to all Skills of a given type depending on their circumstances - for instance, Visual Skills suffer a penalty when [[Visibility (Perception)|Visibility]] is poor. Furthermore, a Skill's Type determines how Skill Points gained from Attributes or Class may be spent on it.&lt;br /&gt;
&lt;br /&gt;
The basic Skill types are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Art''' - Skills that create something chiefly aesthetic. Some overlap with Craft and Performance.&lt;br /&gt;
&lt;br /&gt;
'''Craft''' - Skills that create something chiefly physical. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Mental''' - Skills based principally on knowledge and conceptual understanding.&lt;br /&gt;
&lt;br /&gt;
'''Performance''' - Skills based on performative art. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Physical''' - Skills based on physical ability or that have been developed by it.&lt;br /&gt;
&lt;br /&gt;
'''Sense''' - Skills based on perception and reading the world around a character.&lt;br /&gt;
&lt;br /&gt;
'''Social''' - Skills based on understanding and interaction with people.&lt;br /&gt;
&lt;br /&gt;
Sub-Types may exist as well; Sub-Types are not applied generally to the Skill but certain uses of it - these include things like Vision and Hearing for various Sense skills, Construction for several Craft skills and Writing for various Art skills.&lt;br /&gt;
&lt;br /&gt;
Note, whilst a Skill defaults to a given type, it does not necessarily ''always'' qualify as it. For example, a character wishes to explain smithing to another character. They could talk about it from knowledge, experience or their general skill in the profession - whilst the first two would swap the usual bonus from Attributes for Intelligence or Wisdom, regardless of how they intended to explain it, the DM may judge this is ''not'' a Physical Skill when used as such and qualifies as a Mental or Social skill for the situation, changing what additional modifiers the character might receive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Points==&lt;br /&gt;
Skill Points are appropriately enough points that can be spent on Skills or converted into Language Points. They also may be spent on [[Language (Proficiency)#Language Points|Language Points]] and [[Traits (Traits)|Traits]]. If a character gains Skill Points after creation, they usually may not spend Skill Points on [[Traits (Traits)#Inherent Traits|Inherent Traits]] without DM approval.&lt;br /&gt;
&lt;br /&gt;
For every Skill Point a character spends on a Skill, the character receives a +1 to Skill Checks that use this skill.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
A character considers any Skill that is General or has their Class Type to be a Class Skill. Points spent on Class Skills grants a +2 bonus rather than a +1 bonus.&lt;br /&gt;
&lt;br /&gt;
===Specialties===&lt;br /&gt;
Most skills can be, effectively, broken into Specialties. Specialties consist of narrower areas of expertise that still, fundamentally use the same skill. For instance, a character skilled in Smithing might be better at making swords than horseshoes, though they could do either in a pinch. This would manifest as them having a Proficiency in Smithing and a Specialty in Weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
A character can only take each Specialty once and only one Specialty can be applied to a given roll, but can take many Specialties for the same Skill.&lt;br /&gt;
&lt;br /&gt;
A Specialty grants a +2 bonus to the Skill in situations that call for the specific Specialty. If the Skill is a Class Skill, this is a +4 bonus.&lt;br /&gt;
&lt;br /&gt;
==Skill Point Generation==&lt;br /&gt;
Characters begin with a number of Skill Points from general experience before they began their adventures. Whilst a character's Class will grant them some of their skill points, most are gained from personal experience.&lt;br /&gt;
&lt;br /&gt;
====Standard Generation====&lt;br /&gt;
Standard Generation is straight forward - characters gain a set value of Skill Points and they may be freely spent on any Skill Type. The default value for this is 12.&lt;br /&gt;
&lt;br /&gt;
====Generation By Aptitude====&lt;br /&gt;
Generation by Aptitude gives Skill Points according to [[Attributes (Basic)|Attributes]]. The character gains Skill Points equal to a given Attribute Score/5, rounded down. These Skill Points are given the same type as the Attribute and can be spent as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Attribute&lt;br /&gt;
|-&lt;br /&gt;
| '''Attribute''' || '''Skill Types'''&lt;br /&gt;
|-&lt;br /&gt;
| Strength || Physical, Craft &lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || Physical, Art&lt;br /&gt;
|-&lt;br /&gt;
| Constitution || Physical, Craft&lt;br /&gt;
|-&lt;br /&gt;
| Intelligence || Mental, Art, Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wisdom || Mental, Sense, Languages&lt;br /&gt;
|-&lt;br /&gt;
| Charisma || Social, Performance, Languages&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any Skill point can be spent on a Trait, unless the Trait has a specific Type, in which case the Skill Point must have the same Type.&lt;br /&gt;
&lt;br /&gt;
====Generated by Trade====&lt;br /&gt;
Skill Points generated by Trade gives Skill Points according to their Class Type, with more martial types being more physical and academic types tending towards mental skills. In the case of character with multiple-class types for skills (such as Bards, who are both Wizards and Rogues) or multi-class characters, they must add up the total Skill Points for each type they qualify for and then divide it by the total number of Class Types, rounding down. For example, a Bard has 2 Physical/Craft points from Wizard and 5 from Rogue. This rounds down to 3 for Physical/Craft skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Class Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Skill Types''' || '''Warrior''' || '''Wizard''' || '''Priest''' || '''Rogue'''&lt;br /&gt;
|-&lt;br /&gt;
| Physical/Craft || 8 || 2 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Art/Mental/Sense/Language || 4 || 11 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Social/Performance/Language || 3 || 2 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any Skill point can be spent on a Trait, unless the Trait has a specific Type, in which case the Skill Point must have the same Type.&lt;br /&gt;
&lt;br /&gt;
===Skill Caps===&lt;br /&gt;
In &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt;, characters may spend up to 4 points on a given Skill at 1st level and an additional 1 point per character level. They may continue to spend Skill Points beyond this point at double cost or, if it a Class Skill, at normal cost but only receive a +1 bonus.&lt;br /&gt;
&lt;br /&gt;
This does not apply to Languages or Specialties.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2123</id>
		<title>Skill Proficiency (Proficiency)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2123"/>
				<updated>2018-11-27T11:30:03Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Skill Caps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: Probably we're going to have a Skill and Specialties. Every skill point increases the Skill by 1, every Specialty increases rolls with that specialty by 2. So, like, 13 Metalwork (Or Smithing?) with 2 points spent on Weaponsmithing will give the character 17 for making Weapons.&lt;br /&gt;
&lt;br /&gt;
==Skill Proficiencies==&lt;br /&gt;
Skill Proficiencies refer to a character's general ability to do things, to know things, to think about things, to observe things. Basically, Skills are the method with which the character can meaningfully interact with the world beyond attacking it, casting spells at it or moving around in it. Skills determine a character's capacity for succeeding and failing at all manner of things.&lt;br /&gt;
&lt;br /&gt;
===Skill Classes===&lt;br /&gt;
Skills Class determines the capacity of a given [[Class (Fundamental)|Class]] to learn these skills. Each Class Type has Skill Classes it considers Class Skills - characters without Class Levels may also be considered to have Class Skills depending on the character. &lt;br /&gt;
&lt;br /&gt;
Skill Classes are divided up as follows:&lt;br /&gt;
&lt;br /&gt;
'''General''' - General Skills are elementary and accessible enough for anyone to learn readily or otherwise as trade skills such as Smithing or Pottery. These are Skills for everyone.&lt;br /&gt;
&lt;br /&gt;
'''Mage''' - Skills dedicated to scholastic pursuits and the sciences. These are also known as Academic skills.&lt;br /&gt;
&lt;br /&gt;
'''Priest''' - Skills dedicated to the consideration of the world around and of others. These are also known as Thoughtful skills.&lt;br /&gt;
&lt;br /&gt;
'''Rogue''' - Skills dedicated to subterfuge, cunning and flair. These are also known as Cunning Skills.&lt;br /&gt;
&lt;br /&gt;
'''Warrior''' - Skills dedicated to the needs of soldiering and survival. These are also known as Martial Skills.&lt;br /&gt;
&lt;br /&gt;
===Skill Types===&lt;br /&gt;
Skill Types determine what individual Skills qualify as. As a result, a character may experience modifiers to all Skills of a given type depending on their circumstances - for instance, Visual Skills suffer a penalty when [[Visibility (Perception)|Visibility]] is poor. Furthermore, a Skill's Type determines how Skill Points gained from Attributes or Class may be spent on it.&lt;br /&gt;
&lt;br /&gt;
The basic Skill types are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Art''' - Skills that create something chiefly aesthetic. Some overlap with Craft and Performance.&lt;br /&gt;
&lt;br /&gt;
'''Craft''' - Skills that create something chiefly physical. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Mental''' - Skills based principally on knowledge and conceptual understanding.&lt;br /&gt;
&lt;br /&gt;
'''Performance''' - Skills based on performative art. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Physical''' - Skills based on physical ability or that have been developed by it.&lt;br /&gt;
&lt;br /&gt;
'''Sense''' - Skills based on perception and reading the world around a character.&lt;br /&gt;
&lt;br /&gt;
'''Social''' - Skills based on understanding and interaction with people.&lt;br /&gt;
&lt;br /&gt;
Sub-Types may exist as well; Sub-Types are not applied generally to the Skill but certain uses of it - these include things like Vision and Hearing for various Sense skills, Construction for several Craft skills and Writing for various Art skills.&lt;br /&gt;
&lt;br /&gt;
Note, whilst a Skill defaults to a given type, it does not necessarily ''always'' qualify as it. For example, a character wishes to explain smithing to another character. They could talk about it from knowledge, experience or their general skill in the profession - whilst the first two would swap the usual bonus from Attributes for Intelligence or Wisdom, regardless of how they intended to explain it, the DM may judge this is ''not'' a Physical Skill when used as such and qualifies as a Mental or Social skill for the situation, changing what additional modifiers the character might receive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Points==&lt;br /&gt;
Skill Points are appropriately enough points that can be spent on Skills or converted into Language Points. They also may be spent on [[Language (Proficiency)#Language Points|Language Points]] and [[Traits (Traits)|Traits]]. If a character gains Skill Points after creation, they usually may not spend Skill Points on [[Traits (Traits)#Inherent Traits|Inherent Traits]] without DM approval.&lt;br /&gt;
&lt;br /&gt;
For every Skill Point a character spends on a Skill, the character receives a +1 to Skill Checks that use this skill.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
A character considers any Skill that is General or has their Class Type to be a Class Skill. Points spent on Class Skills grants a +2 bonus rather than a +1 bonus.&lt;br /&gt;
&lt;br /&gt;
===Specialties===&lt;br /&gt;
Most skills can be, effectively, broken into Specialties. Specialties consist of narrower areas of expertise that still, fundamentally use the same skill. For instance, a character skilled in Smithing might be better at making swords than horseshoes, though they could do either in a pinch. This would manifest as them having a Proficiency in Smithing and a Specialty in Weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
A character can only take each Specialty once and only one Specialty can be applied to a given roll, but can take many Specialties for the same Skill.&lt;br /&gt;
&lt;br /&gt;
A Specialty grants a +2 bonus to the Skill in situations that call for the specific Specialty. If the Skill is a Class Skill, this is a +4 bonus.&lt;br /&gt;
&lt;br /&gt;
==Skill Point Generation==&lt;br /&gt;
Characters begin with a number of Skill Points from general experience before they began their adventures. Whilst a character's Class will grant them some of their skill points, most are gained from personal experience.&lt;br /&gt;
&lt;br /&gt;
====Standard Generation====&lt;br /&gt;
Standard Generation is straight forward - characters gain a set value of Skill Points and they may be freely spent on any Skill Type. The default value for this is 12.&lt;br /&gt;
&lt;br /&gt;
====Generation By Aptitude====&lt;br /&gt;
Generation by Aptitude gives Skill Points according to [[Attributes (Basic)|Attributes]]. The character gains Skill Points equal to a given Attribute Score/5, rounded down. These Skill Points are given the same type as the Attribute and can be spent as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Attribute&lt;br /&gt;
|-&lt;br /&gt;
| '''Attribute''' || '''Skill Types'''&lt;br /&gt;
|-&lt;br /&gt;
| Strength || Physical, Craft &lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || Physical, Art&lt;br /&gt;
|-&lt;br /&gt;
| Constitution || Physical, Craft&lt;br /&gt;
|-&lt;br /&gt;
| Intelligence || Mental, Art, Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wisdom || Mental, Sense, Languages&lt;br /&gt;
|-&lt;br /&gt;
| Charisma || Social, Performance, Languages&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any Skill point can be spent on a Trait, unless the Trait has a specific Type, in which case the Skill Point must have the same Type.&lt;br /&gt;
&lt;br /&gt;
====Generated by Trade====&lt;br /&gt;
Skill Points generated by Trade gives Skill Points according to their Class Type, with more martial types being more physical and academic types tending towards mental skills. In the case of character with multiple-class types for skills (such as Bards, who are both Wizards and Rogues) or multi-class characters, they must add up the total Skill Points for each type they qualify for and then divide it by the total number of Class Types, rounding down. For example, a Bard has 2 Physical/Craft points from Wizard and 5 from Rogue. This rounds down to 3 for Physical/Craft skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Class Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Skill Types''' || '''Warrior''' || '''Wizard''' || '''Priest''' || '''Rogue'''&lt;br /&gt;
|-&lt;br /&gt;
| Physical/Craft || 8 || 2 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Art/Mental/Sense/Language || 4 || 11 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Social/Performance/Language || 3 || 2 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any Skill point can be spent on a Trait, unless the Trait has a specific Type, in which case the Skill Point must have the same Type.&lt;br /&gt;
&lt;br /&gt;
===Skill Caps===&lt;br /&gt;
In &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt;, characters may spend up to 4 points on a given Skill at 1st level and an additional 1 point per character level. They may continue to spend Skill Points beyond this point at double cost or, if it a Class Skill, at normal cost but only receive a +1 bonus.&lt;br /&gt;
&lt;br /&gt;
This does not apply to Languages or Specialties.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2122</id>
		<title>Skill Proficiency (Proficiency)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2122"/>
				<updated>2018-11-27T11:29:50Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: Probably we're going to have a Skill and Specialties. Every skill point increases the Skill by 1, every Specialty increases rolls with that specialty by 2. So, like, 13 Metalwork (Or Smithing?) with 2 points spent on Weaponsmithing will give the character 17 for making Weapons.&lt;br /&gt;
&lt;br /&gt;
==Skill Proficiencies==&lt;br /&gt;
Skill Proficiencies refer to a character's general ability to do things, to know things, to think about things, to observe things. Basically, Skills are the method with which the character can meaningfully interact with the world beyond attacking it, casting spells at it or moving around in it. Skills determine a character's capacity for succeeding and failing at all manner of things.&lt;br /&gt;
&lt;br /&gt;
===Skill Classes===&lt;br /&gt;
Skills Class determines the capacity of a given [[Class (Fundamental)|Class]] to learn these skills. Each Class Type has Skill Classes it considers Class Skills - characters without Class Levels may also be considered to have Class Skills depending on the character. &lt;br /&gt;
&lt;br /&gt;
Skill Classes are divided up as follows:&lt;br /&gt;
&lt;br /&gt;
'''General''' - General Skills are elementary and accessible enough for anyone to learn readily or otherwise as trade skills such as Smithing or Pottery. These are Skills for everyone.&lt;br /&gt;
&lt;br /&gt;
'''Mage''' - Skills dedicated to scholastic pursuits and the sciences. These are also known as Academic skills.&lt;br /&gt;
&lt;br /&gt;
'''Priest''' - Skills dedicated to the consideration of the world around and of others. These are also known as Thoughtful skills.&lt;br /&gt;
&lt;br /&gt;
'''Rogue''' - Skills dedicated to subterfuge, cunning and flair. These are also known as Cunning Skills.&lt;br /&gt;
&lt;br /&gt;
'''Warrior''' - Skills dedicated to the needs of soldiering and survival. These are also known as Martial Skills.&lt;br /&gt;
&lt;br /&gt;
===Skill Types===&lt;br /&gt;
Skill Types determine what individual Skills qualify as. As a result, a character may experience modifiers to all Skills of a given type depending on their circumstances - for instance, Visual Skills suffer a penalty when [[Visibility (Perception)|Visibility]] is poor. Furthermore, a Skill's Type determines how Skill Points gained from Attributes or Class may be spent on it.&lt;br /&gt;
&lt;br /&gt;
The basic Skill types are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Art''' - Skills that create something chiefly aesthetic. Some overlap with Craft and Performance.&lt;br /&gt;
&lt;br /&gt;
'''Craft''' - Skills that create something chiefly physical. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Mental''' - Skills based principally on knowledge and conceptual understanding.&lt;br /&gt;
&lt;br /&gt;
'''Performance''' - Skills based on performative art. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Physical''' - Skills based on physical ability or that have been developed by it.&lt;br /&gt;
&lt;br /&gt;
'''Sense''' - Skills based on perception and reading the world around a character.&lt;br /&gt;
&lt;br /&gt;
'''Social''' - Skills based on understanding and interaction with people.&lt;br /&gt;
&lt;br /&gt;
Sub-Types may exist as well; Sub-Types are not applied generally to the Skill but certain uses of it - these include things like Vision and Hearing for various Sense skills, Construction for several Craft skills and Writing for various Art skills.&lt;br /&gt;
&lt;br /&gt;
Note, whilst a Skill defaults to a given type, it does not necessarily ''always'' qualify as it. For example, a character wishes to explain smithing to another character. They could talk about it from knowledge, experience or their general skill in the profession - whilst the first two would swap the usual bonus from Attributes for Intelligence or Wisdom, regardless of how they intended to explain it, the DM may judge this is ''not'' a Physical Skill when used as such and qualifies as a Mental or Social skill for the situation, changing what additional modifiers the character might receive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Points==&lt;br /&gt;
Skill Points are appropriately enough points that can be spent on Skills or converted into Language Points. They also may be spent on [[Language (Proficiency)#Language Points|Language Points]] and [[Traits (Traits)|Traits]]. If a character gains Skill Points after creation, they usually may not spend Skill Points on [[Traits (Traits)#Inherent Traits|Inherent Traits]] without DM approval.&lt;br /&gt;
&lt;br /&gt;
For every Skill Point a character spends on a Skill, the character receives a +1 to Skill Checks that use this skill.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
A character considers any Skill that is General or has their Class Type to be a Class Skill. Points spent on Class Skills grants a +2 bonus rather than a +1 bonus.&lt;br /&gt;
&lt;br /&gt;
===Specialties===&lt;br /&gt;
Most skills can be, effectively, broken into Specialties. Specialties consist of narrower areas of expertise that still, fundamentally use the same skill. For instance, a character skilled in Smithing might be better at making swords than horseshoes, though they could do either in a pinch. This would manifest as them having a Proficiency in Smithing and a Specialty in Weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
A character can only take each Specialty once and only one Specialty can be applied to a given roll, but can take many Specialties for the same Skill.&lt;br /&gt;
&lt;br /&gt;
A Specialty grants a +2 bonus to the Skill in situations that call for the specific Specialty. If the Skill is a Class Skill, this is a +4 bonus.&lt;br /&gt;
&lt;br /&gt;
==Skill Point Generation==&lt;br /&gt;
Characters begin with a number of Skill Points from general experience before they began their adventures. Whilst a character's Class will grant them some of their skill points, most are gained from personal experience.&lt;br /&gt;
&lt;br /&gt;
====Standard Generation====&lt;br /&gt;
Standard Generation is straight forward - characters gain a set value of Skill Points and they may be freely spent on any Skill Type. The default value for this is 12.&lt;br /&gt;
&lt;br /&gt;
====Generation By Aptitude====&lt;br /&gt;
Generation by Aptitude gives Skill Points according to [[Attributes (Basic)|Attributes]]. The character gains Skill Points equal to a given Attribute Score/5, rounded down. These Skill Points are given the same type as the Attribute and can be spent as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Attribute&lt;br /&gt;
|-&lt;br /&gt;
| '''Attribute''' || '''Skill Types'''&lt;br /&gt;
|-&lt;br /&gt;
| Strength || Physical, Craft &lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || Physical, Art&lt;br /&gt;
|-&lt;br /&gt;
| Constitution || Physical, Craft&lt;br /&gt;
|-&lt;br /&gt;
| Intelligence || Mental, Art, Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wisdom || Mental, Sense, Languages&lt;br /&gt;
|-&lt;br /&gt;
| Charisma || Social, Performance, Languages&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any Skill point can be spent on a Trait, unless the Trait has a specific Type, in which case the Skill Point must have the same Type.&lt;br /&gt;
&lt;br /&gt;
====Generated by Trade====&lt;br /&gt;
Skill Points generated by Trade gives Skill Points according to their Class Type, with more martial types being more physical and academic types tending towards mental skills. In the case of character with multiple-class types for skills (such as Bards, who are both Wizards and Rogues) or multi-class characters, they must add up the total Skill Points for each type they qualify for and then divide it by the total number of Class Types, rounding down. For example, a Bard has 2 Physical/Craft points from Wizard and 5 from Rogue. This rounds down to 3 for Physical/Craft skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Class Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Skill Types''' || '''Warrior''' || '''Wizard''' || '''Priest''' || '''Rogue'''&lt;br /&gt;
|-&lt;br /&gt;
| Physical/Craft || 8 || 2 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Art/Mental/Sense/Language || 4 || 11 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Social/Performance/Language || 3 || 2 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any Skill point can be spent on a Trait, unless the Trait has a specific Type, in which case the Skill Point must have the same Type.&lt;br /&gt;
&lt;br /&gt;
===Skill Caps===&lt;br /&gt;
In &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt;, characters may spend up to 4 points on a given Skill at 1st level and an additional 1 point per character level. They may continue to spend Skill Points beyond this point at double cost or, if it a Class Skill, at normal cost but only receive a +1 bonus.&lt;br /&gt;
&lt;br /&gt;
This does not apply to Languages.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2121</id>
		<title>Skill Proficiency (Proficiency)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2121"/>
				<updated>2018-11-27T11:20:18Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: Probably we're going to have a Skill and Specialties. Every skill point increases the Skill by 1, every Specialty increases rolls with that specialty by 2. So, like, 13 Metalwork (Or Smithing?) with 2 points spent on Weaponsmithing will give the character 17 for making Weapons.&lt;br /&gt;
&lt;br /&gt;
==Skill Proficiencies==&lt;br /&gt;
Skill Proficiencies refer to a character's general ability to do things, to know things, to think about things, to observe things. Basically, Skills are the method with which the character can meaningfully interact with the world beyond attacking it, casting spells at it or moving around in it. Skills determine a character's capacity for succeeding and failing at all manner of things.&lt;br /&gt;
&lt;br /&gt;
===Skill Classes===&lt;br /&gt;
Skills Class determines the capacity of a given [[Class (Fundamental)|Class]] to learn these skills. Each Class Type has Skill Classes it considers Class Skills - characters without Class Levels may also be considered to have Class Skills depending on the character. &lt;br /&gt;
&lt;br /&gt;
Skill Classes are divided up as follows:&lt;br /&gt;
&lt;br /&gt;
'''General''' - General Skills are elementary and accessible enough for anyone to learn readily or otherwise as trade skills such as Smithing or Pottery. These are Skills for everyone.&lt;br /&gt;
&lt;br /&gt;
'''Mage''' - Skills dedicated to scholastic pursuits and the sciences. These are also known as Academic skills.&lt;br /&gt;
&lt;br /&gt;
'''Priest''' - Skills dedicated to the consideration of the world around and of others. These are also known as Thoughtful skills.&lt;br /&gt;
&lt;br /&gt;
'''Rogue''' - Skills dedicated to subterfuge, cunning and flair. These are also known as Cunning Skills.&lt;br /&gt;
&lt;br /&gt;
'''Warrior''' - Skills dedicated to the needs of soldiering and survival. These are also known as Martial Skills.&lt;br /&gt;
&lt;br /&gt;
===Skill Types===&lt;br /&gt;
Skill Types determine what individual Skills qualify as. As a result, a character may experience modifiers to all Skills of a given type depending on their circumstances - for instance, Visual Skills suffer a penalty when [[Visibility (Perception)|Visibility]] is poor. Furthermore, a Skill's Type determines how Skill Points gained from Attributes or Class may be spent on it.&lt;br /&gt;
&lt;br /&gt;
The basic Skill types are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Art''' - Skills that create something chiefly aesthetic. Some overlap with Craft and Performance.&lt;br /&gt;
&lt;br /&gt;
'''Craft''' - Skills that create something chiefly physical. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Mental''' - Skills based principally on knowledge and conceptual understanding.&lt;br /&gt;
&lt;br /&gt;
'''Performance''' - Skills based on performative art. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Physical''' - Skills based on physical ability or that have been developed by it.&lt;br /&gt;
&lt;br /&gt;
'''Sense''' - Skills based on perception and reading the world around a character.&lt;br /&gt;
&lt;br /&gt;
'''Social''' - Skills based on understanding and interaction with people.&lt;br /&gt;
&lt;br /&gt;
Sub-Types may exist as well; Sub-Types are not applied generally to the Skill but certain uses of it - these include things like Vision and Hearing for various Sense skills, Construction for several Craft skills and Writing for various Art skills.&lt;br /&gt;
&lt;br /&gt;
Note, whilst a Skill defaults to a given type, it does not necessarily ''always'' qualify as it. For example, a character wishes to explain smithing to another character. They could talk about it from knowledge, experience or their general skill in the profession - whilst the first two would swap the usual bonus from Attributes for Intelligence or Wisdom, regardless of how they intended to explain it, the DM may judge this is ''not'' a Physical Skill when used as such and qualifies as a Mental or Social skill for the situation, changing what additional modifiers the character might receive.&lt;br /&gt;
&lt;br /&gt;
==Skill Point Generation==&lt;br /&gt;
Characters begin with a number of Skill Points from general experience before they began their adventures. Whilst a character's Class will grant them some of their skill points, most are gained from personal experience.&lt;br /&gt;
&lt;br /&gt;
====Standard Generation====&lt;br /&gt;
Standard Generation is straight forward - characters gain a set value of Skill Points and they may be freely spent on any Skill Type. The default value for this is 12.&lt;br /&gt;
&lt;br /&gt;
====Generation By Aptitude====&lt;br /&gt;
Generation by Aptitude gives Skill Points according to [[Attributes (Basic)|Attributes]]. The character gains Skill Points equal to a given Attribute Score/5, rounded down. These Skill Points are given the same type as the Attribute and can be spent as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Attribute&lt;br /&gt;
|-&lt;br /&gt;
| '''Attribute''' || '''Skill Types'''&lt;br /&gt;
|-&lt;br /&gt;
| Strength || Physical, Craft &lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || Physical, Art&lt;br /&gt;
|-&lt;br /&gt;
| Constitution || Physical, Craft&lt;br /&gt;
|-&lt;br /&gt;
| Intelligence || Mental, Art, Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wisdom || Mental, Sense, Languages&lt;br /&gt;
|-&lt;br /&gt;
| Charisma || Social, Performance, Languages&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any Skill point can be spent on a Trait, unless the Trait has a specific Type, in which case the Skill Point must have the same Type.&lt;br /&gt;
&lt;br /&gt;
====Generated by Trade====&lt;br /&gt;
Skill Points generated by Trade gives Skill Points according to their Class Type, with more martial types being more physical and academic types tending towards mental skills. In the case of character with multiple-class types for skills (such as Bards, who are both Wizards and Rogues) or multi-class characters, they must add up the total Skill Points for each type they qualify for and then divide it by the total number of Class Types, rounding down. For example, a Bard has 2 Physical/Craft points from Wizard and 5 from Rogue. This rounds down to 3 for Physical/Craft skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Class Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Skill Types''' || '''Warrior''' || '''Wizard''' || '''Priest''' || '''Rogue'''&lt;br /&gt;
|-&lt;br /&gt;
| Physical/Craft || 8 || 2 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Art/Mental/Sense/Language || 4 || 11 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Social/Performance/Language || 3 || 2 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any Skill point can be spent on a Trait, unless the Trait has a specific Type, in which case the Skill Point must have the same Type.&lt;br /&gt;
&lt;br /&gt;
===Skill Caps===&lt;br /&gt;
In &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt;, characters may spend up to 4 points on a given Skill at 1st level and an additional 1 point per character level. This does not apply to Languages.&lt;br /&gt;
&lt;br /&gt;
==Skill Points==&lt;br /&gt;
Skill Points are appropriately enough points that can be spent on Skills or converted into Language Points. They also may be spent on [[Language (Proficiency)#Language Points|Language Points]] and [[Traits (Traits)|Traits]]. If a character gains Skill Points after creation, they usually may not spend Skill Points on [[Traits (Traits)#Inherent Traits|Inherent Traits]] without DM approval.&lt;br /&gt;
&lt;br /&gt;
For every Skill Point a character spends on a Skill, the character receives a +1 to Skill Checks that use this skill.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
A character considers any Skill that is General or has their Class Type to be a Class Skill. Points spent on Class Skills grants a +2 bonus rather than a +1 bonus.&lt;br /&gt;
&lt;br /&gt;
===Specialties===&lt;br /&gt;
Most skills can be, effectively, broken into Specialties. Specialties consist of narrower areas of expertise that still, fundamentally use the same skill. For instance, a character skilled in Smithing might be better at making swords than horseshoes, though they could do either in a pinch. This would manifest as them having a Proficiency in Smithing and a Specialty in Weaponsmithing.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2120</id>
		<title>Skill Proficiency (Proficiency)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2120"/>
				<updated>2018-11-27T11:14:16Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Skill Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: Probably we're going to have a Skill and Specialties. Every skill point increases the Skill by 1, every Specialty increases rolls with that specialty by 2. So, like, 13 Metalwork (Or Smithing?) with 2 points spent on Weaponsmithing will give the character 17 for making Weapons.&lt;br /&gt;
&lt;br /&gt;
==Skill Proficiencies==&lt;br /&gt;
Skill Proficiencies refer to a character's general ability to do things, to know things, to think about things, to observe things. Basically, Skills are the method with which the character can meaningfully interact with the world beyond attacking it, casting spells at it or moving around in it. Skills determine a character's capacity for succeeding and failing at all manner of things.&lt;br /&gt;
&lt;br /&gt;
===Skill Classes===&lt;br /&gt;
Skills Class determines the capacity of a given [[Class (Fundamental)|Class]] to learn these skills. Each Class Type has Skill Classes it considers Class Skills - characters without Class Levels may also be considered to have Class Skills depending on the character. &lt;br /&gt;
&lt;br /&gt;
Skill Classes are divided up as follows:&lt;br /&gt;
&lt;br /&gt;
'''General''' - General Skills are elementary and accessible enough for anyone to learn readily or otherwise as trade skills such as Smithing or Pottery. These are Skills for everyone.&lt;br /&gt;
&lt;br /&gt;
'''Mage''' - Skills dedicated to scholastic pursuits and the sciences. These are also known as Academic skills.&lt;br /&gt;
&lt;br /&gt;
'''Priest''' - Skills dedicated to the consideration of the world around and of others. These are also known as Thoughtful skills.&lt;br /&gt;
&lt;br /&gt;
'''Rogue''' - Skills dedicated to subterfuge, cunning and flair. These are also known as Cunning Skills.&lt;br /&gt;
&lt;br /&gt;
'''Warrior''' - Skills dedicated to the needs of soldiering and survival. These are also known as Martial Skills.&lt;br /&gt;
&lt;br /&gt;
===Skill Types===&lt;br /&gt;
Skill Types determine what individual Skills qualify as. As a result, a character may experience modifiers to all Skills of a given type depending on their circumstances - for instance, Visual Skills suffer a penalty when [[Visibility (Perception)|Visibility]] is poor. Furthermore, a Skill's Type determines how Skill Points gained from Attributes or Class may be spent on it.&lt;br /&gt;
&lt;br /&gt;
The basic Skill types are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Art''' - Skills that create something chiefly aesthetic. Some overlap with Craft and Performance.&lt;br /&gt;
&lt;br /&gt;
'''Craft''' - Skills that create something chiefly physical. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Mental''' - Skills based principally on knowledge and conceptual understanding.&lt;br /&gt;
&lt;br /&gt;
'''Performance''' - Skills based on performative art. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Physical''' - Skills based on physical ability or that have been developed by it.&lt;br /&gt;
&lt;br /&gt;
'''Sense''' - Skills based on perception and reading the world around a character.&lt;br /&gt;
&lt;br /&gt;
'''Social''' - Skills based on understanding and interaction with people.&lt;br /&gt;
&lt;br /&gt;
Sub-Types may exist as well; Sub-Types are not applied generally to the Skill but certain uses of it - these include things like Vision and Hearing for various Sense skills, Construction for several Craft skills and Writing for various Art skills.&lt;br /&gt;
&lt;br /&gt;
Note, whilst a Skill defaults to a given type, it does not necessarily ''always'' qualify as it. For example, a character wishes to explain smithing to another character. They could talk about it from knowledge, experience or their general skill in the profession - whilst the first two would swap the usual bonus from Attributes for Intelligence or Wisdom, regardless of how they intended to explain it, the DM may judge this is ''not'' a Physical Skill when used as such and qualifies as a Mental or Social skill for the situation, changing what additional modifiers the character might receive.&lt;br /&gt;
&lt;br /&gt;
==Skill Point Generation==&lt;br /&gt;
Characters begin with a number of Skill Points from general experience before they began their adventures. Whilst a character's Class will grant them some of their skill points, most are gained from personal experience.&lt;br /&gt;
&lt;br /&gt;
====Standard Generation====&lt;br /&gt;
Standard Generation is straight forward - characters gain a set value of Skill Points and they may be freely spent on any Skill Type. The default value for this is 12.&lt;br /&gt;
&lt;br /&gt;
====Generation By Aptitude====&lt;br /&gt;
Generation by Aptitude gives Skill Points according to [[Attributes (Basic)|Attributes]]. The character gains Skill Points equal to a given Attribute Score/5, rounded down. These Skill Points are given the same type as the Attribute and can be spent as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Attribute&lt;br /&gt;
|-&lt;br /&gt;
| '''Attribute''' || '''Skill Types'''&lt;br /&gt;
|-&lt;br /&gt;
| Strength || Physical, Craft &lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || Physical, Art&lt;br /&gt;
|-&lt;br /&gt;
| Constitution || Physical, Craft&lt;br /&gt;
|-&lt;br /&gt;
| Intelligence || Mental, Art, Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wisdom || Mental, Sense, Languages&lt;br /&gt;
|-&lt;br /&gt;
| Charisma || Social, Performance, Languages&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any Skill point can be spent on a Trait, unless the Trait has a specific Type, in which case the Skill Point must have the same Type.&lt;br /&gt;
&lt;br /&gt;
====Generated by Trade====&lt;br /&gt;
Skill Points generated by Trade gives Skill Points according to their Class Type, with more martial types being more physical and academic types tending towards mental skills. In the case of character with multiple-class types for skills (such as Bards, who are both Wizards and Rogues) or multi-class characters, they must add up the total Skill Points for each type they qualify for and then divide it by the total number of Class Types, rounding down. For example, a Bard has 2 Physical/Craft points from Wizard and 5 from Rogue. This rounds down to 3 for Physical/Craft skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Class Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Skill Types''' || '''Warrior''' || '''Wizard''' || '''Priest''' || '''Rogue'''&lt;br /&gt;
|-&lt;br /&gt;
| Physical/Craft || 8 || 2 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Art/Mental/Sense/Language || 4 || 11 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Social/Performance/Language || 3 || 2 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any Skill point can be spent on a Trait, unless the Trait has a specific Type, in which case the Skill Point must have the same Type.&lt;br /&gt;
&lt;br /&gt;
===Skill Caps===&lt;br /&gt;
In &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt;, characters may spend up to 4 points on a given Skill at 1st level and an additional 1 point per character level. This does not apply to Languages.&lt;br /&gt;
&lt;br /&gt;
===Specialties===&lt;br /&gt;
Most skills can be, effectively, broken into Specialties. Specialties consist of narrower areas of expertise that still, fundamentally use the same skill. For instance, a character skilled in Smithing might be better at making swords than horseshoes, though they could do either in a pinch. This would manifest as them having a Proficiency in Smithing and a Specialty in Weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
==Proficiency Level==&lt;br /&gt;
&lt;br /&gt;
(bonus to skill rolls. at higher levels, you get an increased Critical range).&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2119</id>
		<title>Skill Proficiency (Proficiency)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2119"/>
				<updated>2018-11-27T11:13:52Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Skill Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: Probably we're going to have a Skill and Specialties. Every skill point increases the Skill by 1, every Specialty increases rolls with that specialty by 2. So, like, 13 Metalwork (Or Smithing?) with 2 points spent on Weaponsmithing will give the character 17 for making Weapons.&lt;br /&gt;
&lt;br /&gt;
==Skill Proficiencies==&lt;br /&gt;
Skill Proficiencies refer to a character's general ability to do things, to know things, to think about things, to observe things. Basically, Skills are the method with which the character can meaningfully interact with the world beyond attacking it, casting spells at it or moving around in it. Skills determine a character's capacity for succeeding and failing at all manner of things.&lt;br /&gt;
&lt;br /&gt;
===Skill Classes===&lt;br /&gt;
Skills Class determines the capacity of a given [[Class (Fundamental)|Class]] to learn these skills. Each Class Type has Skill Classes it considers Class Skills - characters without Class Levels may also be considered to have Class Skills depending on the character. &lt;br /&gt;
&lt;br /&gt;
Skill Classes are divided up as follows:&lt;br /&gt;
&lt;br /&gt;
'''General''' - General Skills are elementary and accessible enough for anyone to learn readily or otherwise as trade skills such as Smithing or Pottery. These are Skills for everyone.&lt;br /&gt;
&lt;br /&gt;
'''Mage''' - Skills dedicated to scholastic pursuits and the sciences. These are also known as Academic skills.&lt;br /&gt;
&lt;br /&gt;
'''Priest''' - Skills dedicated to the consideration of the world around and of others. These are also known as Thoughtful skills.&lt;br /&gt;
&lt;br /&gt;
'''Rogue''' - Skills dedicated to subterfuge, cunning and flair. These are also known as Cunning Skills.&lt;br /&gt;
&lt;br /&gt;
'''Warrior''' - Skills dedicated to the needs of soldiering and survival. These are also known as Martial Skills.&lt;br /&gt;
&lt;br /&gt;
===Skill Types===&lt;br /&gt;
Skill Types determine what individual Skills qualify as. As a result, a character may experience modifiers to all Skills of a given type depending on their circumstances - for instance, Visual Skills suffer a penalty when [[Visibility (Perception)|Visibility]] is poor. Furthermore, a Skill's Type determines how Skill Points gained from Attributes or Class may be spent on it.&lt;br /&gt;
&lt;br /&gt;
The basic Skill types are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Art''' - Skills that create something chiefly aesthetic. Some overlap with Craft and Performance.&lt;br /&gt;
&lt;br /&gt;
'''Craft''' - Skills that create something chiefly physical. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Mental''' - Skills based principally on knowledge and conceptual understanding.&lt;br /&gt;
&lt;br /&gt;
'''Performance''' - Skills based on performative art. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Physical''' - Skills based on physical ability or that have been developed by it.&lt;br /&gt;
&lt;br /&gt;
'''Sense''' - Skills based on perception and reading the world around a character.&lt;br /&gt;
&lt;br /&gt;
'''Social''' - Skills based on understanding and interaction with people.&lt;br /&gt;
&lt;br /&gt;
Sub-Types may exist as well; Sub-Types are not applied generally to the Skill but certain uses of it - these include things like Vision and Hearing for various Sense skills, Construction for several Craft skills and Writing for various Art skills.&lt;br /&gt;
&lt;br /&gt;
Note, whilst a Skill defaults to a given type, it does not necessarily ''always'' qualify as it. For example, a character wishes to explain smithing to another character. They could talk about it from knowledge, experience or their general skill in the profession - whilst the first two would swap the usual bonus from Attributes for Intelligence or Wisdom, regardless of how they intended to explain it, the DM may judge this is ''not'' a Physical Skill when used as such and qualifies as a Mental or Social skill for the situation, changing what additional modifiers the character might receive.&lt;br /&gt;
&lt;br /&gt;
==Skill Points==&lt;br /&gt;
Skill Points are appropriately enough points that can be spent on Skills or converted into Language Points. They also may be spent on [[Language (Proficiency)#Language Points|Language Points]] and [[Traits (Traits)|Traits]]. If a character gains Skill Points after creation, they usually may not spend Skill Points on [[Traits (Traits)#Inherent Traits|Inherent Traits]] without DM approval.&lt;br /&gt;
&lt;br /&gt;
===Skill Point Generation===&lt;br /&gt;
Characters begin with a number of Skill Points from general experience before they began their adventures. Whilst a character's Class will grant them some of their skill points, most are gained from personal experience.&lt;br /&gt;
&lt;br /&gt;
====Standard Generation====&lt;br /&gt;
Standard Generation is straight forward - characters gain a set value of Skill Points and they may be freely spent on any Skill Type. The default value for this is 12.&lt;br /&gt;
&lt;br /&gt;
====Generation By Aptitude====&lt;br /&gt;
Generation by Aptitude gives Skill Points according to [[Attributes (Basic)|Attributes]]. The character gains Skill Points equal to a given Attribute Score/5, rounded down. These Skill Points are given the same type as the Attribute and can be spent as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Attribute&lt;br /&gt;
|-&lt;br /&gt;
| '''Attribute''' || '''Skill Types'''&lt;br /&gt;
|-&lt;br /&gt;
| Strength || Physical, Craft &lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || Physical, Art&lt;br /&gt;
|-&lt;br /&gt;
| Constitution || Physical, Craft&lt;br /&gt;
|-&lt;br /&gt;
| Intelligence || Mental, Art, Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wisdom || Mental, Sense, Languages&lt;br /&gt;
|-&lt;br /&gt;
| Charisma || Social, Performance, Languages&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any Skill point can be spent on a Trait, unless the Trait has a specific Type, in which case the Skill Point must have the same Type.&lt;br /&gt;
&lt;br /&gt;
====Generated by Trade====&lt;br /&gt;
Skill Points generated by Trade gives Skill Points according to their Class Type, with more martial types being more physical and academic types tending towards mental skills. In the case of character with multiple-class types for skills (such as Bards, who are both Wizards and Rogues) or multi-class characters, they must add up the total Skill Points for each type they qualify for and then divide it by the total number of Class Types, rounding down. For example, a Bard has 2 Physical/Craft points from Wizard and 5 from Rogue. This rounds down to 3 for Physical/Craft skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Class Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Skill Types''' || '''Warrior''' || '''Wizard''' || '''Priest''' || '''Rogue'''&lt;br /&gt;
|-&lt;br /&gt;
| Physical/Craft || 8 || 2 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Art/Mental/Sense/Language || 4 || 11 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Social/Performance/Language || 3 || 2 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any Skill point can be spent on a Trait, unless the Trait has a specific Type, in which case the Skill Point must have the same Type.&lt;br /&gt;
&lt;br /&gt;
===Skill Caps===&lt;br /&gt;
In &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt;, characters may spend up to 4 points on a given Skill at 1st level and an additional 1 point per character level. This does not apply to Languages.&lt;br /&gt;
&lt;br /&gt;
===Specialties===&lt;br /&gt;
Most skills can be, effectively, broken into Specialties. Specialties consist of narrower areas of expertise that still, fundamentally use the same skill. For instance, a character skilled in Smithing might be better at making swords than horseshoes, though they could do either in a pinch. This would manifest as them having a Proficiency in Smithing and a Specialty in Weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
==Proficiency Level==&lt;br /&gt;
&lt;br /&gt;
(bonus to skill rolls. at higher levels, you get an increased Critical range).&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2118</id>
		<title>Skill Proficiency (Proficiency)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2118"/>
				<updated>2018-11-27T11:03:16Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Generation By Aptitude */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: Probably we're going to have a Skill and Specialties. Every skill point increases the Skill by 1, every Specialty increases rolls with that specialty by 2. So, like, 13 Metalwork (Or Smithing?) with 2 points spent on Weaponsmithing will give the character 17 for making Weapons.&lt;br /&gt;
&lt;br /&gt;
==Skill Proficiencies==&lt;br /&gt;
Skill Proficiencies refer to a character's general ability to do things, to know things, to think about things, to observe things. Basically, Skills are the method with which the character can meaningfully interact with the world beyond attacking it, casting spells at it or moving around in it. Skills determine a character's capacity for succeeding and failing at all manner of things.&lt;br /&gt;
&lt;br /&gt;
===Skill Classes===&lt;br /&gt;
Skills Class determines the capacity of a given [[Class (Fundamental)|Class]] to learn these skills. Each Class Type has Skill Classes it considers Class Skills - characters without Class Levels may also be considered to have Class Skills depending on the character. &lt;br /&gt;
&lt;br /&gt;
Skill Classes are divided up as follows:&lt;br /&gt;
&lt;br /&gt;
'''General''' - General Skills are elementary and accessible enough for anyone to learn readily or otherwise as trade skills such as Smithing or Pottery. These are Skills for everyone.&lt;br /&gt;
&lt;br /&gt;
'''Mage''' - Skills dedicated to scholastic pursuits and the sciences. These are also known as Academic skills.&lt;br /&gt;
&lt;br /&gt;
'''Priest''' - Skills dedicated to the consideration of the world around and of others. These are also known as Thoughtful skills.&lt;br /&gt;
&lt;br /&gt;
'''Rogue''' - Skills dedicated to subterfuge, cunning and flair. These are also known as Cunning Skills.&lt;br /&gt;
&lt;br /&gt;
'''Warrior''' - Skills dedicated to the needs of soldiering and survival. These are also known as Martial Skills.&lt;br /&gt;
&lt;br /&gt;
===Skill Types===&lt;br /&gt;
Skill Types determine what individual Skills qualify as. As a result, a character may experience modifiers to all Skills of a given type depending on their circumstances - for instance, Visual Skills suffer a penalty when [[Visibility (Perception)|Visibility]] is poor. Furthermore, a Skill's Type determines how Skill Points gained from Attributes or Class may be spent on it.&lt;br /&gt;
&lt;br /&gt;
The basic Skill types are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Art''' - Skills that create something chiefly aesthetic. Some overlap with Craft and Performance.&lt;br /&gt;
&lt;br /&gt;
'''Craft''' - Skills that create something chiefly physical. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Mental''' - Skills based principally on knowledge and conceptual understanding.&lt;br /&gt;
&lt;br /&gt;
'''Performance''' - Skills based on performative art. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Physical''' - Skills based on physical ability or that have been developed by it.&lt;br /&gt;
&lt;br /&gt;
'''Sense''' - Skills based on perception and reading the world around a character.&lt;br /&gt;
&lt;br /&gt;
'''Social''' - Skills based on understanding and interaction with people.&lt;br /&gt;
&lt;br /&gt;
Sub-Types may exist as well; Sub-Types are not applied generally to the Skill but certain uses of it - these include things like Vision and Hearing for various Sense skills, Construction for several Craft skills and Writing for various Art skills.&lt;br /&gt;
&lt;br /&gt;
Note, whilst a Skill defaults to a given type, it does not necessarily ''always'' qualify as it. For example, a character wishes to explain smithing to another character. They could talk about it from knowledge, experience or their general skill in the profession - whilst the first two would swap the usual bonus from Attributes for Intelligence or Wisdom, regardless of how they intended to explain it, the DM may judge this is ''not'' a Physical Skill when used as such and qualifies as a Mental or Social skill for the situation, changing what additional modifiers the character might receive.&lt;br /&gt;
&lt;br /&gt;
==Skill Points==&lt;br /&gt;
Skill Points are appropriately enough points that can be spent on Skills or converted into Language Points. They also may be spent on [[Language (Proficiency)#Language Points|Language Points]] and [[Traits (Traits)|Traits]]. If a character gains Skill Points after creation, they usually may not spend Skill Points on [[Traits (Traits)#Inherent Traits|Inherent Traits]] without DM approval.&lt;br /&gt;
&lt;br /&gt;
===Skill Point Generation===&lt;br /&gt;
Characters begin with a number of Skill Points from general experience before they began their adventures. Whilst a character's Class will grant them some of their skill points, most are gained from personal experience.&lt;br /&gt;
&lt;br /&gt;
====Standard Generation====&lt;br /&gt;
Standard Generation is straight forward - characters gain a set value of Skill Points and they may be freely spent on any Skill Type. The default value for this is 12.&lt;br /&gt;
&lt;br /&gt;
====Generation By Aptitude====&lt;br /&gt;
Generation by Aptitude gives Skill Points according to [[Attributes (Basic)|Attributes]]. The character gains Skill Points equal to a given Attribute Score/5, rounded down. These Skill Points are given the same type as the Attribute and can be spent as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Attribute&lt;br /&gt;
|-&lt;br /&gt;
| '''Attribute''' || '''Skill Types'''&lt;br /&gt;
|-&lt;br /&gt;
| Strength || Physical, Craft &lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || Physical, Art&lt;br /&gt;
|-&lt;br /&gt;
| Constitution || Physical, Craft&lt;br /&gt;
|-&lt;br /&gt;
| Intelligence || Mental, Art, Languages&lt;br /&gt;
|-&lt;br /&gt;
| Wisdom || Mental, Sense, Languages&lt;br /&gt;
|-&lt;br /&gt;
| Charisma || Social, Performance, Languages&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generated by Trade====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skill Caps===&lt;br /&gt;
In &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt;, characters may spend up to 4 points on a given Skill at 1st level and an additional 1 point per character level. This does not apply to Languages.&lt;br /&gt;
&lt;br /&gt;
===Specialties===&lt;br /&gt;
&lt;br /&gt;
Most skills can be, effectively, broken into Specialties. Specialties consist of narrower areas of expertise that still, fundamentally use the same skill. For instance, a character skilled in Smithing might be better at making swords than horseshoes, though they could do either in a pinch. This would manifest as them having a Proficiency in Smithing and a Specialty in Weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Proficiency Level==&lt;br /&gt;
&lt;br /&gt;
(bonus to skill rolls. at higher levels, you get an increased Critical range).&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2117</id>
		<title>Skill Proficiency (Proficiency)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2117"/>
				<updated>2018-11-27T10:58:13Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Skill Caps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: Probably we're going to have a Skill and Specialties. Every skill point increases the Skill by 1, every Specialty increases rolls with that specialty by 2. So, like, 13 Metalwork (Or Smithing?) with 2 points spent on Weaponsmithing will give the character 17 for making Weapons.&lt;br /&gt;
&lt;br /&gt;
==Skill Proficiencies==&lt;br /&gt;
Skill Proficiencies refer to a character's general ability to do things, to know things, to think about things, to observe things. Basically, Skills are the method with which the character can meaningfully interact with the world beyond attacking it, casting spells at it or moving around in it. Skills determine a character's capacity for succeeding and failing at all manner of things.&lt;br /&gt;
&lt;br /&gt;
===Skill Classes===&lt;br /&gt;
Skills Class determines the capacity of a given [[Class (Fundamental)|Class]] to learn these skills. Each Class Type has Skill Classes it considers Class Skills - characters without Class Levels may also be considered to have Class Skills depending on the character. &lt;br /&gt;
&lt;br /&gt;
Skill Classes are divided up as follows:&lt;br /&gt;
&lt;br /&gt;
'''General''' - General Skills are elementary and accessible enough for anyone to learn readily or otherwise as trade skills such as Smithing or Pottery. These are Skills for everyone.&lt;br /&gt;
&lt;br /&gt;
'''Mage''' - Skills dedicated to scholastic pursuits and the sciences. These are also known as Academic skills.&lt;br /&gt;
&lt;br /&gt;
'''Priest''' - Skills dedicated to the consideration of the world around and of others. These are also known as Thoughtful skills.&lt;br /&gt;
&lt;br /&gt;
'''Rogue''' - Skills dedicated to subterfuge, cunning and flair. These are also known as Cunning Skills.&lt;br /&gt;
&lt;br /&gt;
'''Warrior''' - Skills dedicated to the needs of soldiering and survival. These are also known as Martial Skills.&lt;br /&gt;
&lt;br /&gt;
===Skill Types===&lt;br /&gt;
Skill Types determine what individual Skills qualify as. As a result, a character may experience modifiers to all Skills of a given type depending on their circumstances - for instance, Visual Skills suffer a penalty when [[Visibility (Perception)|Visibility]] is poor. Furthermore, a Skill's Type determines how Skill Points gained from Attributes or Class may be spent on it.&lt;br /&gt;
&lt;br /&gt;
The basic Skill types are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Art''' - Skills that create something chiefly aesthetic. Some overlap with Craft and Performance.&lt;br /&gt;
&lt;br /&gt;
'''Craft''' - Skills that create something chiefly physical. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Mental''' - Skills based principally on knowledge and conceptual understanding.&lt;br /&gt;
&lt;br /&gt;
'''Performance''' - Skills based on performative art. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Physical''' - Skills based on physical ability or that have been developed by it.&lt;br /&gt;
&lt;br /&gt;
'''Sense''' - Skills based on perception and reading the world around a character.&lt;br /&gt;
&lt;br /&gt;
'''Social''' - Skills based on understanding and interaction with people.&lt;br /&gt;
&lt;br /&gt;
Sub-Types may exist as well; Sub-Types are not applied generally to the Skill but certain uses of it - these include things like Vision and Hearing for various Sense skills, Construction for several Craft skills and Writing for various Art skills.&lt;br /&gt;
&lt;br /&gt;
Note, whilst a Skill defaults to a given type, it does not necessarily ''always'' qualify as it. For example, a character wishes to explain smithing to another character. They could talk about it from knowledge, experience or their general skill in the profession - whilst the first two would swap the usual bonus from Attributes for Intelligence or Wisdom, regardless of how they intended to explain it, the DM may judge this is ''not'' a Physical Skill when used as such and qualifies as a Mental or Social skill for the situation, changing what additional modifiers the character might receive.&lt;br /&gt;
&lt;br /&gt;
==Skill Points==&lt;br /&gt;
Skill Points are appropriately enough points that can be spent on Skills or converted into Language Points. They also may be spent on [[Language (Proficiency)#Language Points|Language Points]] and [[Traits (Traits)|Traits]]. If a character gains Skill Points after creation, they usually may not spend Skill Points on [[Traits (Traits)#Inherent Traits|Inherent Traits]] without DM approval.&lt;br /&gt;
&lt;br /&gt;
===Skill Point Generation===&lt;br /&gt;
Characters begin with a number of Skill Points from general experience before they began their adventures. Whilst a character's Class will grant them some of their skill points, most are gained from personal experience.&lt;br /&gt;
&lt;br /&gt;
====Standard Generation====&lt;br /&gt;
Standard Generation is straight forward - characters gain a set value of Skill Points and they may be freely spent on any Skill Type. The default value for this is 12.&lt;br /&gt;
&lt;br /&gt;
====Generation By Aptitude====&lt;br /&gt;
Generation by Aptitude gives Skill Points according to [[Attributes (Basic)|Attributes]]. The character gains Skill Points equal to a given Attribute Score/5, rounded down. These Skill Points are given the same type as the Attribute and can be spent as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Attribute&lt;br /&gt;
|-&lt;br /&gt;
| '''Attribute''' || '''Skill Types'''&lt;br /&gt;
|-&lt;br /&gt;
| Strength || Physical, Craft &lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || Physical, Art&lt;br /&gt;
|-&lt;br /&gt;
| Constitution || Physical, Craft&lt;br /&gt;
|-&lt;br /&gt;
| Intelligence || Mental, Art&lt;br /&gt;
|-&lt;br /&gt;
| Wisdom || Mental, Sense&lt;br /&gt;
|-&lt;br /&gt;
| Charisma || Social, Performance&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generated by Trade====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skill Caps===&lt;br /&gt;
In &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt;, characters may spend up to 4 points on a given Skill at 1st level and an additional 1 point per character level. This does not apply to Languages.&lt;br /&gt;
&lt;br /&gt;
===Specialties===&lt;br /&gt;
&lt;br /&gt;
Most skills can be, effectively, broken into Specialties. Specialties consist of narrower areas of expertise that still, fundamentally use the same skill. For instance, a character skilled in Smithing might be better at making swords than horseshoes, though they could do either in a pinch. This would manifest as them having a Proficiency in Smithing and a Specialty in Weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Proficiency Level==&lt;br /&gt;
&lt;br /&gt;
(bonus to skill rolls. at higher levels, you get an increased Critical range).&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2116</id>
		<title>Skill Proficiency (Proficiency)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2116"/>
				<updated>2018-11-27T10:57:56Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: Probably we're going to have a Skill and Specialties. Every skill point increases the Skill by 1, every Specialty increases rolls with that specialty by 2. So, like, 13 Metalwork (Or Smithing?) with 2 points spent on Weaponsmithing will give the character 17 for making Weapons.&lt;br /&gt;
&lt;br /&gt;
==Skill Proficiencies==&lt;br /&gt;
Skill Proficiencies refer to a character's general ability to do things, to know things, to think about things, to observe things. Basically, Skills are the method with which the character can meaningfully interact with the world beyond attacking it, casting spells at it or moving around in it. Skills determine a character's capacity for succeeding and failing at all manner of things.&lt;br /&gt;
&lt;br /&gt;
===Skill Classes===&lt;br /&gt;
Skills Class determines the capacity of a given [[Class (Fundamental)|Class]] to learn these skills. Each Class Type has Skill Classes it considers Class Skills - characters without Class Levels may also be considered to have Class Skills depending on the character. &lt;br /&gt;
&lt;br /&gt;
Skill Classes are divided up as follows:&lt;br /&gt;
&lt;br /&gt;
'''General''' - General Skills are elementary and accessible enough for anyone to learn readily or otherwise as trade skills such as Smithing or Pottery. These are Skills for everyone.&lt;br /&gt;
&lt;br /&gt;
'''Mage''' - Skills dedicated to scholastic pursuits and the sciences. These are also known as Academic skills.&lt;br /&gt;
&lt;br /&gt;
'''Priest''' - Skills dedicated to the consideration of the world around and of others. These are also known as Thoughtful skills.&lt;br /&gt;
&lt;br /&gt;
'''Rogue''' - Skills dedicated to subterfuge, cunning and flair. These are also known as Cunning Skills.&lt;br /&gt;
&lt;br /&gt;
'''Warrior''' - Skills dedicated to the needs of soldiering and survival. These are also known as Martial Skills.&lt;br /&gt;
&lt;br /&gt;
===Skill Types===&lt;br /&gt;
Skill Types determine what individual Skills qualify as. As a result, a character may experience modifiers to all Skills of a given type depending on their circumstances - for instance, Visual Skills suffer a penalty when [[Visibility (Perception)|Visibility]] is poor. Furthermore, a Skill's Type determines how Skill Points gained from Attributes or Class may be spent on it.&lt;br /&gt;
&lt;br /&gt;
The basic Skill types are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Art''' - Skills that create something chiefly aesthetic. Some overlap with Craft and Performance.&lt;br /&gt;
&lt;br /&gt;
'''Craft''' - Skills that create something chiefly physical. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Mental''' - Skills based principally on knowledge and conceptual understanding.&lt;br /&gt;
&lt;br /&gt;
'''Performance''' - Skills based on performative art. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Physical''' - Skills based on physical ability or that have been developed by it.&lt;br /&gt;
&lt;br /&gt;
'''Sense''' - Skills based on perception and reading the world around a character.&lt;br /&gt;
&lt;br /&gt;
'''Social''' - Skills based on understanding and interaction with people.&lt;br /&gt;
&lt;br /&gt;
Sub-Types may exist as well; Sub-Types are not applied generally to the Skill but certain uses of it - these include things like Vision and Hearing for various Sense skills, Construction for several Craft skills and Writing for various Art skills.&lt;br /&gt;
&lt;br /&gt;
Note, whilst a Skill defaults to a given type, it does not necessarily ''always'' qualify as it. For example, a character wishes to explain smithing to another character. They could talk about it from knowledge, experience or their general skill in the profession - whilst the first two would swap the usual bonus from Attributes for Intelligence or Wisdom, regardless of how they intended to explain it, the DM may judge this is ''not'' a Physical Skill when used as such and qualifies as a Mental or Social skill for the situation, changing what additional modifiers the character might receive.&lt;br /&gt;
&lt;br /&gt;
==Skill Points==&lt;br /&gt;
Skill Points are appropriately enough points that can be spent on Skills or converted into Language Points. They also may be spent on [[Language (Proficiency)#Language Points|Language Points]] and [[Traits (Traits)|Traits]]. If a character gains Skill Points after creation, they usually may not spend Skill Points on [[Traits (Traits)#Inherent Traits|Inherent Traits]] without DM approval.&lt;br /&gt;
&lt;br /&gt;
===Skill Point Generation===&lt;br /&gt;
Characters begin with a number of Skill Points from general experience before they began their adventures. Whilst a character's Class will grant them some of their skill points, most are gained from personal experience.&lt;br /&gt;
&lt;br /&gt;
====Standard Generation====&lt;br /&gt;
Standard Generation is straight forward - characters gain a set value of Skill Points and they may be freely spent on any Skill Type. The default value for this is 12.&lt;br /&gt;
&lt;br /&gt;
====Generation By Aptitude====&lt;br /&gt;
Generation by Aptitude gives Skill Points according to [[Attributes (Basic)|Attributes]]. The character gains Skill Points equal to a given Attribute Score/5, rounded down. These Skill Points are given the same type as the Attribute and can be spent as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Skill Points by Attribute&lt;br /&gt;
|-&lt;br /&gt;
| '''Attribute''' || '''Skill Types'''&lt;br /&gt;
|-&lt;br /&gt;
| Strength || Physical, Craft &lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || Physical, Art&lt;br /&gt;
|-&lt;br /&gt;
| Constitution || Physical, Craft&lt;br /&gt;
|-&lt;br /&gt;
| Intelligence || Mental, Art&lt;br /&gt;
|-&lt;br /&gt;
| Wisdom || Mental, Sense&lt;br /&gt;
|-&lt;br /&gt;
| Charisma || Social, Performance&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generated by Trade====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skill Caps===&lt;br /&gt;
In &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt;, characters may spend up to 4 points on a given Skill at 1st level and an additional 1 point per character level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Specialties===&lt;br /&gt;
&lt;br /&gt;
Most skills can be, effectively, broken into Specialties. Specialties consist of narrower areas of expertise that still, fundamentally use the same skill. For instance, a character skilled in Smithing might be better at making swords than horseshoes, though they could do either in a pinch. This would manifest as them having a Proficiency in Smithing and a Specialty in Weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Proficiency Level==&lt;br /&gt;
&lt;br /&gt;
(bonus to skill rolls. at higher levels, you get an increased Critical range).&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Big_Changes&amp;diff=2115</id>
		<title>Big Changes</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Big_Changes&amp;diff=2115"/>
				<updated>2018-11-27T10:28:18Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Tasks Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This place is a dumping ground for stuff removed from other pages that needs to be put somewhere else now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
(needs to go to x)&lt;br /&gt;
&lt;br /&gt;
(details)&lt;br /&gt;
==attack modifiers, tags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
significantly reformat tags so they make sense. make the attack bonus thing stack regardless so its just &amp;quot;attack modifier&amp;quot; to standardise attack bonuses into circumstantial modifiers ala the opposed enchantment modifiers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Templates==&lt;br /&gt;
&lt;br /&gt;
Add Templates to characters ala 3rd. Perhaps templates or races that have more HD can impose a modifier on Next Level XP?&lt;br /&gt;
&lt;br /&gt;
==Criticals and Fumbles==&lt;br /&gt;
&lt;br /&gt;
New Idea: &amp;quot;Attribute Relatives&amp;quot; - just like very large and very small things change HP/Damage scale, physical stat relatives across utterly enormous sizes will probably add additional bonuses. Either we have, like, Continental Scale versions of attriutes like Str that have Bigger Bonuses... OR we just say &amp;quot;characters of this size scale have a bonus of X to hit, damage, whatever and on checks where size difference is relevant, multiply the bonus/penalty by X or something. I dunno. We'll work it out on Size.&lt;br /&gt;
&lt;br /&gt;
Possible alteration of Critical Success for Skills; if you roll 1 or 20, roll 1d6 and add or subtract it from the roll. Keep rolling if you roll a 6. Then use this value for the effective roll. Maybe consider changes to Critical Hits in the same vein; add d6s and then compare the AC and do the 1/2 damaging thing. See also Saves. Maybe add Critical Ranges to these things too.&lt;br /&gt;
&lt;br /&gt;
==Tasks Projects==&lt;br /&gt;
Tasks are over and done in one go - Projects are ongoing and can make up for lost ground. Sustained Tasks and Projects have to be kept up consistently. Ongoing only applies to Projects - and is something a character can come back to without losing progress.&lt;br /&gt;
&lt;br /&gt;
Projects are things like crafts, scoping out an opponent's base and so forth, that are done over time, they are sustained actions, require a number of successes over time to do things (for instance, making a magical sword might require thaumaturgy and smithing checks, with one of each permissable per day and ultimately requiring X of Y DC of one and Z of W DC of the other). Often skills will be Composite Checks; the Smithing and Thaumaturgy might have different DCs but would need to be rolled on one dice roll. Projects are divided into intervals of time, whereupon their current progress is updated.&lt;br /&gt;
&lt;br /&gt;
Personal Projects only allow one individual to take part, the task *cannot* be split amongst several people. Group Projects allow different tasks to be divvied up amongst a group per interval. Multiple people may be able to conduct the same part, allowing multiple chances for success or allowing *several* successes at once. Alchemy, for instance, would only allow one success from a pair of chemists but would allow both to roll and take best (Extra Chance) whilst building a wall would go faster with two people (Divided Task).&lt;br /&gt;
&lt;br /&gt;
Grand Projects consist of a LOT of people, with teams coordinating under team leaders and, in turn, under a project leader. Project leaders make checks that improve the team leaders and apply certain modifiers to the tasks involved. The team leader checks modify the effects of the teams. The teams, meanwhile, use an average skill modifier for the participants involved, modified by the size of the team relative to task (say, +10% modifier per 25% the group size is increased by, up to double their original skill modifier? Think it over. Obviously penalties for lower team size). This ultimately allows structures to be built, businesses to be run and agriculture to happen.&lt;br /&gt;
&lt;br /&gt;
==Composite Checks==&lt;br /&gt;
Something that requires a joint DC that a single roll must be under or has two DCs that the single roll must be under with the character's relevant skills. If one of the skills would fail, the most they can get is a Partial Success (the Skill equivalent of a Glancing Hit).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Open Doors Change==&lt;br /&gt;
&lt;br /&gt;
*This is used in &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt; - other adventure styles use [[Force Lock (Action)|Force Lock]] and [[Break Barrier (Action))|Break Barrier]] to deal with locked and barred doors.&lt;br /&gt;
&lt;br /&gt;
- so Force Lock and Break Barrier now used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Move costs==&lt;br /&gt;
Decrease some of the dang move point costs to +1/2 so that things are a bit more staggered, you know?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armour Proficiency==&lt;br /&gt;
A character can WEAR armour they're not proficient in but it probably...&lt;br /&gt;
&lt;br /&gt;
Imposes a move penalty based on its tier, imposes skill and attack penalties and increases the FP cost per action as well as having half normal effectiveness. You also NEED each proficiency to get the next one and having the lower proficiencies lowers the penalties from ones you don't have yet a little too (basically a mage wearing platemail has HUGE penalties, a rogue wearing plate has fewer)&lt;br /&gt;
&lt;br /&gt;
I may decide to allow some room for Fighter Mages and Bards&lt;br /&gt;
and allow for a Spell Fumble %, albeit a very high one&lt;br /&gt;
Probably X% per Spell Level&lt;br /&gt;
Maybe Light Armour being 5% per Spell Level, Medium Armour being 10% and Heavy being 20%&lt;br /&gt;
and you probably have to be proficient in the armour to begin with.&lt;br /&gt;
&lt;br /&gt;
==Talents and Magic Proficiencies==&lt;br /&gt;
(Talents = Special Skill, each will now be listed as like &amp;quot;pick pockets (talent)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magical Proficiency = signature spells and metamagic where necessary. Magical Proficiency is generally awarded solely by CLASS. Proficiency allows learning and casting of spells, Specialization allows the bonuses of Mage Specialization. Cleric meanwhile gets Minor and Major Spheres via Proficiency. Clerics also get Domains now. We MAY make Proficiency the &amp;quot;I don't know much about this&amp;quot; for Specialist Mages and then make &amp;quot;I know SO much about this be MASTERY&amp;quot;, similarly Cleric Domain = Mastery for them. I think this may be the best way to handle it and it fits with the existing systems. It also means I can work on High and Grand Mastery for these.&lt;br /&gt;
&lt;br /&gt;
Man, what would be the equivalent for Rogues. Backstab? That actually sounds like a good idea. Making it a proficiency may work and the improved proficiency increases it. Needless to say, these Class based proficiency should outright state they can't be obtained without GM approval or something like that.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Levels==&lt;br /&gt;
Its a condition now! &lt;br /&gt;
&lt;br /&gt;
A character's Encumbrance level depends on the amount of weight they carry relative to their [[Strength]].&lt;br /&gt;
This level determines any penalties the character suffers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot;|Encumbrance Effects&lt;br /&gt;
|-&lt;br /&gt;
|'''Encumbrance Level'''&lt;br /&gt;
|'''Full Move'''&lt;br /&gt;
|'''Physical Skills'''&lt;br /&gt;
|'''To-Hit'''&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|'''AC'''&lt;br /&gt;
|'''Reflex Saves'''&lt;br /&gt;
|'''Miscast Chance'''&lt;br /&gt;
|'''Movement-Based Special Skills'''&lt;br /&gt;
|-&lt;br /&gt;
|Unencumbered&lt;br /&gt;
| +0%&lt;br /&gt;
| +0 &lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
| -25%&lt;br /&gt;
| -1 &lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
| -50%&lt;br /&gt;
| -1 &lt;br /&gt;
| -1&lt;br /&gt;
| -1&lt;br /&gt;
| -1&lt;br /&gt;
| +0&lt;br /&gt;
| +5%&lt;br /&gt;
| -10%&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
| -75%&lt;br /&gt;
| -2 &lt;br /&gt;
| -2&lt;br /&gt;
| -2&lt;br /&gt;
| -2&lt;br /&gt;
| -1&lt;br /&gt;
| +10%&lt;br /&gt;
| -25%&lt;br /&gt;
|-&lt;br /&gt;
|Severe&lt;br /&gt;
| -99%*&lt;br /&gt;
| -4 &lt;br /&gt;
| -4&lt;br /&gt;
| -4&lt;br /&gt;
| -3&lt;br /&gt;
| -2&lt;br /&gt;
| +25%&lt;br /&gt;
| -50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Character's Move is reduced to 1. If already 1 or less, it is reduced to 0.&lt;br /&gt;
&lt;br /&gt;
Modifiers to Movement are to the character's Full Move, not their Base Move. Thus, a character with Base Move 18 normally has Full Move 18. If they suffer Moderate Encumbrance, their Full Move is now 9 and, thus, their Half Move is 4.&lt;br /&gt;
If a character is increased beyond Severe Encumbrance, they also suffer from the Total Immobility condition.&lt;br /&gt;
&lt;br /&gt;
==alteration to special skills/talents==&lt;br /&gt;
&lt;br /&gt;
Climb Walls is just Climbing now. Find Secrets is now Uncover Secrets.&lt;br /&gt;
&lt;br /&gt;
Find Secrets works by a passive check using the half the Party's Average or half the Scout's, whichever is highest, when they enter the room, though this cannot detect things hidden inside other things.&lt;br /&gt;
For every 10 points succeeded by, reveal one hidden thing that is part of the room - traps, hidden doors, etc. &lt;br /&gt;
&lt;br /&gt;
Active attempts to use it require 5 minute x the Tile's Movement costs (thus it takes longer to search difficult terrain) and pertain to one 5 foot cube of space. An active attempt can do this for multiple tiles by spending more time. Spending less time halves the chance for success.&lt;br /&gt;
&lt;br /&gt;
Elves and Rogues have &amp;quot;Eye for Detail&amp;quot; - a trait that allows them to to search any tile in 5 minutes, regardless of Movement Cost. They do not halve their Uncover Secrets on passive attempts.&lt;br /&gt;
&lt;br /&gt;
Additionally, Thieves are considered to be looking for traps when they enter a room and may make an immediate passive roll upon entry, discovering one trap per 10 points they succeed by. Additional traps are discovered by either searching for them (which functions as above for Uncover Secrets) or if a party member in line of sight (or themselves) would trigger them (in which case, the character makes an immediate Traps check with half skill - on success, they detect it before they or a party member sets it off)&lt;br /&gt;
&lt;br /&gt;
Passive Rolls are made the FIRST time a character would have line of sight to a secret or trap and only then, unless things have changed for the better (such as improved light).&lt;br /&gt;
&lt;br /&gt;
==Better Table==&lt;br /&gt;
&lt;br /&gt;
Use double piping! Hit edit to see how it looks, its so much easier to read.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| '''Attribute Score''' || '''X'''&lt;br /&gt;
|-&lt;br /&gt;
| 0 || x &lt;br /&gt;
|-&lt;br /&gt;
| 1 || x&lt;br /&gt;
|-&lt;br /&gt;
| 2 || x&lt;br /&gt;
|-&lt;br /&gt;
| 3 || x&lt;br /&gt;
|-&lt;br /&gt;
| 4 || x&lt;br /&gt;
|-&lt;br /&gt;
| 5 || x&lt;br /&gt;
|-&lt;br /&gt;
| 6 || x&lt;br /&gt;
|-&lt;br /&gt;
| 7 || x&lt;br /&gt;
|-&lt;br /&gt;
| 8 || x&lt;br /&gt;
|-&lt;br /&gt;
| 9 || x&lt;br /&gt;
|-&lt;br /&gt;
| 10 || x&lt;br /&gt;
|-&lt;br /&gt;
| 11 || x&lt;br /&gt;
|-&lt;br /&gt;
| 12 || x&lt;br /&gt;
|-&lt;br /&gt;
| 13 || x&lt;br /&gt;
|-&lt;br /&gt;
| 14 || x&lt;br /&gt;
|-&lt;br /&gt;
| 15 || x&lt;br /&gt;
|-&lt;br /&gt;
| 16 || x&lt;br /&gt;
|-&lt;br /&gt;
| 17 || x&lt;br /&gt;
|-&lt;br /&gt;
| 18 || x&lt;br /&gt;
|-&lt;br /&gt;
| 19 || x&lt;br /&gt;
|-&lt;br /&gt;
| 20 || x&lt;br /&gt;
|-&lt;br /&gt;
| 21 || x&lt;br /&gt;
|-&lt;br /&gt;
| 22 || x&lt;br /&gt;
|-&lt;br /&gt;
| 23 || x&lt;br /&gt;
|-&lt;br /&gt;
| 24 || x&lt;br /&gt;
|-&lt;br /&gt;
| 25 || x&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot;|Language Ability&lt;br /&gt;
|-&lt;br /&gt;
| '''Age Category''' || '''Own Language Fluency''' || '''Own Language Literacy''' || '''Other Language Fluency''' || '''Other Language Literacy''' &lt;br /&gt;
|-&lt;br /&gt;
| ''Baby'' || Simple || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| ''Infant'' || Limited || Simple || Simple || None&lt;br /&gt;
|-&lt;br /&gt;
| ''Child'' || Complete || Limited || Limited || Simple&lt;br /&gt;
|-&lt;br /&gt;
| ''Youth and Up'' || Complete || Complete || Limited || Limited&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example taken from D&amp;amp;D wiki; hit Edit on here and use this formatting, it should help with some tables!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
=====Table: Ability Modifiers and Bonus Spells=====&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Score !! rowspan=&amp;quot;2&amp;quot; | Modifier !! colspan=&amp;quot;10&amp;quot; | Bonus Spells (by Spell Level)&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th    &lt;br /&gt;
|-&lt;br /&gt;
| 1 || –5&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align: middle;&amp;quot; | Can’t cast spells tied to this ability&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 2–3 || –4&lt;br /&gt;
|-&lt;br /&gt;
| 4–5 || –3&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 6–7 || –2&lt;br /&gt;
|-&lt;br /&gt;
| 8–9 || –1&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 10–11 || 0 || — || — || — || — || — || — || — || — || — || —   &lt;br /&gt;
|-&lt;br /&gt;
| 12–13 || +1 || — || 1 || — || — || — || — || — || — || — || —   &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 14–15 || +2 || — || 1 || 1 || — || — || — || — || — || — || —   &lt;br /&gt;
|-&lt;br /&gt;
| 16–17 || +3 || — || 1 || 1 || 1 || — || — || — || — || — || —   &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 18–19 || +4 || — || 1 || 1 || 1 || 1 || — || — || — || — || —   &lt;br /&gt;
|-&lt;br /&gt;
| 20–21 || +5 || — || 2 || 1 || 1 || 1 || 1 || — || — || — || —   &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 22–23 || +6 || — || 2 || 2 || 1 || 1 || 1 || 1 || — || — || —   &lt;br /&gt;
|-&lt;br /&gt;
| 24–25 || +7 || — || 2 || 2 || 2 || 1 || 1 || 1 || 1 || — || —   &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 26–27 || +8 || — || 2 || 2 || 2 || 2 || 1 || 1 || 1 || 1 || —   &lt;br /&gt;
|-&lt;br /&gt;
| 28–29 || +9 || — || 3 || 2 || 2 || 2 || 2 || 1 || 1 || 1 || 1   &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 30–31 || +10 || — || 3 || 3 || 2 || 2 || 2 || 2 || 1 || 1 || 1   &lt;br /&gt;
|-&lt;br /&gt;
| 32–33 || +11 || — || 3 || 3 || 3 || 2 || 2 || 2 || 2 || 1 || 1   &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 34–35 || +12 || — || 3 || 3 || 3 || 3 || 2 || 2 || 2 || 2 || 1   &lt;br /&gt;
|-&lt;br /&gt;
| 36–37 || +13 || — || 4 || 3 || 3 || 3 || 3 || 2 || 2 || 2 || 2   &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 38–39 || +14 || — || 4 || 4 || 3 || 3 || 3 || 3 || 2 || 2 || 2   &lt;br /&gt;
|-&lt;br /&gt;
| 40–41 || +15 || — || 4 || 4 || 4 || 3 || 3 || 3 || 3 || 2 || 2   &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 42–43 || +16 || — || 4 || 4 || 4 || 4 || 3 || 3 || 3 || 3 || 2   &lt;br /&gt;
|-&lt;br /&gt;
| 44–45 || +17 || — || 5 || 4 || 4 || 4 || 4 || 3 || 3 || 3 || 3   &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| etc. . . || || || || || || || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and alternating colours (doesn't work without templates - https://en.wikipedia.org/wiki/Template:Alternating_rows_table_section )&lt;br /&gt;
&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
 ! Place !! Result&lt;br /&gt;
 {{Alternating rows table section|es=background:#f0f0f0;&lt;br /&gt;
 | {{!}} First {{!!}} 100&lt;br /&gt;
 | {{!}} Second {{!!}} 95&lt;br /&gt;
 | &amp;lt;!-- empty! --&amp;gt;&lt;br /&gt;
 | {{!}} Third {{!!}} 87&lt;br /&gt;
 | &amp;lt;!-- empty! --&amp;gt;&lt;br /&gt;
 | {{!}} Fourth {{!!}} 65&lt;br /&gt;
 | {{!}} Fifth {{!!}} 58&lt;br /&gt;
 }}&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2114</id>
		<title>Skill Proficiency (Proficiency)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Skill_Proficiency_(Proficiency)&amp;diff=2114"/>
				<updated>2018-10-30T10:49:34Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: Probably we're going to have a Skill and Specialties. Every skill point increases the Skill by 1, every Specialty increases rolls with that specialty by 2. So, like, 13 Metalwork (Or Smithing?) with 2 points spent on Weaponsmithing will give the character 17 for making Weapons.&lt;br /&gt;
&lt;br /&gt;
==Skill Proficiencies==&lt;br /&gt;
Skill Proficiencies refer to a character's general ability to do things, to know things, to think about things, to observe things. Basically, Skills are the method with which the character can meaningfully interact with the world beyond attacking it, casting spells at it or moving around in it. Skills determine a character's capacity for succeeding and failing at all manner of things.&lt;br /&gt;
&lt;br /&gt;
===Skill Classes===&lt;br /&gt;
Skills Class determines the capacity of a given [[Class (Fundamental)|Class]] to learn these skills. Each Class Type has Skill Classes it considers Class Skills - characters without Class Levels may also be considered to have Class Skills depending on the character. &lt;br /&gt;
&lt;br /&gt;
Skill Classes are divided up as follows:&lt;br /&gt;
&lt;br /&gt;
'''General''' - General Skills are elementary and accessible enough for anyone to learn readily or otherwise as trade skills such as Smithing or Pottery. These are Skills for everyone.&lt;br /&gt;
&lt;br /&gt;
'''Mage''' - Skills dedicated to scholastic pursuits and the sciences. These are also known as Academic skills.&lt;br /&gt;
&lt;br /&gt;
'''Priest''' - Skills dedicated to the consideration of the world around and of others. These are also known as Thoughtful skills.&lt;br /&gt;
&lt;br /&gt;
'''Rogue''' - Skills dedicated to subterfuge, cunning and flair. These are also known as Cunning Skills.&lt;br /&gt;
&lt;br /&gt;
'''Warrior''' - Skills dedicated to the needs of soldiering and survival. These are also known as Martial Skills.&lt;br /&gt;
&lt;br /&gt;
===Skill Types===&lt;br /&gt;
Skill Types determine what individual Skills qualify as. As a result, a character may experience modifiers to all Skills of a given type depending on their circumstances - for instance, Visual Skills suffer a penalty when [[Visibility (Perception)|Visibility]] is poor. Furthermore, a Skill's Type determines how Skill Points gained from Attributes or Class may be spent on it.&lt;br /&gt;
&lt;br /&gt;
The basic Skill types are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Art''' - Skills that create something chiefly aesthetic. Some overlap with Craft and Performance.&lt;br /&gt;
&lt;br /&gt;
'''Craft''' - Skills that create something chiefly physical. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Mental''' - Skills based principally on knowledge and conceptual understanding.&lt;br /&gt;
&lt;br /&gt;
'''Performance''' - Skills based on performative art. Some overlap with Art.&lt;br /&gt;
&lt;br /&gt;
'''Physical''' - Skills based on physical ability or that have been developed by it.&lt;br /&gt;
&lt;br /&gt;
'''Sense''' - Skills based on perception and reading the world around a character.&lt;br /&gt;
&lt;br /&gt;
'''Social''' - Skills based on understanding and interaction with people.&lt;br /&gt;
&lt;br /&gt;
Sub-Types may exist as well; Sub-Types are not applied generally to the Skill but certain uses of it - these include things like Vision and Hearing for various Sense skills, Construction for several Craft skills and Writing for various Art skills.&lt;br /&gt;
&lt;br /&gt;
Note, whilst a Skill defaults to a given type, it does not necessarily ''always'' qualify as it. For example, a character wishes to explain smithing to another character. They could talk about it from knowledge, experience or their general skill in the profession - whilst the first two would swap the usual bonus from Attributes for Intelligence or Wisdom, regardless of how they intended to explain it, the DM may judge this is ''not'' a Physical Skill when used as such and qualifies as a Mental or Social skill for the situation, changing what additional modifiers the character might receive.&lt;br /&gt;
&lt;br /&gt;
==Skill Points==&lt;br /&gt;
Skill Points are appropriately enough points that can be spent on Skills or converted into Language Points. They also may be spent on [[Language (Proficiency)#Language Points|Language Points]] and [[Traits (Traits)|Traits]]. If a character gains Skill Points after creation, they usually may not spend Skill Points on [[Traits (Traits)#Inherent Traits|Inherent Traits]] without DM approval.&lt;br /&gt;
&lt;br /&gt;
===Skill Point Generation===&lt;br /&gt;
Characters begin with a number of Skill Points from general experience before they began their adventures. Whilst a character's Class will grant them some of their skill points, most are gained from personal experience.&lt;br /&gt;
&lt;br /&gt;
====Standard Generation====&lt;br /&gt;
Standard Generation is straight forward - characters gain a set value of Skill Points and they may be freely spent on any Skill Type. The default value for this is 12.&lt;br /&gt;
&lt;br /&gt;
====Generation By Aptitude====&lt;br /&gt;
Generation by Aptitude gives Skill Points according to [[Attributes (Basic)|Attributes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Generated by Trade====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skill Caps===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Proficiency Level==&lt;br /&gt;
&lt;br /&gt;
(bonus to skill rolls. at higher levels, you get an increased Critical range).&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=VP_(Health)&amp;diff=2113</id>
		<title>VP (Health)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=VP_(Health)&amp;diff=2113"/>
				<updated>2018-08-04T18:03:15Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* VP 0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=VP=&lt;br /&gt;
VP stands for Vitality Points. These represent how close the character is to dying. When out of VP, the character can scarcely hope to survive.&lt;br /&gt;
&lt;br /&gt;
Current VP, Maximum VP and Temporary are listed. When VP is generally referred to, assume it means Current VP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt; - Characters do not have Vitality or VP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;'''Heroic Adventures'''&amp;lt;/span&amp;gt; - No change.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;'''Epic Adventures'''&amp;lt;/span&amp;gt; - No change.&lt;br /&gt;
&lt;br /&gt;
===Current VP===&lt;br /&gt;
Current VP refers to how much of a character's VP is currently remaining - how far they are from death.&lt;br /&gt;
&lt;br /&gt;
Whenever a character takes damage and they have 0 or less HP, their Current VP is lowered by the amount of damage taken, after Temporary VP is exhausted.&lt;br /&gt;
&lt;br /&gt;
Insidious Damage also deals VP damage in addition to HP damage. If a character has 0 HP and takes Insidious Damage, they instead take double damage to VP.&lt;br /&gt;
&lt;br /&gt;
A character's VP cannot be raised above their Maximum VP. If something specifically describes itself as giving a character Temporary VP, it restores Current HP first and then increases Temporary VP.&lt;br /&gt;
&lt;br /&gt;
Current VP is regained by various means of recovery - Healing, Resting, Regeneration, magical spells and from converting Temporary VP into Current VP.&lt;br /&gt;
&lt;br /&gt;
===Maximum VP===&lt;br /&gt;
&lt;br /&gt;
Maximum VP refers to the total permanent VP received from all sources. It does not include Temporary VP.&lt;br /&gt;
&lt;br /&gt;
===Temporary VP===&lt;br /&gt;
A character may gain Temporary VP from various sources - usually magic. &lt;br /&gt;
&lt;br /&gt;
When a character receives damage that would effect VP, Temporary VP is reduced by the damage before applying any remaining damage to Current VP. If a character gains Temporary VP whilst their Current VP is below Maximum, increase Current VP by the Temporary VP instead - any remaining is then added to Temporary VP.&lt;br /&gt;
&lt;br /&gt;
Temporary VP remains until it is lost by damage or until it's duration has expired. If no duration is listed, Temporary VP lasts for 24 hours. Once the duration has expired, 1 point of Temporary VP is converted into Current VP per round. Temporary VP is also converted into Current VP at a rate of 1 point per 10 minutes of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot increase their Current HP with Temporary HP as it has reached Maximum HP and Temporary HP's duration has expired, then 1 point of Temporary HP is lost per round.&lt;br /&gt;
&lt;br /&gt;
=Determining VP=&lt;br /&gt;
VP is determined by the Character's [[Constitution_(Attribute)#Vitality|Vitality]], Hit-Dice size and number of HD or Levels.&lt;br /&gt;
&lt;br /&gt;
===HD Size Modifier===&lt;br /&gt;
If the character has 1+2 HD or less, they add half their HD Size to VP. If they have a Class, they may add their full Class HD to VP instead - whichever is greater.&lt;br /&gt;
&lt;br /&gt;
If the character has 1+3 HD or more, they add their full HD Size to VP or Class HD Size to VP, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
If the character is Multiclass, they use the average of their Class HD Sizes. Fractional HP can be saved for evening out when level increases.&lt;br /&gt;
&lt;br /&gt;
If the character is Dualclass, they use the largest HD Size available from Class HD. &lt;br /&gt;
&lt;br /&gt;
===HD # Modifiers===&lt;br /&gt;
If the character has 1+2 HD or less, they do not add a bonus to from HD to VP.&lt;br /&gt;
&lt;br /&gt;
If the character has 1+3 HD or more, they add 1 point to VP per HD they possess.&lt;br /&gt;
&lt;br /&gt;
A character gains 1 VP per Level up to and including Level 10. If a character is Multiclass, they divide VP gain across each class levels. The most they can gain from this is 10 VP. Fractional HP can be saved for evening out when level increases.&lt;br /&gt;
&lt;br /&gt;
If the character is Dualclass, they add the highest level they have.&lt;br /&gt;
&lt;br /&gt;
===Character Size Size Modifiers===&lt;br /&gt;
&lt;br /&gt;
Size has an effect on the total number of VPs a character has. This is a modifier to all VP the character receives, thus a character who gains 8 levels and is Large would gain +25% extra VPs from this, for a total of 10 instead of 8.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Size'''&lt;br /&gt;
|'''VP Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| Tiny-&lt;br /&gt;
| Half VPs for every Size Category below Tiny&lt;br /&gt;
|-&lt;br /&gt;
| Tiny&lt;br /&gt;
| Half VP&lt;br /&gt;
|-&lt;br /&gt;
| Small&lt;br /&gt;
| +0%&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| +0%&lt;br /&gt;
|-&lt;br /&gt;
| Large&lt;br /&gt;
| +25%&lt;br /&gt;
|-&lt;br /&gt;
| Huge&lt;br /&gt;
| +100%&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic&lt;br /&gt;
| +250%&lt;br /&gt;
|-&lt;br /&gt;
| Colossal&lt;br /&gt;
| +500%&lt;br /&gt;
|-&lt;br /&gt;
| Colossal+&lt;br /&gt;
| +250% for every Size Category above Colossal&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=VP 0=&lt;br /&gt;
At VP 0, a character is [[Death (Status)#Dead|Dead]], unless they have something that specifically prevents it. If they are not, they are considered [[Critical Condition (Status)#On The Brink of Death|On The Brink of Death]] and cannot have this removed until they are above VP 0.&lt;br /&gt;
&lt;br /&gt;
===VP Below 0===&lt;br /&gt;
VP ''can'' be reduced below 0, but this only makes a difference for purposes of destroying the body, resurrection and regeneration. &lt;br /&gt;
&lt;br /&gt;
===Destruction Threshold===&lt;br /&gt;
A character has a Destruction Threshold equal to their Maximum VP. It is usually not necessary to write this down, however, as the player can just read their Maximum VP to determine it. &lt;br /&gt;
&lt;br /&gt;
Once a character is reduced to their Destruction Threshold, the character makes a [[Saving Throw_(Save)#Fortitude|Fortitude]] [[Saving Throw_(Save)#Saving Throw vs. Death|Saving Throw vs. Death]] with a penalty equal to half VP below their Destruction Threshold they are. Characters with [[Regeneration (Recovery)#Total Regeneration|Total Regeneration]] receives a bonus on Saves to resist Destruction equal to twice their Base Regeneration per round, providing the damage is not of a type that their Regeneration has an exemption to. On a failure, they are [[Death (Status)#Destroyed|Destroyed]]. For example, a character with 20 VP would need to be reduced to -20 VP before they must make a save to see if their body is destroyed beyond recognition. A character cannot be [[Death (Status)#Totally Destroyed|Totally Destroyed]] unless a specific attack or situation states that it is the case.&lt;br /&gt;
&lt;br /&gt;
===Total Regeneration===&lt;br /&gt;
If a character possesses [[Regeneration (Recovery)#Total Regeneration|Total Regeneration]], they do ''not'' become [[Death (Status)#Dead|Dead]] at VP 0 unless they are dealt damage that reduces them to below 0 of a type that their Regeneration has an Exemption to or something else occurs to void their Regeneration. Regeneration is, however, usually no protection against being [[Death (Status)#Totally Destroyed|Totally Destroyed]].&lt;br /&gt;
&lt;br /&gt;
A character with [[Regeneration (Recovery)#Total Regeneration|Total Regeneration]] receives a bonus on Saves to resist Destruction equal to twice their Base Regeneration per round against attacks that are not considered an Exemption to their Regeneration.&lt;br /&gt;
&lt;br /&gt;
A character with [[Regeneration#Total Regeneration|Total Regeneration]] does, however, suffer penalties to their Regeneration rate when other characters might [[Death (Status)#Dead|die]] or be [[Death (Status)#Destroyed|Destroyed]]. If below 0 VP, the character suffers [[Stunted Regeneration_(Status)#Stunted Regeneration|Stunted Regeneration]] slowing them to half their normal rate whilst if they are below their Destruction Threshold, they suffer [[Stunted Regeneration_(Status)#Glacial Regeneration|Glacial Regeneration]], increasing the time per regeneration by one step (1 round to 1 turn, 1 turn to 1 hour, 1 hour to 1 day, 1 day to 1 week and so forth).&lt;br /&gt;
&lt;br /&gt;
=VP Examples=&lt;br /&gt;
A Level 12 Dwarven Fighter with a Constitution of 19 has a Hit-Dice Size of d10 and a Vitality of 10. They receive +10 from their level. This gives them a total VP of 30.&lt;br /&gt;
&lt;br /&gt;
A Goblin Wizard 3/Thief 4 with a Constitution of 7 has a Hit-Dice Size of d4/2 + d6/2 from class or d8/2 from HD (opting for the former for 5) and a Vitality of 4. They receive +1.5 from Wizard and +2 from Thief. This gives them a total VP of 12.5.&lt;br /&gt;
&lt;br /&gt;
A Fighter 3 -&amp;gt; Cleric 4 Yuan-ti Abomination with a Constitution of 14 and a Base HD of 9 receives a HD Size of d10 from Fighter and a Vitality of 7. They receive +4 from Cleric (their highest Dualclass level) and an additional +9 for the number of Base HD. This gives them 30 VP before Size is considered. As a Large character, they receive a further 25% bonus to their VPs, for a total of 37.5 VP.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Death_(Status)&amp;diff=2112</id>
		<title>Death (Status)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Death_(Status)&amp;diff=2112"/>
				<updated>2018-08-04T17:57:07Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: Created page with &amp;quot; destruction = chopped to pieces until unrecognizable  total destruction = disintegration or unmaking&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
destruction = chopped to pieces until unrecognizable&lt;br /&gt;
&lt;br /&gt;
total destruction = disintegration or unmaking&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=VP_(Health)&amp;diff=2111</id>
		<title>VP (Health)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=VP_(Health)&amp;diff=2111"/>
				<updated>2018-08-04T17:51:48Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* VP 0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=VP=&lt;br /&gt;
VP stands for Vitality Points. These represent how close the character is to dying. When out of VP, the character can scarcely hope to survive.&lt;br /&gt;
&lt;br /&gt;
Current VP, Maximum VP and Temporary are listed. When VP is generally referred to, assume it means Current VP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt; - Characters do not have Vitality or VP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;'''Heroic Adventures'''&amp;lt;/span&amp;gt; - No change.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;'''Epic Adventures'''&amp;lt;/span&amp;gt; - No change.&lt;br /&gt;
&lt;br /&gt;
===Current VP===&lt;br /&gt;
Current VP refers to how much of a character's VP is currently remaining - how far they are from death.&lt;br /&gt;
&lt;br /&gt;
Whenever a character takes damage and they have 0 or less HP, their Current VP is lowered by the amount of damage taken, after Temporary VP is exhausted.&lt;br /&gt;
&lt;br /&gt;
Insidious Damage also deals VP damage in addition to HP damage. If a character has 0 HP and takes Insidious Damage, they instead take double damage to VP.&lt;br /&gt;
&lt;br /&gt;
A character's VP cannot be raised above their Maximum VP. If something specifically describes itself as giving a character Temporary VP, it restores Current HP first and then increases Temporary VP.&lt;br /&gt;
&lt;br /&gt;
Current VP is regained by various means of recovery - Healing, Resting, Regeneration, magical spells and from converting Temporary VP into Current VP.&lt;br /&gt;
&lt;br /&gt;
===Maximum VP===&lt;br /&gt;
&lt;br /&gt;
Maximum VP refers to the total permanent VP received from all sources. It does not include Temporary VP.&lt;br /&gt;
&lt;br /&gt;
===Temporary VP===&lt;br /&gt;
A character may gain Temporary VP from various sources - usually magic. &lt;br /&gt;
&lt;br /&gt;
When a character receives damage that would effect VP, Temporary VP is reduced by the damage before applying any remaining damage to Current VP. If a character gains Temporary VP whilst their Current VP is below Maximum, increase Current VP by the Temporary VP instead - any remaining is then added to Temporary VP.&lt;br /&gt;
&lt;br /&gt;
Temporary VP remains until it is lost by damage or until it's duration has expired. If no duration is listed, Temporary VP lasts for 24 hours. Once the duration has expired, 1 point of Temporary VP is converted into Current VP per round. Temporary VP is also converted into Current VP at a rate of 1 point per 10 minutes of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot increase their Current HP with Temporary HP as it has reached Maximum HP and Temporary HP's duration has expired, then 1 point of Temporary HP is lost per round.&lt;br /&gt;
&lt;br /&gt;
=Determining VP=&lt;br /&gt;
VP is determined by the Character's [[Constitution_(Attribute)#Vitality|Vitality]], Hit-Dice size and number of HD or Levels.&lt;br /&gt;
&lt;br /&gt;
===HD Size Modifier===&lt;br /&gt;
If the character has 1+2 HD or less, they add half their HD Size to VP. If they have a Class, they may add their full Class HD to VP instead - whichever is greater.&lt;br /&gt;
&lt;br /&gt;
If the character has 1+3 HD or more, they add their full HD Size to VP or Class HD Size to VP, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
If the character is Multiclass, they use the average of their Class HD Sizes. Fractional HP can be saved for evening out when level increases.&lt;br /&gt;
&lt;br /&gt;
If the character is Dualclass, they use the largest HD Size available from Class HD. &lt;br /&gt;
&lt;br /&gt;
===HD # Modifiers===&lt;br /&gt;
If the character has 1+2 HD or less, they do not add a bonus to from HD to VP.&lt;br /&gt;
&lt;br /&gt;
If the character has 1+3 HD or more, they add 1 point to VP per HD they possess.&lt;br /&gt;
&lt;br /&gt;
A character gains 1 VP per Level up to and including Level 10. If a character is Multiclass, they divide VP gain across each class levels. The most they can gain from this is 10 VP. Fractional HP can be saved for evening out when level increases.&lt;br /&gt;
&lt;br /&gt;
If the character is Dualclass, they add the highest level they have.&lt;br /&gt;
&lt;br /&gt;
===Character Size Size Modifiers===&lt;br /&gt;
&lt;br /&gt;
Size has an effect on the total number of VPs a character has. This is a modifier to all VP the character receives, thus a character who gains 8 levels and is Large would gain +25% extra VPs from this, for a total of 10 instead of 8.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Size'''&lt;br /&gt;
|'''VP Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| Tiny-&lt;br /&gt;
| Half VPs for every Size Category below Tiny&lt;br /&gt;
|-&lt;br /&gt;
| Tiny&lt;br /&gt;
| Half VP&lt;br /&gt;
|-&lt;br /&gt;
| Small&lt;br /&gt;
| +0%&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| +0%&lt;br /&gt;
|-&lt;br /&gt;
| Large&lt;br /&gt;
| +25%&lt;br /&gt;
|-&lt;br /&gt;
| Huge&lt;br /&gt;
| +100%&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic&lt;br /&gt;
| +250%&lt;br /&gt;
|-&lt;br /&gt;
| Colossal&lt;br /&gt;
| +500%&lt;br /&gt;
|-&lt;br /&gt;
| Colossal+&lt;br /&gt;
| +250% for every Size Category above Colossal&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=VP 0=&lt;br /&gt;
At VP 0, a character is [[Death (Status)#Dead|Dead]], unless they have something that specifically prevents it. If they are not, they are considered [[Critical Condition (Status)#On The Brink of Death|On The Brink of Death]] and cannot have this removed until they are above VP 0.&lt;br /&gt;
&lt;br /&gt;
===VP Below 0===&lt;br /&gt;
VP ''can'' be reduced below 0, but this only makes a difference for purposes of destroying the body, resurrection and regeneration. &lt;br /&gt;
&lt;br /&gt;
===Destruction Threshold===&lt;br /&gt;
A character has a Destruction Threshold equal to their Maximum VP. It is usually not necessary to write this down, however, as the player can just read their Maximum VP to determine it. &lt;br /&gt;
&lt;br /&gt;
Once a character is reduced to their Destruction Threshold, the character makes a [[Saving Throw_(Save)#Fortitude|Fortitude]] [[Saving Throw_(Save)#Saving Throw vs. Death|Saving Throw vs. Death]] with a penalty equal to half VP below their Destruction Threshold they are. On a failure, they are [[Death (Status)#Destroyed|Destroyed]]. For example, a character with 20 VP would need to be reduced to -20 VP before they must make a save to see if their body is destroyed beyond recognition. A character cannot be [[Death (Status)#Totally Destroyed|Totally Destroyed]] unless a specific attack or situation states that it is the case.&lt;br /&gt;
&lt;br /&gt;
A character may avoid [[Death (Status)#Destroyed|Destruction]] if they possess a specific trait that prevents (or alters) it, such as [[Regeneration#Total Regeneration|Total Regeneration]] - though usually some other effect is experienced. Such things are seldom able to prevent [[Death (Status)#Totally Destroyed|Total Destruction]] unless specifically stated.&lt;br /&gt;
&lt;br /&gt;
===Total Regeneration===&lt;br /&gt;
If a character possesses [[Regeneration (Recovery)#Total Regeneration|Total Regeneration]], they do ''not'' become [[Death (Status)#Dead|Dead]] at VP 0 unless they are dealt damage that reduces them to below 0 of a type that their Regeneration has an Exemption to or something else occurs to void their Regeneration. Regeneration is, however, usually no protection against being [[Death (Status)#Totally Destroyed|Totally Destroyed]].&lt;br /&gt;
&lt;br /&gt;
A character with [[Regeneration (Recovery)#Total Regeneration|Total Regeneration]] receives a bonus on Saves to resist Destruction equal to twice their Base Regeneration per round against attacks that are not considered an Exemption to their Regeneration.&lt;br /&gt;
&lt;br /&gt;
A character with [[Regeneration#Total Regeneration|Total Regeneration]] does, however, suffer penalties to their Regeneration rate when other characters might [[Death (Status)#Dead|die]] or be [[Death (Status)#Destroyed|Destroyed]]. If below 0 VP, the character suffers [[Stunted Regeneration_(Status)#Stunted Regeneration|Stunted Regeneration]] slowing them to half their normal rate whilst if they are below their Destruction Threshold, they suffer [[Stunted Regeneration_(Status)#Glacial Regeneration|Glacial Regeneration]], increasing the time per regeneration by one step (1 round to 1 turn, 1 turn to 1 hour, 1 hour to 1 day, 1 day to 1 week and so forth).&lt;br /&gt;
&lt;br /&gt;
=VP Examples=&lt;br /&gt;
A Level 12 Dwarven Fighter with a Constitution of 19 has a Hit-Dice Size of d10 and a Vitality of 10. They receive +10 from their level. This gives them a total VP of 30.&lt;br /&gt;
&lt;br /&gt;
A Goblin Wizard 3/Thief 4 with a Constitution of 7 has a Hit-Dice Size of d4/2 + d6/2 from class or d8/2 from HD (opting for the former for 5) and a Vitality of 4. They receive +1.5 from Wizard and +2 from Thief. This gives them a total VP of 12.5.&lt;br /&gt;
&lt;br /&gt;
A Fighter 3 -&amp;gt; Cleric 4 Yuan-ti Abomination with a Constitution of 14 and a Base HD of 9 receives a HD Size of d10 from Fighter and a Vitality of 7. They receive +4 from Cleric (their highest Dualclass level) and an additional +9 for the number of Base HD. This gives them 30 VP before Size is considered. As a Large character, they receive a further 25% bonus to their VPs, for a total of 37.5 VP.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Main_Page&amp;diff=2110</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Main_Page&amp;diff=2110"/>
				<updated>2018-08-04T16:18:15Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Derived Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
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&lt;br /&gt;
== Main Sections ==&lt;br /&gt;
Sections marked with * are unfinished.&lt;br /&gt;
Sections marked with † are intended to come later in development.&lt;br /&gt;
&lt;br /&gt;
][ = Bookmark&lt;br /&gt;
&lt;br /&gt;
[[Big Changes]]&lt;br /&gt;
&lt;br /&gt;
===Character Basics===&lt;br /&gt;
&lt;br /&gt;
[[Adventure Style]]* - [[Character Creation]]* (redo)&lt;br /&gt;
&lt;br /&gt;
'''Attributes''' - [[Attributes (Basic)|Attributes]] - [[Attribute Generation]] - [[Attribute Gain]] &lt;br /&gt;
&lt;br /&gt;
'''Physical Attributes''' - [[Strength (Attribute)|Strength]] - [[Dexterity_(Attribute)|Dexterity]] - [[Constitution_(Attribute)|Constitution]]&lt;br /&gt;
&lt;br /&gt;
'''Mental Attributes''' - [[Intelligence_(Attribute)|Intelligence]] - [[Wisdom_(Attribute)|Wisdom]] - [[Charisma_(Attribute)|Charisma]]&lt;br /&gt;
&lt;br /&gt;
===Derived Attributes===&lt;br /&gt;
&lt;br /&gt;
'''Health''' - [[Hit-Dice (Health)|Hit-Dice]] - [[HP (Health)|HP]] - [[VP (Health)|VP]] - [[Fatigue (Health)|Fatigue]] - [[System Shock (Health)]]*  ][&lt;br /&gt;
&lt;br /&gt;
'''Other Derived Attributes''' - [[Mobility_(Derived Attribute)|Mobility]]* - [[Encumbrance_(Derived Attribute)|Encumbrance]] - [[Speed_(Derived Attribute)|Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Former version:&lt;br /&gt;
&lt;br /&gt;
'''Derived Attributes''' - [[Health_(Derived Attribute)|Health]]* (heavy revisions necessary due to issues with HD + Class Levels) ][ - [[Fatigue_(Derived Attribute)|Fatigue]] -&lt;br /&gt;
&lt;br /&gt;
===Fundamentals===&lt;br /&gt;
&lt;br /&gt;
'''Race''' - [[Race (Fundamental)|Race]]† - [[Race List (List)|Race List]]†&lt;br /&gt;
&lt;br /&gt;
'''Class''' - [[Experience (Fundamental)|Experience]]† - [[Class (Fundamental)|Class]]† - [[Class Form (Fundamental)|Class Form]]† - [[Class List (List)|Class List]]†&lt;br /&gt;
&lt;br /&gt;
(Class must define Class, Levels. Class Form Class/Monoclass, Multiclass, Dualclass, Pseudoclass and 0th Level Characters)&lt;br /&gt;
&lt;br /&gt;
'''Other Fundamentals''' - [[Age (Fundamental)|Age]] -  - [[Size (Fundamental)|Size]]† - [[Background (Fundamental)|Background]]†&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Traits===&lt;br /&gt;
&lt;br /&gt;
'''Combat''' - [[Combat Proficiency (Proficiency)|Combat Proficiency]]† - [[Combat Proficiency (Proficiency)#Combat Points|Combat Points]]† - [[Weapon Proficiency (Proficiency)|Weapon Proficiency]]† - [[Fighting Style Proficiency (Proficiency)|Fighting Style Proficiency]]† - [[Armour Proficiency (Proficiency)|Armour Proficiency]]† - [[Defence Proficiency (Proficiency)|Defence Proficiency]]† - [[Combat Proficiency Training (Proficiency)|Combat Proficiency Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Skill''' - [[Skill Proficiency (Proficiency)|Skill Proficiency]]* - [[Skill Proficiency (Proficiency)#Skill Points|Skill Points]]* - [[Skill Use (Proficiency)#Skill Rating|Skill Rating]]* - [[Skill Use (Proficiency)#Skill Difficulty|Skill Difficulty]]* - Critical Skill Use (Proficiency) - Fumbled Skill Use (Proficiency) - [[Skill Training (Proficiency)|Skill Training]]† - [[Language (Proficiency)|Language]] - [[Language (Proficiency)#Fluency|Fluency]] - [[Language Training (Proficiency)|Language Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Magical''' - [[Arcane Learning (Proficiency)|Arcane Learning]] - [[Divine Spheres (Proficiency)|Divine Spheres]] - [[Magical Proficiency (Proficiency)|Magical Proficiency]] - [[Magical Training (Proficiency)|Magical Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Special''' - [[Bonus Points (Proficiency)|Bonus Points]] - [[Talents (Proficiency)]] - [[Talent Points (Proficiency)#Talent Points|Talent Points]] - [[Talent Training (Proficiency)|Talent Training]] - [[Traits_(Traits)|Traits]] - [[Traits_(Traits)#Qualities|Qualities]] - [[Traits_(Traits)#Flaws|Flaws]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Combat Proficiency List (List)]] - [[Skill Proficiency List (List)]] - [[Talent List (List)]] - [[Language List (List]] - [[Arcane Learning List (List)]] - [[Divine Learning List (List)]] - [[Magical Proficiency List]] [[Traits List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Equipment and Expenses===&lt;br /&gt;
&lt;br /&gt;
'''Treasure''' - [[Coinage (Treasure]] - [[Gems (Treasure)]] - [[Art (Treasure)]] - [[Treasure Tables (Treasure)]]&lt;br /&gt;
&lt;br /&gt;
Note: we should probably put weapon material (for weapon and ammo) on one page, defence material (for armour, shields, helms) on one page, quality for the former on one page, quality for the other on another page.&lt;br /&gt;
&lt;br /&gt;
'''Weaponry''' - [[Weapons (Weaponry)]] - [[Weapon Quality (Weaponry)]] - [[Weapon Material (Weaponry]] - [[Weapon Size (Weaponry)]] - [[Ammo (Weaponry)]] - [[Ammo Quality (Weaponry)]] - [[Ammo Material (Weaponry)]] - [[Ammo Size (Weaponry)]]&lt;br /&gt;
&lt;br /&gt;
'''Defences''' - [[Armour (Defences) ]] - [[Armour Quality (Defences)]] - [[Armour Material (Defences)]] - [[Helmets (Defences)]] - [[Helmet Quality (Defences)]] - [[Helmet Material (Defences)]] - [[Shields (Defences)]] - [[Shield Quality Defences]] - [[Shield Material (Defences)]]&lt;br /&gt;
&lt;br /&gt;
'''Gear''' [[Equipment (Gear)]] - [[Tools (Gear)]] - [[Clothing (Gear)]]&lt;br /&gt;
&lt;br /&gt;
'''Supplies''' - [[Supplies (Supplies)]] - [[Food (Supplies)]] - [[Drink (Supplies)]] - [[Containers (Supplies)]] - [[Trade Goods (Supplies)]]&lt;br /&gt;
&lt;br /&gt;
'''Animal Purchases''' - [[Animals (Animal Goods)]] - [[Mounts (Animal Goods)]] - [[Barding (Animal Goods))]] - [[Tack &amp;amp; Harness (Animal Goods)]]&lt;br /&gt;
&lt;br /&gt;
'''Machine Purchases''' - [[Land Vehicles (Machine Purchases)]] - [[Naval Vehicles (Machine Purchases)]] - [[Air Vehicles (Machine Purchases]] - [[Unusual Vehicles (Machine Purchases)]] [[Siege Engines (Machine Purchases)]]&lt;br /&gt;
&lt;br /&gt;
'''(something to express magic items for sale??)''' [[Potions (Alchemicals)]] - [[Reagents (Alchemicals)]] - other stuff?&lt;br /&gt;
&lt;br /&gt;
'''Services''' - [[Hirelings (Services)]] - [[Magical Services (Services)]] - [[Standard Services (Services)]] - [[Soldiers (Services)]] - [[Staffing (Services)]] &lt;br /&gt;
(hiring people, identification, healing, etc.)&lt;br /&gt;
&lt;br /&gt;
===Living===&lt;br /&gt;
&lt;br /&gt;
'''Survival''' - [[Food and Hunger(Survival)]] - [[Water and Thirst (Survival)]] - [[Sleep and Tiredness (Survival)]] - [[Air Supply (Survival)]] - [[Temperature (Survival)]] - [[Fire (Survival)]] - [[Shelter (Survival)]] - [[Weather (Survival)]] - [[Climate System (Survival)]]&lt;br /&gt;
&lt;br /&gt;
'''Resources''' - [[Hunting (Resources)]] - [[Foraging (Resources)]] - [[Agriculture (Resources)]] - [[Logging (Resources)]] - [[Obtaining Water (Resources)]] - [[Gathering (Resources)]] - [[Mining (Resources)]] - [[Fishing (Resources)]]&lt;br /&gt;
&lt;br /&gt;
'''Civil''' - [[Lodging (Civil)]] - [[Expenses (Civil)]] - [[Work (Civil)]] - [[Performance (Civil)]] - [[Thieving (Civil)]]&lt;br /&gt;
&lt;br /&gt;
'''Training''' - [[Personal Training (Training)]] - [[Teaching (Training)]]&lt;br /&gt;
 &lt;br /&gt;
'''Crafting''' - etc.&lt;br /&gt;
&lt;br /&gt;
'''Company''' - [[Socializing (Company)]] [[Hirelings (Company)]] - [[Followers (Company)]] - [[Henchmen (Company)]] - [[Companions (Company)]] - [[Loyalty (Company)]]&lt;br /&gt;
&lt;br /&gt;
(companions used for bonds like animal companions and familiars)&lt;br /&gt;
&lt;br /&gt;
(expenses to cover how much it costs to live according to a certain standard, streamlining some of the other life stuff&lt;br /&gt;
&lt;br /&gt;
===Perception===&lt;br /&gt;
&lt;br /&gt;
'''Vision''' - [[Visibility (Perception)]] - [[Vision Types (Perception]] - [[Visual Range (Perception)]] - [[Light Sources (Vision)]]&lt;br /&gt;
&lt;br /&gt;
'''Hearing''' - [[Noise (Hearing)]] - [[Hearing Types (Hearing)]] - [[Hearing Range (Perception]]&lt;br /&gt;
&lt;br /&gt;
'''Other Senses''' - (taste) (smell) (touch) (tremorsense) (other stuff)&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
'''Magic''' [[Spell Casting (Magic)]] - [[Spell Preparation (Magic)]] - [[Ritual Casting (Magic)]] What else?&lt;br /&gt;
&lt;br /&gt;
'''Arcane''' - [[Arcane Magic (Arcane)]] - [[Learning Spells (Arcane)]] - [[Magical Fumbling (Arcane)]] (for armour use)&lt;br /&gt;
&lt;br /&gt;
'''Divine''' - [[Divine Magic (Divine)]] - [[Domain Casting (Divine)]] - What else?&lt;br /&gt;
&lt;br /&gt;
'''Magical Subjects''' - [[Magical Subjects (Magical Subjects]] - [[Summons (Magical Subjects)]] - [[Bound Undead (Magical Subjects)]] - [[Controlled Constructs (Magical Subjects)]] - [[Enchanted Thralls (Magical Subjects)]]&lt;br /&gt;
&lt;br /&gt;
'''Crafting''' - [[Magical Crafting (Crafting)]] - [[Magical Potions (Crafting)]] - (Scrolls, Magical Items, Weapons, Armour, Runes, other stuff.)&lt;br /&gt;
&lt;br /&gt;
possible alterations into casting: change slots so utility type spells take fewer slots? ritual magic takes 1 hour per level, each mage of the required level to cast the spell must know the spell and can decrease the time taken by, what, 5 minutes?&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
'''Combat Basics''' - [[Starting Combat (Combat Basics)]] - [[Combat Round (Combat Basics)]] - [[Combat Actions (Combat Basics)]] - [[Combat Timing (Combat Basics)]] - [[Line of Sight (Combat Basics)]] - [[Line of Access (Combat Basics)]]&lt;br /&gt;
&lt;br /&gt;
'''Fighting''' - [[Attacking (Fighting)]] - [[thac0 (Fighting)]] - [[Defence (Fighting)]] - [[Damage (Fighting)]] - [[Critical Attack (Attack)]] -  [[Fumbled Attack (Fighting)]] - [[Severity (Fighting)]] - [[Threat (Fighting)]]&lt;br /&gt;
&lt;br /&gt;
'''Damage''' - [[Damage (Damage)]] - [[Damage Types (Damage)]] - [[Item Damage (Damage)]] - [[Permanent Damage (Damage)]]&lt;br /&gt;
&lt;br /&gt;
'''Saves''' - [[Saving Throw (Saves)]] - [[Saving Throw#Making Saves (Save)]] - [[Saving Throw#Glancing Hit (Save)]] - [[Saving Throw#Critical Save (Saves)]] - [[Saving Throw#Fumbled Save (Saves)]] - [[Item Save (Save)]] - &lt;br /&gt;
&lt;br /&gt;
'''Innate Attacks''' - [[Brawling (Innate Attacks)]] - [[Wrestling (Innate Attacks)]] - [[Natural Attacks (Innate Attacks)]]&lt;br /&gt;
&lt;br /&gt;
'''Range''' - [[Touch Range (Range)]] - [[Melee Range (Range)]] - [[Range (Range)]]&lt;br /&gt;
&lt;br /&gt;
'''Attack Types''' - move some things from combat specifics to here, rename Combat Specifics&lt;br /&gt;
&lt;br /&gt;
'''Combat Specifics''' - [[Area Attack(Combat Specifics)]] - [[Envenomed Attack (Combat Specifics)]] - [[Gaze Attack (Combat Specifics)]] - [[Sound Attack (Combat Specifics)]] - [[Recharging Attack (Special Attacks)]] ? For like spider web and such [[Weapon Hand (Combat Specifics)]] - [[Multi-Weapon Fighting (Combat Specifics]] - [[Aura (Combat Specifics)]] - [[Firing into Melee]] - [[Mixing Weapon Types (Combat Specifics)]] - [[Automatic Hits (Combat Specifics)]] - [[Attacking an Area (Combat Specifics)]] - [[Grenade-Like Missiles (Combat Specifics)]] - [[Throwing (Combat Specifics)]] - [[Scatter (Combat Specifics)]] - [[Facing (Combat Specifics)]] - [[Sneak Attack (Combat Specifics)]] - [[Stealth in Combat (Combat Specifics)]]&lt;br /&gt;
&lt;br /&gt;
(attacking should include the differences between melee, missile and throwing weapons. Light weapon should be moved to a Tag. Recharging attack is for things like dragon breath and web. Facing explains turning, flank and back attacks )&lt;br /&gt;
&lt;br /&gt;
'''Special Combat''' - [[Mounted Combat (Special Combat)]] - [[Vehicular Combat (Special Combat)]] - [[Aerial Combat (Special Combat)]] - [[Underwater Combat (Special Combat)]] - [[Zero Gravity Combat (Special Combat)]] - [[Fighting Whilst Falling (Special Combat)]] (may rename this category?)&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
'''Action Types''' - [[Passive Actions (Action Type)]] - [[Reactions (Action Type)]] - [[Opportunity Actions (Action Type)]] - [[Free Actions (Action Type)]] - [[Move Actions (Action Type)]] - [[Standard Actions (Action Type)]] - [[Full Actions (Action Type)]] - [[Multi Actions (Action Type)]] - [[Longterm Actions (Action Type)]] - [[Sustained Actions (Action Type)]] - [[Legendary Actions (Action Type)]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Passive Action List (List)]] - [[Reaction List (List)]] - [[Opportunity Action List (List)]] - [[Free Action List (List)]] - [[Move Action List (List)]] - [[Standard Action List (List)]] - [[Full Action List (List)]] - [[Multi Action List (List)]] - [[Longterm Action List (List)]] - [[Sustained Action List (List)]] - [[Legendary Action List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Adventuring===&lt;br /&gt;
&lt;br /&gt;
'''Dangers''' - [[Falling Objects (Dangers)]] - [[Falling (Dangers)]] - Drowning - Asphyxiation - what else? (List specific kinds of hazards from the Survival Guides perhaps)&lt;br /&gt;
&lt;br /&gt;
'''Movement''' - [[Move Points (Movement)]] - [[Movement Type (Movement)]] - [[Movement Style (Movement)]] - [[Terrain Features (Movement)]] - [[Jumping (Movement)]]&lt;br /&gt;
&lt;br /&gt;
'''Overworld''' - [[Move Points (Overworld Movement)]] - [[Terrain Features (Overworld)]] - [[Travel (Overworld)]] - [[Sailing (Overworld)]] - [[Flying (Overworld)]] - [[Exploration (Overworld)]]&lt;br /&gt;
&lt;br /&gt;
'''Recovery''' - [[Healing (Recovery)]] - [[Resting (Recovery)]] - [[Regeneration (Recovery)]]&lt;br /&gt;
&lt;br /&gt;
'''Stealth''' - [[Detection (Stealth)]] - [[Stealth (Stealth)]]&lt;br /&gt;
&lt;br /&gt;
'''Tags''' - [[Location Tag Basics (Tags)]] - [[Location Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Warfare===&lt;br /&gt;
'''Battles''' - [[Mass Combat (Battles)]] - [[Naval Combat (Battles)]] - [[Formations (Battles)]]&lt;br /&gt;
&lt;br /&gt;
'''Siege''' - [[Structures (Siege)]] - [[Siege War (Siege)]] - [[Siege Construction (Siege)]]&lt;br /&gt;
&lt;br /&gt;
'''Vehicular Warfare''' - Land Vehicles - Naval Vehicles - Siege Engines&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
&lt;br /&gt;
'''Condition Types''' - [[Physical Conditions (Condition Type)]] - [[Mental Conditions (Condition Type)]] - [[External Conditions (Condition Type)]]&lt;br /&gt;
'''Poison''' - [[Poison Basics (Poison)]] - [[Poison List (List)]]&lt;br /&gt;
'''Disease''' - [[Disease Basics (Disease)]] - [[Disease List (List)]]&lt;br /&gt;
'''Wounds''' - [[Wound Basics (Wounds)]] - [[Wound List (List)]]&lt;br /&gt;
'''Conditions List''' - [[Physical Conditions List (List)]] - [[Mental Conditions List (List)]] - [[External Conditions List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities''' - [[Active Abilities (Special Abilities)]] - [[Passive Abilities (Special Abilities)]] - [[Active Abilities List (List)]] - [[Passive Abilities List]] - [[Arcane Spells List (List)]] - [[Divine Spells List (List)]] - [[Psionics List (List)]]&lt;br /&gt;
&lt;br /&gt;
'''Tags''' [[Ability Tag Basics]] - [[Ability Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
&lt;br /&gt;
'''Monsters''' - [[Monster Stats (Monsters)]]  - [[Monster Generation (Monsters)]] - [[Monster Conversion (Monsters)]] - [[Playable Monsters (Monsters)]] - [[Monster Tag Basics (Tags)]] &lt;br /&gt;
&lt;br /&gt;
'''Encounters''' - [[Random Encounters (Encounters)]] - [[Wandering Monsters (Encounters)]] - [[Special Encounters (Encounters)]] - [[Encounter Tag Basics (Tags)]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Monster List (List)]] - [[Monster Tag List (List)]] - [[Encounter Lists (List)]] - [[Encounter Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
(monster types makes some of the tags specific to creatures)&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
'''Tags''' - [[Tag Basics (Tags)]] - [[Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
current to do&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special Skills List]]*  [[Skill List]]* - [[Language Fluency]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Idea: &amp;quot;Attribute Relatives&amp;quot; - just like very large and very small things change HP/Damage scale, physical stat relatives across utterly enormous sizes will probably add additional bonuses. Either we have, like, Continental Scale versions of attriutes like Str that have Bigger Bonuses... OR we just say &amp;quot;characters of this size scale have a bonus of X to hit, damage, whatever and on checks where size difference is relevant, multiply the bonus/penalty by X or something. I dunno. We'll work it out on Size.&lt;br /&gt;
&lt;br /&gt;
Possible alteration of Critical Success for Skills; if you roll 1 or 20, roll 1d6 and add or subtract it from the roll. Keep rolling if you roll a 6. Then use this value for the effective roll. Maybe consider changes to Critical Hits in the same vein; add d6s and then compare the AC and do the 1/2 damaging thing. See also Saves. Maybe add Critical Ranges to these things too.&lt;br /&gt;
&lt;br /&gt;
== Original List (presently redressing) Main Sections ==&lt;br /&gt;
Sections marked with * are unfinished.&lt;br /&gt;
&lt;br /&gt;
===Character Basics===&lt;br /&gt;
&lt;br /&gt;
[[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
[[Attributes]] - [[Attributes#Attribute_Generation|Attribute Generation]] - [[Attributes#Skill_Modifiers|Skill Modifiers]] - [[Attributes#Attribute_Gain|Attribute Gain]] - [[Encumbrance]]&lt;br /&gt;
&lt;br /&gt;
[[Strength]] - [[Dexterity]] - [[Constitution]] - [[Intelligence]] - [[Wisdom]] - [[Charisma]]&lt;br /&gt;
&lt;br /&gt;
[[Races]] - [[Age]] - [[Size]]* -&lt;br /&gt;
&lt;br /&gt;
(Social Reaction Modifier is now Disposition Modifier, Social Modifier now is Presence Modifier)&lt;br /&gt;
&lt;br /&gt;
===Derived Attributes===&lt;br /&gt;
&lt;br /&gt;
[[Health]] - [[Fatigue]] - [[Mobility]] - [[Encumbrance]] - [[Speed]]* (speed consists of two parts, base speed and weapon speed)&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
[[Classes]] - [[Class List]]* - [[Class Options]]* - Starting Equipment*&lt;br /&gt;
&lt;br /&gt;
[[Experience]] - [[Class Training]]* -Practice &amp;amp; Study/Drilling (may need some new location)&lt;br /&gt;
&lt;br /&gt;
(add bulletpoints to table entries for classes to prevent the 'stack up' of comma'd traits)&lt;br /&gt;
&lt;br /&gt;
===Combat Proficiencies===&lt;br /&gt;
[[Combat Proficiencies]] - [[Combat Styles]]* - [[Combat Proficiency Training]]*&lt;br /&gt;
&lt;br /&gt;
===Skill Proficiencies===&lt;br /&gt;
[[Skill Proficiency Basics]]* - Skill Points - Skill Rating (include synergy) - [[Skill Difficulty]]*&lt;br /&gt;
&lt;br /&gt;
[[Special Skills]]* - [[Special Skills List]]*&lt;br /&gt;
&lt;br /&gt;
[[Skill List]]* - Traits* - [[Skill Proficiency Training]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Language Fluency]]*&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Money and Treasure*&lt;br /&gt;
&lt;br /&gt;
[[Weapons]]* - [[Weapon Quality]]* - [[Weapon Material]]*&lt;br /&gt;
&lt;br /&gt;
Armour* - Armour Quality* - Armour Material*&lt;br /&gt;
&lt;br /&gt;
Equipment* - &lt;br /&gt;
&lt;br /&gt;
Tools* - &lt;br /&gt;
&lt;br /&gt;
Supplies*&lt;br /&gt;
&lt;br /&gt;
Expenses* - Shopping*&lt;br /&gt;
&lt;br /&gt;
(following sections need appropriate division)&lt;br /&gt;
&lt;br /&gt;
Weapon size relative to the character changes what category it uses: for instance, a large longsword is considered a Great Sword in terms of proficiency for a Medium character&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
Magic* - [[Crafting Magical Items]]* - [[Magical Subjects]]*&lt;br /&gt;
&lt;br /&gt;
possible alterations into casting: change slots so utility type spells take fewer slots? ritual magic takes 1 hour per level, each mage of the required level to cast the spell must know the spell and can decrease the time taken by, what, 5 minutes?&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
[[Initiating Combat]] - [[Combat Round]] - [[Combat Actions]]&lt;br /&gt;
&lt;br /&gt;
====Attack &amp;amp; Defence====&lt;br /&gt;
[[Attacking]] - [[THAC0 Tables]] - [[Defending]] - [[Criticals and Fumbles (Combat)|Criticals and Fumbles (Combat)]]  - [[Severity]]&lt;br /&gt;
&lt;br /&gt;
[[Saves]] - [[Saving Throw Tables]] - [[Item Saves]] - [[Criticals and Fumbles (Saves)|Criticals and Fumbles (Saves)]]&lt;br /&gt;
&lt;br /&gt;
[[Damage]] - [[Recovery]]&lt;br /&gt;
&lt;br /&gt;
[[Brawling]]* - [[Wrestling]]* - [[Natural Attacks]]* - [[Throwing Attacks]]* - [[Threat]]* (and opportunity)&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
[[Movement]] - [[Terrain Features (Combat)]] - [[Alternative Movement (Combat)]] - [[Jumping]]( - [[Swimming]]* - [[Flying]]* - [[Burrowing]]*&lt;br /&gt;
&lt;br /&gt;
edit jumping rules somewhat - change table to be 1/3, 1/6, 1/12, 1/20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Humanoid Movement Methods]]* - [[Beast Movement Methods]]* (running and sprinting vs canter/gallop/dashing) -&lt;br /&gt;
&lt;br /&gt;
====Perception====&lt;br /&gt;
&lt;br /&gt;
[[Visibility]] - [[Light Sources]] - [[Vision Types]]* (infravision penetrates darkness, x-ray penetrates concealment)&lt;br /&gt;
&lt;br /&gt;
[[Sight Range]] (PHB, DMG and Wilderness Survival Guide should have some notes)&lt;br /&gt;
&lt;br /&gt;
====Range====&lt;br /&gt;
(concealment/lighting/cover, lowlight, xray etc.) - [[Line of Access]]* - &lt;br /&gt;
&lt;br /&gt;
[[Touch Range]]* - [[Melee Range]]* - [[Range]]* - [[Time]]*&lt;br /&gt;
&lt;br /&gt;
====Combat Spot Rules====&lt;br /&gt;
[[Main Hand vs. Off-Hand]] - [[Light Weapons]] - [[Two-Weapon &amp;amp; Multi-Weapon Fighting]] - [[Mixing Melee &amp;amp; Ranged]] - [[Firing Into Melee &amp;amp; Precision Attacks]] - [[Automatic Hits]] - [[Attacking an Area]] - [[Grenade-Like Missiles]]* - [[Scatter]]*&lt;br /&gt;
&lt;br /&gt;
[[Falling]]* - [[Falling Objects]]* - [[Gaze Attacks]]*&lt;br /&gt;
&lt;br /&gt;
[[Mounted Combat]]* (including vehicles) - [[Aerial Combat]]* - [[Underwater Combat]]*&lt;br /&gt;
&lt;br /&gt;
[[Restoring Consciousness]]*&lt;br /&gt;
&lt;br /&gt;
[[Permanent Damage]]* (maximum hp, vp, fp, system shock and stat loss - how to get it back if its removed)&lt;br /&gt;
&lt;br /&gt;
[[Flanking Attacks]]* [[Back Attacks]]* [[Turning]]* - [[Sneak Attacks]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(mounted combat - you can mount anything with a greater size than yourself unless specifically stated otherwise - otherwise, you are simply being carried by that character)&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
[[Passive Actions]] - [[Reactions]] - [[Opportunity Actions]] - [[Free Actions]]&lt;br /&gt;
&lt;br /&gt;
[[Move Actions]] - [[Standard Actions]] - [[Full Round Actions]] - [[Multi Round Actions]]&lt;br /&gt;
&lt;br /&gt;
===Warfare===&lt;br /&gt;
Integrity* - Structures*&lt;br /&gt;
&lt;br /&gt;
Land Vehicles* - Naval Vehicles* - Siege Engines*&lt;br /&gt;
&lt;br /&gt;
Naval Combat* - Siege War*&lt;br /&gt;
&lt;br /&gt;
Mass Combat*&lt;br /&gt;
&lt;br /&gt;
[[Formations]]*&lt;br /&gt;
&lt;br /&gt;
===Living===&lt;br /&gt;
Food &amp;amp; Hunger* - Drink &amp;amp; Thirst* - Sleep &amp;amp; Tiredness&lt;br /&gt;
&lt;br /&gt;
Temperature* - Air Supply* - [[Fire]]*&lt;br /&gt;
&lt;br /&gt;
===The World===&lt;br /&gt;
Social Reaction* - Performance* - [[Stealth]]* (hiding and sneaking)&lt;br /&gt;
&lt;br /&gt;
Hirelings, Followers and Henchmen*&lt;br /&gt;
&lt;br /&gt;
Overland Movement* - Exploration*&lt;br /&gt;
&lt;br /&gt;
[[Weather]]* (some notes in combat chapter of book, under Vision)&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
[[Physical Conditions]] - [[Mental Conditions]] - [[External Conditions]]&lt;br /&gt;
&lt;br /&gt;
[[Poison]] - [[Disease]]&lt;br /&gt;
&lt;br /&gt;
[[Wounds]] - [[Injuries]]&lt;br /&gt;
&lt;br /&gt;
original:&lt;br /&gt;
[[Conditions]]*&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
Wizard Spells* - Priest Spells* - Psionic Abilities*&lt;br /&gt;
&lt;br /&gt;
[[Special Abilities]]*&lt;br /&gt;
&lt;br /&gt;
===Special Conditions===&lt;br /&gt;
[[Tags]]*&lt;br /&gt;
&lt;br /&gt;
significantly reformat tags so they make sense. make the attack bonus thing stack regardless so its just &amp;quot;attack modifier&amp;quot; to standardise attack bonuses into circumstantial modifiers ala the opposed enchantment modifiers&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
Random Encounters* - Monster Stats* - Monster List*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eventually, these will all be links)&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2109</id>
		<title>Fatigue (Health)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2109"/>
				<updated>2018-08-04T16:17:43Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* FP Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fatigue==&lt;br /&gt;
Characters tire out from constantly taking intensive actions, such as running around and swinging a sword all day. To represent this, they gain Fatigue Points.&lt;br /&gt;
&lt;br /&gt;
Fatigue is divided into several parts - Fatigue Level, 5 Fatigue Bands, Current FP, Maximum FP and Temporary FP are listed. When FP is generally referred to, assume it means Current FP.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level===&lt;br /&gt;
Fatigue Level represents the effective 'Hit Dice' of Fatigue Points. It represents how much action a character can take before the must take a break or grow tired.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
A character's Fatigue is divided over several levels, ranging from 0 to their Maximum FP. These are Fresh, Fatigued, Tired, Exhausted and Shattered. Each of these is equal to the Fatigue Level of the character and is additive; thus a character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.&lt;br /&gt;
&lt;br /&gt;
===Current FP===&lt;br /&gt;
Current FP refers to how much of a character's energy has been spent and thus how close they are to tiring out. Unlike HP and VP, FP increases rather than counting down.&lt;br /&gt;
&lt;br /&gt;
Whenever a character takes most actions (such as moving or attacking), they gain one or more FP, after Temporary FP are exhausted. The Current FP is compared to the character's Fatigue Bands to determine if they suffer from a [[Fatigue_(Status)|Fatigue Status]].&lt;br /&gt;
&lt;br /&gt;
Current FP cannot be reduced below 0. If something specifically describes itself as giving a character Temporary FP, it restores Current FP first and then increases Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Current FPs are removed by [[Resting_(Recovery)#Breather|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Maximum FP===&lt;br /&gt;
&lt;br /&gt;
Maximum FP is the highest level of Fatigue Points a character can have accumulated before they suffer significant ill effects.&lt;br /&gt;
&lt;br /&gt;
It is equal to five times the Fatigue Level. FP can continue to raise above Maximum FP. Maximum FP does not include Temporary FP.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
A character may gain Temporary HP from various sources - usually magic.&lt;br /&gt;
&lt;br /&gt;
When a character would gain FP, Temporary FP is reduced by the amount they would receive before increasing Current FP by any remaining points. If a character gains Temporary FP whilst their Current FP is above 0 (or their current FP Cap), lower Current FP by Temporary FP first, down to 0 (or curent FP Cap, whichever is greater) before adding any remaining to Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Temporary FP remains until it is lost by gaining fatigue or until it's duration has expired. If no duration is listed, Temporary FP lasts for 10 minutes. Once the duration has expired, 1 point of Temporary FP is lost per round and Current FP is likewise decreased by 1, providing they are not below their FP Cap. Temporary FP also causes this reduction of Current FP for every &lt;br /&gt;
&lt;br /&gt;
is also converted into Current FP at a rate of 1 point per minute of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot decrease their Current FP with Temporary FP as it has reached 0 FP and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.&lt;br /&gt;
&lt;br /&gt;
==Determining FP==&lt;br /&gt;
To determine how much action someone can perform, they must determine their Fatigue Level and, in turn, their Fatigue Bands.&lt;br /&gt;
&lt;br /&gt;
Fatigue Level is equal to HD Size + [[Constitution_(Attribute)#Toughness|Toughness]]. A character gains 1 FP per Level up to and including Level 10.&lt;br /&gt;
&lt;br /&gt;
If the character had 1+3 HD or more, they also add their Base HD as a bonus.&lt;br /&gt;
&lt;br /&gt;
If the character is Multiclass, they use the average of their Class HD Sizes. Increases from level are divided between each class. Fractional FP can be saved for evening out when level increases.&lt;br /&gt;
&lt;br /&gt;
If the character is Dualclass, they use the largest HD Size available from Class HD.  Increases from level only use the highest level the character has.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
Fatigue Bands are used to determine what level of Fatigue the character suffers from. Each Band covers a number of points equal to Fatigue Level; whilst the character's current FP is within the limits of a given band, they are considered to suffer from that level of [[Fatigue_(Status)|Fatigue]].&lt;br /&gt;
&lt;br /&gt;
The five Fatigue Bands are Fresh, Fatigued, Tired, Exhausted and Shattered. A character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.&lt;br /&gt;
&lt;br /&gt;
==FP over Maximum==&lt;br /&gt;
If more FP would be gained then their Maximum value, continue to add it, to represent more exertion that will need to be rested off. In addition, if an action costs any amount of FP, the character takes 1 VP damage.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Caps===&lt;br /&gt;
If a character becomes [[Fatigue (Status)#Exhausted|Exhausted]], they cannot reduce FP below the lower limit on Exhausted until they have removed the condition by [[Resting_(Recovery)#Break|Taking a Break]]. Similarly, if a character becomes [[Fatigue (Status)#Shattered|Shattered]], they cannot regain more FP than the upper limit on Shattered until they have removed it by [[Resting_(Recovery)#Short Rest|Taking a Short Rest]].&lt;br /&gt;
&lt;br /&gt;
==FP Examples==&lt;br /&gt;
A Fighter 5/Thief 6 Ogre with a Constitution of 17 receives a Base HD of 4+1 and a +3 bonus from Toughness. Their Hit-Dice Size is d8 for Ogre, d10 for Fighter and d6 for Thief. d10/2 + d6/2 = 8, as does their HD so they use this as a base. They gain +4 from their Base HD, +3 from Toughness and +5.5 from Levels. This would make their Fatigue Level 20.5. As a result, their Fatigue Bands are 0-20 for Fresh, 21-40 for Fatigued, 41-60 for Tired, 61-80 for Exhausted and 81-100 for Shattered.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Encumbrance_(Status)&amp;diff=2108</id>
		<title>Encumbrance (Status)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Encumbrance_(Status)&amp;diff=2108"/>
				<updated>2018-08-04T16:10:57Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
decreases personal and action speed at higher levels!&lt;br /&gt;
&lt;br /&gt;
higher levels increase FP costs&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Encumbrance_(Status)&amp;diff=2107</id>
		<title>Encumbrance (Status)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Encumbrance_(Status)&amp;diff=2107"/>
				<updated>2018-08-04T16:10:42Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: Created page with &amp;quot;  decreases personal and action speed at higher levels! higher levels increase FP cost&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
decreases personal and action speed at higher levels!&lt;br /&gt;
higher levels increase FP cost&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Encumbrance_(Derived_Attribute)&amp;diff=2106</id>
		<title>Encumbrance (Derived Attribute)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Encumbrance_(Derived_Attribute)&amp;diff=2106"/>
				<updated>2018-08-04T16:10:12Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Encumbrance reflects how much weight a character can carry in terms of equipment. It is determined by [[Strength_(Attribute)|Strength]] though it can be altered by Fatigue.&lt;br /&gt;
&lt;br /&gt;
==Equipment vs Inventory==&lt;br /&gt;
Characters are considered to have two effective weights for the things they carry - an Equipment Weight and an Inventory Weight.&lt;br /&gt;
&lt;br /&gt;
Equipment Weight refers to the the weight of all the equipment the character intends to use during combat - weapons, armour, potions and so forth, all things they need to have access to immediately. Inventory Weight refers to the sum total of all items they carry with them. &lt;br /&gt;
&lt;br /&gt;
The reason for this is it is readily assumed that a character will not wish to fight fully encumbered by a heavy pack and drop it at the beginning of an encounter or just before, allowing them to [[Drop Pack_(Action)|Drop Their Pack]] as a Free Action. The location of their pack is not necessarily important unless something significant happens or the character is planning something - otherwise, it is presumed to be accessibly &amp;quot;on the floor&amp;quot; during an encounter. This allows the character to use Equipment Weight for determining Encumbrance, a usually significantly lower score.&lt;br /&gt;
&lt;br /&gt;
If a character suffers some form of [[Surprise_(Status)|Surprise]], they cannot [[Drop Pack_(Action)|Drop Their Pack]] until it is their turn and doing so is likely to take a Move Action. Similarly, if a character is unwilling to drop their pack because it may be stolen, get damaged or lost during a fray, they must use their Inventory Weight for determining Encumbrance. &lt;br /&gt;
&lt;br /&gt;
==Encumbrance Weight Limits==&lt;br /&gt;
These are the weights at which encumbrance levels begin for each [[Strength_(Attribute)|Strength]] score. All weights are listed in pounds (lb). If a character's carried weight falls into into given margins, they have the relevant [[Encumbrance (Status)]] condition.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Encumbrance&lt;br /&gt;
|-&lt;br /&gt;
|'''Strength Score'''&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|'''Moderate'''&lt;br /&gt;
|'''Heavy'''&lt;br /&gt;
|'''Severe'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|11&lt;br /&gt;
|14&lt;br /&gt;
|17&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|11&lt;br /&gt;
|14&lt;br /&gt;
|17&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|21&lt;br /&gt;
|30&lt;br /&gt;
|39&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|21&lt;br /&gt;
|30&lt;br /&gt;
|39&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|36&lt;br /&gt;
|51&lt;br /&gt;
|66&lt;br /&gt;
|81&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|36&lt;br /&gt;
|51&lt;br /&gt;
|66&lt;br /&gt;
|81&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|41&lt;br /&gt;
|59&lt;br /&gt;
|77&lt;br /&gt;
|97&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|41&lt;br /&gt;
|59&lt;br /&gt;
|77&lt;br /&gt;
|97&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|46&lt;br /&gt;
|70&lt;br /&gt;
|95&lt;br /&gt;
|118&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|46&lt;br /&gt;
|70&lt;br /&gt;
|95&lt;br /&gt;
|118&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|56&lt;br /&gt;
|86&lt;br /&gt;
|116&lt;br /&gt;
|146&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|56&lt;br /&gt;
|86&lt;br /&gt;
|116&lt;br /&gt;
|146&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|71&lt;br /&gt;
|101&lt;br /&gt;
|131&lt;br /&gt;
|161&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|86&lt;br /&gt;
|122&lt;br /&gt;
|158&lt;br /&gt;
|194&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|111&lt;br /&gt;
|150&lt;br /&gt;
|189&lt;br /&gt;
|228&lt;br /&gt;
|-&lt;br /&gt;
|18/01-50&lt;br /&gt;
|136&lt;br /&gt;
|175&lt;br /&gt;
|214&lt;br /&gt;
|253&lt;br /&gt;
|-&lt;br /&gt;
|18/51-75&lt;br /&gt;
|161&lt;br /&gt;
|200&lt;br /&gt;
|239&lt;br /&gt;
|278&lt;br /&gt;
|-&lt;br /&gt;
|18/76-90&lt;br /&gt;
|186&lt;br /&gt;
|225&lt;br /&gt;
|264&lt;br /&gt;
|303&lt;br /&gt;
|-&lt;br /&gt;
|18/91-99&lt;br /&gt;
|236&lt;br /&gt;
|275&lt;br /&gt;
|314&lt;br /&gt;
|353&lt;br /&gt;
|-&lt;br /&gt;
|18/00&lt;br /&gt;
|336&lt;br /&gt;
|375&lt;br /&gt;
|414&lt;br /&gt;
|453&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|486&lt;br /&gt;
|525&lt;br /&gt;
|564&lt;br /&gt;
|603&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|536&lt;br /&gt;
|575&lt;br /&gt;
|614&lt;br /&gt;
|653&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|636&lt;br /&gt;
|675&lt;br /&gt;
|714&lt;br /&gt;
|753&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|786&lt;br /&gt;
|825&lt;br /&gt;
|864&lt;br /&gt;
|903&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|936&lt;br /&gt;
|975&lt;br /&gt;
|1014&lt;br /&gt;
|1053&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|1236&lt;br /&gt;
|1275&lt;br /&gt;
|1314&lt;br /&gt;
|1353&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|1536&lt;br /&gt;
|1575&lt;br /&gt;
|1614&lt;br /&gt;
|1653&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Size Alterations===&lt;br /&gt;
Size has an effect on the total weight a character can carry per level of encumbrance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot;|Carrying Capacity Modifier per Size Category&lt;br /&gt;
|-&lt;br /&gt;
|'''Size'''&lt;br /&gt;
|'''Weight Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| Tiny-&lt;br /&gt;
| Half again for every Size Category below Tiny&lt;br /&gt;
|-&lt;br /&gt;
| Tiny&lt;br /&gt;
| -1/2&lt;br /&gt;
|-&lt;br /&gt;
| Small&lt;br /&gt;
| +0%&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| +0%&lt;br /&gt;
|-&lt;br /&gt;
| Large&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| Huge&lt;br /&gt;
| +100%&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic&lt;br /&gt;
| +250%&lt;br /&gt;
|-&lt;br /&gt;
| Colossal&lt;br /&gt;
| +500%&lt;br /&gt;
|-&lt;br /&gt;
| Colossal+&lt;br /&gt;
| +250% for every Size Category above Colossal&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Status)&amp;diff=2105</id>
		<title>Fatigue (Status)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Status)&amp;diff=2105"/>
				<updated>2018-08-04T16:08:36Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2104</id>
		<title>Fatigue (Health)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2104"/>
				<updated>2018-08-04T16:07:52Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fatigue==&lt;br /&gt;
Characters tire out from constantly taking intensive actions, such as running around and swinging a sword all day. To represent this, they gain Fatigue Points.&lt;br /&gt;
&lt;br /&gt;
Fatigue is divided into several parts - Fatigue Level, 5 Fatigue Bands, Current FP, Maximum FP and Temporary FP are listed. When FP is generally referred to, assume it means Current FP.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level===&lt;br /&gt;
Fatigue Level represents the effective 'Hit Dice' of Fatigue Points. It represents how much action a character can take before the must take a break or grow tired.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
A character's Fatigue is divided over several levels, ranging from 0 to their Maximum FP. These are Fresh, Fatigued, Tired, Exhausted and Shattered. Each of these is equal to the Fatigue Level of the character and is additive; thus a character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.&lt;br /&gt;
&lt;br /&gt;
===Current FP===&lt;br /&gt;
Current FP refers to how much of a character's energy has been spent and thus how close they are to tiring out. Unlike HP and VP, FP increases rather than counting down.&lt;br /&gt;
&lt;br /&gt;
Whenever a character takes most actions (such as moving or attacking), they gain one or more FP, after Temporary FP are exhausted. The Current FP is compared to the character's Fatigue Bands to determine if they suffer from a [[Fatigue_(Status)|Fatigue Status]].&lt;br /&gt;
&lt;br /&gt;
Current FP cannot be reduced below 0. If something specifically describes itself as giving a character Temporary FP, it restores Current FP first and then increases Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Current FPs are removed by [[Resting_(Recovery)#Breather|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Maximum FP===&lt;br /&gt;
&lt;br /&gt;
Maximum FP is the highest level of Fatigue Points a character can have accumulated before they suffer significant ill effects.&lt;br /&gt;
&lt;br /&gt;
It is equal to five times the Fatigue Level. FP can continue to raise above Maximum FP. Maximum FP does not include Temporary FP.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
A character may gain Temporary HP from various sources - usually magic.&lt;br /&gt;
&lt;br /&gt;
When a character would gain FP, Temporary FP is reduced by the amount they would receive before increasing Current FP by any remaining points. If a character gains Temporary FP whilst their Current FP is above 0 (or their current FP Cap), lower Current FP by Temporary FP first, down to 0 (or curent FP Cap, whichever is greater) before adding any remaining to Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Temporary FP remains until it is lost by gaining fatigue or until it's duration has expired. If no duration is listed, Temporary FP lasts for 10 minutes. Once the duration has expired, 1 point of Temporary FP is lost per round and Current FP is likewise decreased by 1, providing they are not below their FP Cap. Temporary FP also causes this reduction of Current FP for every &lt;br /&gt;
&lt;br /&gt;
is also converted into Current FP at a rate of 1 point per minute of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot decrease their Current FP with Temporary FP as it has reached 0 FP and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.&lt;br /&gt;
&lt;br /&gt;
==Determining FP==&lt;br /&gt;
To determine how much action someone can perform, they must determine their Fatigue Level and, in turn, their Fatigue Bands.&lt;br /&gt;
&lt;br /&gt;
Fatigue Level is equal to HD Size + [[Constitution_(Attribute)#Toughness|Toughness]]. A character gains 1 FP per Level up to and including Level 10.&lt;br /&gt;
&lt;br /&gt;
If the character had 1+3 HD or more, they also add their Base HD as a bonus.&lt;br /&gt;
&lt;br /&gt;
If the character is Multiclass, they use the average of their Class HD Sizes. Increases from level are divided between each class. Fractional FP can be saved for evening out when level increases.&lt;br /&gt;
&lt;br /&gt;
If the character is Dualclass, they use the largest HD Size available from Class HD.  Increases from level only use the highest level the character has.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
Fatigue Bands are used to determine what level of Fatigue the character suffers from. Each Band covers a number of points equal to Fatigue Level; whilst the character's current FP is within the limits of a given band, they are considered to suffer from that level of [[Fatigue_(Status)|Fatigue]].&lt;br /&gt;
&lt;br /&gt;
The five Fatigue Bands are Fresh, Fatigued, Tired, Exhausted and Shattered. A character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.&lt;br /&gt;
&lt;br /&gt;
==FP over Maximum==&lt;br /&gt;
If more FP would be gained then their Maximum value, continue to add it, to represent more exertion that will need to be rested off. In addition, if an action costs any amount of FP, the character takes 1 VP damage.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Caps===&lt;br /&gt;
If a character becomes [[Fatigue (Status)#Exhausted|Exhausted]], they cannot reduce FP below the lower limit on Exhausted until they have removed the condition by [[Resting_(Recovery)#Break|Taking a Break]]. Similarly, if a character becomes [[Fatigue (Status)#Shattered|Shattered]], they cannot regain more FP than the upper limit on Shattered until they have removed it by [[Resting_(Recovery)#Short Rest|Taking a Short Rest]].&lt;br /&gt;
&lt;br /&gt;
==FP Examples==&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2103</id>
		<title>Fatigue (Health)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2103"/>
				<updated>2018-08-04T16:04:22Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Fatigue Caps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fatigue==&lt;br /&gt;
Characters tire out from constantly taking intensive actions, such as running around and swinging a sword all day. To represent this, they gain Fatigue Points.&lt;br /&gt;
&lt;br /&gt;
Fatigue is divided into several parts - Fatigue Level, 5 Fatigue Bands, Current FP, Maximum FP and Temporary FP are listed. When FP is generally referred to, assume it means Current FP.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level===&lt;br /&gt;
Fatigue Level represents the effective 'Hit Dice' of Fatigue Points. It represents how much action a character can take before the must take a break or grow tired.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
A character's Fatigue is divided over several levels, ranging from 0 to their Maximum FP. These are Fresh, Fatigued, Tired, Exhausted and Shattered. Each of these is equal to the Fatigue Level of the character and is additive; thus a character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.&lt;br /&gt;
&lt;br /&gt;
===Current FP===&lt;br /&gt;
Current FP refers to how much of a character's energy has been spent and thus how close they are to tiring out. Unlike HP and VP, FP increases rather than counting down.&lt;br /&gt;
&lt;br /&gt;
Whenever a character takes most actions (such as moving or attacking), they gain one or more FP, after Temporary FP are exhausted. The Current FP is compared to the character's Fatigue Bands to determine if they suffer from a [[Fatigue_(Status)|Fatigue Status]].&lt;br /&gt;
&lt;br /&gt;
Current FP cannot be reduced below 0. If something specifically describes itself as giving a character Temporary FP, it restores Current FP first and then increases Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Current FPs are removed by [[Resting_(Recovery)#Breather|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Maximum FP===&lt;br /&gt;
&lt;br /&gt;
Maximum FP is the highest level of Fatigue Points a character can have accumulated before they suffer significant ill effects.&lt;br /&gt;
&lt;br /&gt;
It is equal to five times the Fatigue Level. FP can continue to raise above Maximum FP. Maximum FP does not include Temporary FP.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
A character may gain Temporary HP from various sources - usually magic.&lt;br /&gt;
&lt;br /&gt;
When a character would gain FP, Temporary FP is reduced by the amount they would receive before increasing Current FP by any remaining points. If a character gains Temporary FP whilst their Current FP is above 0 (or their current FP Cap), lower Current FP by Temporary FP first, down to 0 (or curent FP Cap, whichever is greater) before adding any remaining to Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Temporary FP remains until it is lost by gaining fatigue or until it's duration has expired. If no duration is listed, Temporary FP lasts for 10 minutes. Once the duration has expired, 1 point of Temporary FP is lost per round and Current FP is likewise decreased by 1, providing they are not below their FP Cap. Temporary FP also causes this reduction of Current FP for every &lt;br /&gt;
&lt;br /&gt;
is also converted into Current FP at a rate of 1 point per minute of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot decrease their Current FP with Temporary FP as it has reached 0 FP and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.&lt;br /&gt;
&lt;br /&gt;
==Determining FP==&lt;br /&gt;
To determine how much action someone can perform, they must determine their Fatigue Level and, in turn, their Fatigue Bands.&lt;br /&gt;
&lt;br /&gt;
Fatigue Level is equal to HD Size + [[Constitution_(Attribute)#Toughness|Toughness]]. A character gains 1 FP per Level up to and including Level 10.&lt;br /&gt;
&lt;br /&gt;
If the character had 1+3 HD or more, they also add their Base HD as a bonus.&lt;br /&gt;
&lt;br /&gt;
If the character is Multiclass, they use the average of their Class HD Sizes. Increases from level are divided between each class. Fractional FP can be saved for evening out when level increases.&lt;br /&gt;
&lt;br /&gt;
If the character is Dualclass, they use the largest HD Size available from Class HD.  Increases from level only use the highest level the character has.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
Fatigue Bands are used to determine what level of Fatigue the character suffers from. Each Band covers a number of points equal to Fatigue Level; whilst the character's current FP is within the limits of a given band, they are considered to suffer from that level of [[Fatigue_(Status)|Fatigue]].&lt;br /&gt;
&lt;br /&gt;
The five Fatigue Bands are Fresh, Fatigued, Tired, Exhausted and Shattered. A character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.&lt;br /&gt;
&lt;br /&gt;
==Effects of Fatigue Bands==&lt;br /&gt;
&lt;br /&gt;
===FP over Maximum===&lt;br /&gt;
&lt;br /&gt;
===Fatigue Caps===&lt;br /&gt;
If a character becomes [[Fatigue (Status)#Exhausted|Exhausted]], they cannot reduce FP below the lower limit on Exhausted until they have removed the condition by [[Resting_(Recovery)#Break|Taking a Break]]. Similarly, if a character becomes [[Fatigue (Status)#Shattered|Shattered]], they cannot regain more FP than the upper limit on Shattered until they have removed it by [[Resting_(Recovery)#Short Rest|Taking a Short Rest]].&lt;br /&gt;
&lt;br /&gt;
==FP Examples==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
old:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Determining Fatigue Level===&lt;br /&gt;
It is equal to Hit Dice or Level + Hit Dice Size + [[Constitution_(Attribute)#Toughness|Toughness]]. For every Fatigue Level the character drops by, their Fatigue Status drops by one, changing the condition they currently suffer from.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level Increases===&lt;br /&gt;
If a character has an HD equal to 1+2 or less, a character gains +1 to Fatigue Level they possess. If a character has an HD greater than this value, they gain +1 to Fatigue Level per HD or Level they possess. Multiclass characters divide this between the number of classes they have. Dualclass characters use the highest Level they possess. The most a character can receive from Levels is 10.&lt;br /&gt;
&lt;br /&gt;
==FP==&lt;br /&gt;
FP stands for Fatigue Points. These represent how much energy a character has spent.&lt;br /&gt;
&lt;br /&gt;
Current, Maximum and Temporary values are listed - when FP is referred to, assume Current FP is referred to. When a character takes FP damage or an action with an FP cost, their Current FP is increased. If more FP would be gained then their Maximum value, add it on and deal this much damage to VP.&lt;br /&gt;
&lt;br /&gt;
If something specifically describes itself as giving a character Temporary FP, reduce Current FP first and then add to Temporary FP to its own pool.&lt;br /&gt;
&lt;br /&gt;
FPs are removed by [[Resting_(Recovery)#Resting Off FP|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Determining Maximum FP===&lt;br /&gt;
Maximum FP is equal to five times the Character's Fatigue Level.&lt;br /&gt;
&lt;br /&gt;
For example, the Fighter described above has 17 FP per level and, thus, a Maximum FP of 85.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
A character may gain Temporary FP from various sources - usually magic. Temporary FP is an effective pool of free energy - when gained, reduce Current FP first and then add to Temporary FP to its own pool if any remains. If a character has Temporary FP whilst somehow having above 0 FP, Temporary FP does ''not'' reduce Fatigue conditions.&lt;br /&gt;
&lt;br /&gt;
When a character would gain FP, reduce Temporary FP first.&lt;br /&gt;
&lt;br /&gt;
Temporary HP remains until it is lost by damage, used up or until it's duration has expired. If no duration is listed, Temporary FP lasts for 1 hour. Once the duration has expired, 1 point of Temporary FP is burnt off and the character loses 1 point of Current FP per round. Temporary FP also is burnt off to reduce Current FP at a rate of 1 point per round of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot reduce their Current FP with Temporary FP as it has reached 0 and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.&lt;br /&gt;
&lt;br /&gt;
==Fatigue Status==&lt;br /&gt;
Fatigue Status shows how many Fatigue Points a character would need before they suffer a given severity of Fatigue. When a character's Fatigue Status drops, this increases their minimum [[Fatigue_(Status)#Minimum Level of Fatigue|Fatigue]] until they rest. This ranges from [[Fatigue_(Status)#Fresh|Fresh]] to [[Fatigue_(Status)#Fatigued|Fatigued]] to [[Fatigue_(Status)#Tired|Tired]] to [[Fatigue_(Status)#Exhausted|Exhausted]] to [[Fatigue_(Status)#Shattered|Shattered]]. Beyond this point, the character must make System Shock rolls, taking 1d3 VP damage on a failure.&lt;br /&gt;
&lt;br /&gt;
Compare a character's current FP against their FP Status to see if they currently suffer from a Fatigue condition. If a character's FP qualifies them for Fresh, they do not need to list their effective condition, though this may be modified by other conditions such as [[Encumbrance]] or from lack of sleep and other effects that cause [[Fatigue_(Status)|Fatigue]].&lt;br /&gt;
&lt;br /&gt;
For example, as the Fighter's Fatigue Level is 17, they would be Fresh from from 0 to 0 17, Fatigued from 18 to 34, Tired from 35 to 51, Exhausted from 52 to 68 and Shattered from 69 to 85 and up. Beyond 85, they suffer VP damage.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Cap===&lt;br /&gt;
If a character becomes Exhausted, they cannot regain more FP than the upper limit on Exhausted until they have removed it by [[Resting_(Recovery)#Resting While Exhausted|Resting]]. Similarly, if a character becomes Shattered, they cannot regain more FP than the upper limit on Shattered until they have removed it by [[Resting_(Recovery)#Resting While Shattered|Resting]] for longer.&lt;br /&gt;
&lt;br /&gt;
Other caps imposed by various conditions are removed when those conditions are removed.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Resting_(Recovery)&amp;diff=2102</id>
		<title>Resting (Recovery)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Resting_(Recovery)&amp;diff=2102"/>
				<updated>2018-08-04T16:04:02Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
breather (1 round)&lt;br /&gt;
&lt;br /&gt;
take a break (15 minutes)&lt;br /&gt;
&lt;br /&gt;
short rest (1 hour)&lt;br /&gt;
&lt;br /&gt;
long rest (8 hours)&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Resting_(Recovery)&amp;diff=2101</id>
		<title>Resting (Recovery)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Resting_(Recovery)&amp;diff=2101"/>
				<updated>2018-08-04T16:03:52Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: Created page with &amp;quot;   breather (1 round)  take a break (15 minutes)  short rest (1 hour)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
breather (1 round)&lt;br /&gt;
&lt;br /&gt;
take a break (15 minutes)&lt;br /&gt;
&lt;br /&gt;
short rest (1 hour)&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2100</id>
		<title>Fatigue (Health)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2100"/>
				<updated>2018-08-04T16:03:09Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Fatigue Caps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fatigue==&lt;br /&gt;
Characters tire out from constantly taking intensive actions, such as running around and swinging a sword all day. To represent this, they gain Fatigue Points.&lt;br /&gt;
&lt;br /&gt;
Fatigue is divided into several parts - Fatigue Level, 5 Fatigue Bands, Current FP, Maximum FP and Temporary FP are listed. When FP is generally referred to, assume it means Current FP.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level===&lt;br /&gt;
Fatigue Level represents the effective 'Hit Dice' of Fatigue Points. It represents how much action a character can take before the must take a break or grow tired.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
A character's Fatigue is divided over several levels, ranging from 0 to their Maximum FP. These are Fresh, Fatigued, Tired, Exhausted and Shattered. Each of these is equal to the Fatigue Level of the character and is additive; thus a character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.&lt;br /&gt;
&lt;br /&gt;
===Current FP===&lt;br /&gt;
Current FP refers to how much of a character's energy has been spent and thus how close they are to tiring out. Unlike HP and VP, FP increases rather than counting down.&lt;br /&gt;
&lt;br /&gt;
Whenever a character takes most actions (such as moving or attacking), they gain one or more FP, after Temporary FP are exhausted. The Current FP is compared to the character's Fatigue Bands to determine if they suffer from a [[Fatigue_(Status)|Fatigue Status]].&lt;br /&gt;
&lt;br /&gt;
Current FP cannot be reduced below 0. If something specifically describes itself as giving a character Temporary FP, it restores Current FP first and then increases Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Current FPs are removed by [[Resting_(Recovery)#Breather|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Maximum FP===&lt;br /&gt;
&lt;br /&gt;
Maximum FP is the highest level of Fatigue Points a character can have accumulated before they suffer significant ill effects.&lt;br /&gt;
&lt;br /&gt;
It is equal to five times the Fatigue Level. FP can continue to raise above Maximum FP. Maximum FP does not include Temporary FP.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
A character may gain Temporary HP from various sources - usually magic.&lt;br /&gt;
&lt;br /&gt;
When a character would gain FP, Temporary FP is reduced by the amount they would receive before increasing Current FP by any remaining points. If a character gains Temporary FP whilst their Current FP is above 0 (or their current FP Cap), lower Current FP by Temporary FP first, down to 0 (or curent FP Cap, whichever is greater) before adding any remaining to Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Temporary FP remains until it is lost by gaining fatigue or until it's duration has expired. If no duration is listed, Temporary FP lasts for 10 minutes. Once the duration has expired, 1 point of Temporary FP is lost per round and Current FP is likewise decreased by 1, providing they are not below their FP Cap. Temporary FP also causes this reduction of Current FP for every &lt;br /&gt;
&lt;br /&gt;
is also converted into Current FP at a rate of 1 point per minute of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot decrease their Current FP with Temporary FP as it has reached 0 FP and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.&lt;br /&gt;
&lt;br /&gt;
==Determining FP==&lt;br /&gt;
To determine how much action someone can perform, they must determine their Fatigue Level and, in turn, their Fatigue Bands.&lt;br /&gt;
&lt;br /&gt;
Fatigue Level is equal to HD Size + [[Constitution_(Attribute)#Toughness|Toughness]]. A character gains 1 FP per Level up to and including Level 10.&lt;br /&gt;
&lt;br /&gt;
If the character had 1+3 HD or more, they also add their Base HD as a bonus.&lt;br /&gt;
&lt;br /&gt;
If the character is Multiclass, they use the average of their Class HD Sizes. Increases from level are divided between each class. Fractional FP can be saved for evening out when level increases.&lt;br /&gt;
&lt;br /&gt;
If the character is Dualclass, they use the largest HD Size available from Class HD.  Increases from level only use the highest level the character has.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
Fatigue Bands are used to determine what level of Fatigue the character suffers from. Each Band covers a number of points equal to Fatigue Level; whilst the character's current FP is within the limits of a given band, they are considered to suffer from that level of [[Fatigue_(Status)|Fatigue]].&lt;br /&gt;
&lt;br /&gt;
The five Fatigue Bands are Fresh, Fatigued, Tired, Exhausted and Shattered. A character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.&lt;br /&gt;
&lt;br /&gt;
==Effects of Fatigue Bands==&lt;br /&gt;
&lt;br /&gt;
===FP over Maximum===&lt;br /&gt;
&lt;br /&gt;
===Fatigue Caps===&lt;br /&gt;
If a character becomes [[Fatigue (Status)#Exhausted|Exhausted]], they cannot reduce FP below the lower limit on Exhausted until they have removed the condition by [[Resting_(Recovery)#Taking a Break|Taking a Break]]. Similarly, if a character becomes [[Fatigue (Status)#Shattered|Shattered]], they cannot regain more FP than the upper limit on Shattered until they have removed it by [[Resting_(Recovery)#Short Rest|Taking a Short Rest]].&lt;br /&gt;
&lt;br /&gt;
==FP Examples==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
old:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Determining Fatigue Level===&lt;br /&gt;
It is equal to Hit Dice or Level + Hit Dice Size + [[Constitution_(Attribute)#Toughness|Toughness]]. For every Fatigue Level the character drops by, their Fatigue Status drops by one, changing the condition they currently suffer from.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level Increases===&lt;br /&gt;
If a character has an HD equal to 1+2 or less, a character gains +1 to Fatigue Level they possess. If a character has an HD greater than this value, they gain +1 to Fatigue Level per HD or Level they possess. Multiclass characters divide this between the number of classes they have. Dualclass characters use the highest Level they possess. The most a character can receive from Levels is 10.&lt;br /&gt;
&lt;br /&gt;
==FP==&lt;br /&gt;
FP stands for Fatigue Points. These represent how much energy a character has spent.&lt;br /&gt;
&lt;br /&gt;
Current, Maximum and Temporary values are listed - when FP is referred to, assume Current FP is referred to. When a character takes FP damage or an action with an FP cost, their Current FP is increased. If more FP would be gained then their Maximum value, add it on and deal this much damage to VP.&lt;br /&gt;
&lt;br /&gt;
If something specifically describes itself as giving a character Temporary FP, reduce Current FP first and then add to Temporary FP to its own pool.&lt;br /&gt;
&lt;br /&gt;
FPs are removed by [[Resting_(Recovery)#Resting Off FP|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Determining Maximum FP===&lt;br /&gt;
Maximum FP is equal to five times the Character's Fatigue Level.&lt;br /&gt;
&lt;br /&gt;
For example, the Fighter described above has 17 FP per level and, thus, a Maximum FP of 85.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
A character may gain Temporary FP from various sources - usually magic. Temporary FP is an effective pool of free energy - when gained, reduce Current FP first and then add to Temporary FP to its own pool if any remains. If a character has Temporary FP whilst somehow having above 0 FP, Temporary FP does ''not'' reduce Fatigue conditions.&lt;br /&gt;
&lt;br /&gt;
When a character would gain FP, reduce Temporary FP first.&lt;br /&gt;
&lt;br /&gt;
Temporary HP remains until it is lost by damage, used up or until it's duration has expired. If no duration is listed, Temporary FP lasts for 1 hour. Once the duration has expired, 1 point of Temporary FP is burnt off and the character loses 1 point of Current FP per round. Temporary FP also is burnt off to reduce Current FP at a rate of 1 point per round of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot reduce their Current FP with Temporary FP as it has reached 0 and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.&lt;br /&gt;
&lt;br /&gt;
==Fatigue Status==&lt;br /&gt;
Fatigue Status shows how many Fatigue Points a character would need before they suffer a given severity of Fatigue. When a character's Fatigue Status drops, this increases their minimum [[Fatigue_(Status)#Minimum Level of Fatigue|Fatigue]] until they rest. This ranges from [[Fatigue_(Status)#Fresh|Fresh]] to [[Fatigue_(Status)#Fatigued|Fatigued]] to [[Fatigue_(Status)#Tired|Tired]] to [[Fatigue_(Status)#Exhausted|Exhausted]] to [[Fatigue_(Status)#Shattered|Shattered]]. Beyond this point, the character must make System Shock rolls, taking 1d3 VP damage on a failure.&lt;br /&gt;
&lt;br /&gt;
Compare a character's current FP against their FP Status to see if they currently suffer from a Fatigue condition. If a character's FP qualifies them for Fresh, they do not need to list their effective condition, though this may be modified by other conditions such as [[Encumbrance]] or from lack of sleep and other effects that cause [[Fatigue_(Status)|Fatigue]].&lt;br /&gt;
&lt;br /&gt;
For example, as the Fighter's Fatigue Level is 17, they would be Fresh from from 0 to 0 17, Fatigued from 18 to 34, Tired from 35 to 51, Exhausted from 52 to 68 and Shattered from 69 to 85 and up. Beyond 85, they suffer VP damage.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Cap===&lt;br /&gt;
If a character becomes Exhausted, they cannot regain more FP than the upper limit on Exhausted until they have removed it by [[Resting_(Recovery)#Resting While Exhausted|Resting]]. Similarly, if a character becomes Shattered, they cannot regain more FP than the upper limit on Shattered until they have removed it by [[Resting_(Recovery)#Resting While Shattered|Resting]] for longer.&lt;br /&gt;
&lt;br /&gt;
Other caps imposed by various conditions are removed when those conditions are removed.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2099</id>
		<title>Fatigue (Health)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2099"/>
				<updated>2018-08-04T15:57:58Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Fatigue Bands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fatigue==&lt;br /&gt;
Characters tire out from constantly taking intensive actions, such as running around and swinging a sword all day. To represent this, they gain Fatigue Points.&lt;br /&gt;
&lt;br /&gt;
Fatigue is divided into several parts - Fatigue Level, 5 Fatigue Bands, Current FP, Maximum FP and Temporary FP are listed. When FP is generally referred to, assume it means Current FP.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level===&lt;br /&gt;
Fatigue Level represents the effective 'Hit Dice' of Fatigue Points. It represents how much action a character can take before the must take a break or grow tired.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
A character's Fatigue is divided over several levels, ranging from 0 to their Maximum FP. These are Fresh, Fatigued, Tired, Exhausted and Shattered. Each of these is equal to the Fatigue Level of the character and is additive; thus a character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.&lt;br /&gt;
&lt;br /&gt;
===Current FP===&lt;br /&gt;
Current FP refers to how much of a character's energy has been spent and thus how close they are to tiring out. Unlike HP and VP, FP increases rather than counting down.&lt;br /&gt;
&lt;br /&gt;
Whenever a character takes most actions (such as moving or attacking), they gain one or more FP, after Temporary FP are exhausted. The Current FP is compared to the character's Fatigue Bands to determine if they suffer from a [[Fatigue_(Status)|Fatigue Status]].&lt;br /&gt;
&lt;br /&gt;
Current FP cannot be reduced below 0. If something specifically describes itself as giving a character Temporary FP, it restores Current FP first and then increases Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Current FPs are removed by [[Resting_(Recovery)#Breather|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Maximum FP===&lt;br /&gt;
&lt;br /&gt;
Maximum FP is the highest level of Fatigue Points a character can have accumulated before they suffer significant ill effects.&lt;br /&gt;
&lt;br /&gt;
It is equal to five times the Fatigue Level. FP can continue to raise above Maximum FP. Maximum FP does not include Temporary FP.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
A character may gain Temporary HP from various sources - usually magic.&lt;br /&gt;
&lt;br /&gt;
When a character would gain FP, Temporary FP is reduced by the amount they would receive before increasing Current FP by any remaining points. If a character gains Temporary FP whilst their Current FP is above 0 (or their current FP Cap), lower Current FP by Temporary FP first, down to 0 (or curent FP Cap, whichever is greater) before adding any remaining to Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Temporary FP remains until it is lost by gaining fatigue or until it's duration has expired. If no duration is listed, Temporary FP lasts for 10 minutes. Once the duration has expired, 1 point of Temporary FP is lost per round and Current FP is likewise decreased by 1, providing they are not below their FP Cap. Temporary FP also causes this reduction of Current FP for every &lt;br /&gt;
&lt;br /&gt;
is also converted into Current FP at a rate of 1 point per minute of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot decrease their Current FP with Temporary FP as it has reached 0 FP and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.&lt;br /&gt;
&lt;br /&gt;
==Determining FP==&lt;br /&gt;
To determine how much action someone can perform, they must determine their Fatigue Level and, in turn, their Fatigue Bands.&lt;br /&gt;
&lt;br /&gt;
Fatigue Level is equal to HD Size + [[Constitution_(Attribute)#Toughness|Toughness]]. A character gains 1 FP per Level up to and including Level 10.&lt;br /&gt;
&lt;br /&gt;
If the character had 1+3 HD or more, they also add their Base HD as a bonus.&lt;br /&gt;
&lt;br /&gt;
If the character is Multiclass, they use the average of their Class HD Sizes. Increases from level are divided between each class. Fractional FP can be saved for evening out when level increases.&lt;br /&gt;
&lt;br /&gt;
If the character is Dualclass, they use the largest HD Size available from Class HD.  Increases from level only use the highest level the character has.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
Fatigue Bands are used to determine what level of Fatigue the character suffers from. Each Band covers a number of points equal to Fatigue Level; whilst the character's current FP is within the limits of a given band, they are considered to suffer from that level of [[Fatigue_(Status)|Fatigue]].&lt;br /&gt;
&lt;br /&gt;
The five Fatigue Bands are Fresh, Fatigued, Tired, Exhausted and Shattered. A character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.&lt;br /&gt;
&lt;br /&gt;
==Effects of Fatigue Bands==&lt;br /&gt;
&lt;br /&gt;
===FP over Maximum===&lt;br /&gt;
&lt;br /&gt;
===Fatigue Caps===&lt;br /&gt;
&lt;br /&gt;
(character has a &amp;quot;minimum&amp;quot; fatigue equal to the minimum of the current band EXCEPT for the first actual fatigue band? this is removed by resting and making a save or check to recover. it takes longer to remove fatigue caps of higher bands)&lt;br /&gt;
&lt;br /&gt;
==FP Examples==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
old:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Determining Fatigue Level===&lt;br /&gt;
It is equal to Hit Dice or Level + Hit Dice Size + [[Constitution_(Attribute)#Toughness|Toughness]]. For every Fatigue Level the character drops by, their Fatigue Status drops by one, changing the condition they currently suffer from.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level Increases===&lt;br /&gt;
If a character has an HD equal to 1+2 or less, a character gains +1 to Fatigue Level they possess. If a character has an HD greater than this value, they gain +1 to Fatigue Level per HD or Level they possess. Multiclass characters divide this between the number of classes they have. Dualclass characters use the highest Level they possess. The most a character can receive from Levels is 10.&lt;br /&gt;
&lt;br /&gt;
==FP==&lt;br /&gt;
FP stands for Fatigue Points. These represent how much energy a character has spent.&lt;br /&gt;
&lt;br /&gt;
Current, Maximum and Temporary values are listed - when FP is referred to, assume Current FP is referred to. When a character takes FP damage or an action with an FP cost, their Current FP is increased. If more FP would be gained then their Maximum value, add it on and deal this much damage to VP.&lt;br /&gt;
&lt;br /&gt;
If something specifically describes itself as giving a character Temporary FP, reduce Current FP first and then add to Temporary FP to its own pool.&lt;br /&gt;
&lt;br /&gt;
FPs are removed by [[Resting_(Recovery)#Resting Off FP|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Determining Maximum FP===&lt;br /&gt;
Maximum FP is equal to five times the Character's Fatigue Level.&lt;br /&gt;
&lt;br /&gt;
For example, the Fighter described above has 17 FP per level and, thus, a Maximum FP of 85.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
A character may gain Temporary FP from various sources - usually magic. Temporary FP is an effective pool of free energy - when gained, reduce Current FP first and then add to Temporary FP to its own pool if any remains. If a character has Temporary FP whilst somehow having above 0 FP, Temporary FP does ''not'' reduce Fatigue conditions.&lt;br /&gt;
&lt;br /&gt;
When a character would gain FP, reduce Temporary FP first.&lt;br /&gt;
&lt;br /&gt;
Temporary HP remains until it is lost by damage, used up or until it's duration has expired. If no duration is listed, Temporary FP lasts for 1 hour. Once the duration has expired, 1 point of Temporary FP is burnt off and the character loses 1 point of Current FP per round. Temporary FP also is burnt off to reduce Current FP at a rate of 1 point per round of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot reduce their Current FP with Temporary FP as it has reached 0 and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.&lt;br /&gt;
&lt;br /&gt;
==Fatigue Status==&lt;br /&gt;
Fatigue Status shows how many Fatigue Points a character would need before they suffer a given severity of Fatigue. When a character's Fatigue Status drops, this increases their minimum [[Fatigue_(Status)#Minimum Level of Fatigue|Fatigue]] until they rest. This ranges from [[Fatigue_(Status)#Fresh|Fresh]] to [[Fatigue_(Status)#Fatigued|Fatigued]] to [[Fatigue_(Status)#Tired|Tired]] to [[Fatigue_(Status)#Exhausted|Exhausted]] to [[Fatigue_(Status)#Shattered|Shattered]]. Beyond this point, the character must make System Shock rolls, taking 1d3 VP damage on a failure.&lt;br /&gt;
&lt;br /&gt;
Compare a character's current FP against their FP Status to see if they currently suffer from a Fatigue condition. If a character's FP qualifies them for Fresh, they do not need to list their effective condition, though this may be modified by other conditions such as [[Encumbrance]] or from lack of sleep and other effects that cause [[Fatigue_(Status)|Fatigue]].&lt;br /&gt;
&lt;br /&gt;
For example, as the Fighter's Fatigue Level is 17, they would be Fresh from from 0 to 0 17, Fatigued from 18 to 34, Tired from 35 to 51, Exhausted from 52 to 68 and Shattered from 69 to 85 and up. Beyond 85, they suffer VP damage.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Cap===&lt;br /&gt;
If a character becomes Exhausted, they cannot regain more FP than the upper limit on Exhausted until they have removed it by [[Resting_(Recovery)#Resting While Exhausted|Resting]]. Similarly, if a character becomes Shattered, they cannot regain more FP than the upper limit on Shattered until they have removed it by [[Resting_(Recovery)#Resting While Shattered|Resting]] for longer.&lt;br /&gt;
&lt;br /&gt;
Other caps imposed by various conditions are removed when those conditions are removed.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2098</id>
		<title>Fatigue (Health)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2098"/>
				<updated>2018-08-04T15:54:03Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Fatigue Bands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fatigue==&lt;br /&gt;
Characters tire out from constantly taking intensive actions, such as running around and swinging a sword all day. To represent this, they gain Fatigue Points.&lt;br /&gt;
&lt;br /&gt;
Fatigue is divided into several parts - Fatigue Level, 5 Fatigue Bands, Current FP, Maximum FP and Temporary FP are listed. When FP is generally referred to, assume it means Current FP.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level===&lt;br /&gt;
Fatigue Level represents the effective 'Hit Dice' of Fatigue Points. It represents how much action a character can take before the must take a break or grow tired.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
A character's Fatigue is divided over several levels, ranging from 0 to their Maximum FP. These are Fresh, Fatigued, Tired, Exhausted and Shattered. Each of these is equal to the Fatigue Level of the character and is additive; thus a character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.&lt;br /&gt;
&lt;br /&gt;
===Current FP===&lt;br /&gt;
Current FP refers to how much of a character's energy has been spent and thus how close they are to tiring out. Unlike HP and VP, FP increases rather than counting down.&lt;br /&gt;
&lt;br /&gt;
Whenever a character takes most actions (such as moving or attacking), they gain one or more FP, after Temporary FP are exhausted. The Current FP is compared to the character's Fatigue Bands to determine if they suffer from a [[Fatigue_(Status)|Fatigue Status]].&lt;br /&gt;
&lt;br /&gt;
Current FP cannot be reduced below 0. If something specifically describes itself as giving a character Temporary FP, it restores Current FP first and then increases Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Current FPs are removed by [[Resting_(Recovery)#Breather|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Maximum FP===&lt;br /&gt;
&lt;br /&gt;
Maximum FP is the highest level of Fatigue Points a character can have accumulated before they suffer significant ill effects.&lt;br /&gt;
&lt;br /&gt;
It is equal to five times the Fatigue Level. FP can continue to raise above Maximum FP. Maximum FP does not include Temporary FP.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
A character may gain Temporary HP from various sources - usually magic.&lt;br /&gt;
&lt;br /&gt;
When a character would gain FP, Temporary FP is reduced by the amount they would receive before increasing Current FP by any remaining points. If a character gains Temporary FP whilst their Current FP is above 0 (or their current FP Cap), lower Current FP by Temporary FP first, down to 0 (or curent FP Cap, whichever is greater) before adding any remaining to Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Temporary FP remains until it is lost by gaining fatigue or until it's duration has expired. If no duration is listed, Temporary FP lasts for 10 minutes. Once the duration has expired, 1 point of Temporary FP is lost per round and Current FP is likewise decreased by 1, providing they are not below their FP Cap. Temporary FP also causes this reduction of Current FP for every &lt;br /&gt;
&lt;br /&gt;
is also converted into Current FP at a rate of 1 point per minute of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot decrease their Current FP with Temporary FP as it has reached 0 FP and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.&lt;br /&gt;
&lt;br /&gt;
==Determining FP==&lt;br /&gt;
To determine how much action someone can perform, they must determine their Fatigue Level and, in turn, their Fatigue Bands.&lt;br /&gt;
&lt;br /&gt;
Fatigue Level is equal to HD Size + [[Constitution_(Attribute)#Toughness|Toughness]]. A character gains 1 FP per Level up to and including Level 10.&lt;br /&gt;
&lt;br /&gt;
If the character had 1+3 HD or more, they also add their Base HD as a bonus.&lt;br /&gt;
&lt;br /&gt;
If the character is Multiclass, they use the average of their Class HD Sizes. Increases from level are divided between each class. Fractional FP can be saved for evening out when level increases.&lt;br /&gt;
&lt;br /&gt;
If the character is Dualclass, they use the largest HD Size available from Class HD.  Increases from level only use the highest level the character has.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For every Fatigue Level the character increases by, their Fatigue Status increases by one, changing the condition they currently suffer from.&lt;br /&gt;
&lt;br /&gt;
==Effects of Fatigue Bands==&lt;br /&gt;
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===FP over Maximum===&lt;br /&gt;
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===Fatigue Caps===&lt;br /&gt;
&lt;br /&gt;
(character has a &amp;quot;minimum&amp;quot; fatigue equal to the minimum of the current band EXCEPT for the first actual fatigue band? this is removed by resting and making a save or check to recover. it takes longer to remove fatigue caps of higher bands)&lt;br /&gt;
&lt;br /&gt;
==FP Examples==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
old:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Determining Fatigue Level===&lt;br /&gt;
It is equal to Hit Dice or Level + Hit Dice Size + [[Constitution_(Attribute)#Toughness|Toughness]]. For every Fatigue Level the character drops by, their Fatigue Status drops by one, changing the condition they currently suffer from.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level Increases===&lt;br /&gt;
If a character has an HD equal to 1+2 or less, a character gains +1 to Fatigue Level they possess. If a character has an HD greater than this value, they gain +1 to Fatigue Level per HD or Level they possess. Multiclass characters divide this between the number of classes they have. Dualclass characters use the highest Level they possess. The most a character can receive from Levels is 10.&lt;br /&gt;
&lt;br /&gt;
==FP==&lt;br /&gt;
FP stands for Fatigue Points. These represent how much energy a character has spent.&lt;br /&gt;
&lt;br /&gt;
Current, Maximum and Temporary values are listed - when FP is referred to, assume Current FP is referred to. When a character takes FP damage or an action with an FP cost, their Current FP is increased. If more FP would be gained then their Maximum value, add it on and deal this much damage to VP.&lt;br /&gt;
&lt;br /&gt;
If something specifically describes itself as giving a character Temporary FP, reduce Current FP first and then add to Temporary FP to its own pool.&lt;br /&gt;
&lt;br /&gt;
FPs are removed by [[Resting_(Recovery)#Resting Off FP|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Determining Maximum FP===&lt;br /&gt;
Maximum FP is equal to five times the Character's Fatigue Level.&lt;br /&gt;
&lt;br /&gt;
For example, the Fighter described above has 17 FP per level and, thus, a Maximum FP of 85.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
A character may gain Temporary FP from various sources - usually magic. Temporary FP is an effective pool of free energy - when gained, reduce Current FP first and then add to Temporary FP to its own pool if any remains. If a character has Temporary FP whilst somehow having above 0 FP, Temporary FP does ''not'' reduce Fatigue conditions.&lt;br /&gt;
&lt;br /&gt;
When a character would gain FP, reduce Temporary FP first.&lt;br /&gt;
&lt;br /&gt;
Temporary HP remains until it is lost by damage, used up or until it's duration has expired. If no duration is listed, Temporary FP lasts for 1 hour. Once the duration has expired, 1 point of Temporary FP is burnt off and the character loses 1 point of Current FP per round. Temporary FP also is burnt off to reduce Current FP at a rate of 1 point per round of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot reduce their Current FP with Temporary FP as it has reached 0 and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.&lt;br /&gt;
&lt;br /&gt;
==Fatigue Status==&lt;br /&gt;
Fatigue Status shows how many Fatigue Points a character would need before they suffer a given severity of Fatigue. When a character's Fatigue Status drops, this increases their minimum [[Fatigue_(Status)#Minimum Level of Fatigue|Fatigue]] until they rest. This ranges from [[Fatigue_(Status)#Fresh|Fresh]] to [[Fatigue_(Status)#Fatigued|Fatigued]] to [[Fatigue_(Status)#Tired|Tired]] to [[Fatigue_(Status)#Exhausted|Exhausted]] to [[Fatigue_(Status)#Shattered|Shattered]]. Beyond this point, the character must make System Shock rolls, taking 1d3 VP damage on a failure.&lt;br /&gt;
&lt;br /&gt;
Compare a character's current FP against their FP Status to see if they currently suffer from a Fatigue condition. If a character's FP qualifies them for Fresh, they do not need to list their effective condition, though this may be modified by other conditions such as [[Encumbrance]] or from lack of sleep and other effects that cause [[Fatigue_(Status)|Fatigue]].&lt;br /&gt;
&lt;br /&gt;
For example, as the Fighter's Fatigue Level is 17, they would be Fresh from from 0 to 0 17, Fatigued from 18 to 34, Tired from 35 to 51, Exhausted from 52 to 68 and Shattered from 69 to 85 and up. Beyond 85, they suffer VP damage.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Cap===&lt;br /&gt;
If a character becomes Exhausted, they cannot regain more FP than the upper limit on Exhausted until they have removed it by [[Resting_(Recovery)#Resting While Exhausted|Resting]]. Similarly, if a character becomes Shattered, they cannot regain more FP than the upper limit on Shattered until they have removed it by [[Resting_(Recovery)#Resting While Shattered|Resting]] for longer.&lt;br /&gt;
&lt;br /&gt;
Other caps imposed by various conditions are removed when those conditions are removed.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=VP_(Health)&amp;diff=2097</id>
		<title>VP (Health)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=VP_(Health)&amp;diff=2097"/>
				<updated>2018-08-04T15:49:16Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Determining VP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=VP=&lt;br /&gt;
VP stands for Vitality Points. These represent how close the character is to dying. When out of VP, the character can scarcely hope to survive.&lt;br /&gt;
&lt;br /&gt;
Current VP, Maximum VP and Temporary are listed. When VP is generally referred to, assume it means Current VP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Traditional Adventures'''&amp;lt;/span&amp;gt; - Characters do not have Vitality or VP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;'''Heroic Adventures'''&amp;lt;/span&amp;gt; - No change.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;'''Epic Adventures'''&amp;lt;/span&amp;gt; - No change.&lt;br /&gt;
&lt;br /&gt;
===Current VP===&lt;br /&gt;
Current VP refers to how much of a character's VP is currently remaining - how far they are from death.&lt;br /&gt;
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Whenever a character takes damage and they have 0 or less HP, their Current VP is lowered by the amount of damage taken, after Temporary VP is exhausted.&lt;br /&gt;
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Insidious Damage also deals VP damage in addition to HP damage. If a character has 0 HP and takes Insidious Damage, they instead take double damage to VP.&lt;br /&gt;
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A character's VP cannot be raised above their Maximum VP. If something specifically describes itself as giving a character Temporary VP, it restores Current HP first and then increases Temporary VP.&lt;br /&gt;
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Current VP is regained by various means of recovery - Healing, Resting, Regeneration, magical spells and from converting Temporary VP into Current VP.&lt;br /&gt;
&lt;br /&gt;
===Maximum VP===&lt;br /&gt;
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Maximum VP refers to the total permanent VP received from all sources. It does not include Temporary VP.&lt;br /&gt;
&lt;br /&gt;
===Temporary VP===&lt;br /&gt;
A character may gain Temporary VP from various sources - usually magic. &lt;br /&gt;
&lt;br /&gt;
When a character receives damage that would effect VP, Temporary VP is reduced by the damage before applying any remaining damage to Current VP. If a character gains Temporary VP whilst their Current VP is below Maximum, increase Current VP by the Temporary VP instead - any remaining is then added to Temporary VP.&lt;br /&gt;
&lt;br /&gt;
Temporary VP remains until it is lost by damage or until it's duration has expired. If no duration is listed, Temporary VP lasts for 24 hours. Once the duration has expired, 1 point of Temporary VP is converted into Current VP per round. Temporary VP is also converted into Current VP at a rate of 1 point per 10 minutes of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot increase their Current HP with Temporary HP as it has reached Maximum HP and Temporary HP's duration has expired, then 1 point of Temporary HP is lost per round.&lt;br /&gt;
&lt;br /&gt;
=Determining VP=&lt;br /&gt;
VP is determined by the Character's [[Constitution_(Attribute)#Vitality|Vitality]], Hit-Dice size and number of HD or Levels.&lt;br /&gt;
&lt;br /&gt;
===HD Size Modifier===&lt;br /&gt;
If the character has 1+2 HD or less, they add half their HD Size to VP. If they have a Class, they may add their full Class HD to VP instead - whichever is greater.&lt;br /&gt;
&lt;br /&gt;
If the character has 1+3 HD or more, they add their full HD Size to VP or Class HD Size to VP, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
If the character is Multiclass, they use the average of their Class HD Sizes. Fractional HP can be saved for evening out when level increases.&lt;br /&gt;
&lt;br /&gt;
If the character is Dualclass, they use the largest HD Size available from Class HD. &lt;br /&gt;
&lt;br /&gt;
===HD # Modifiers===&lt;br /&gt;
If the character has 1+2 HD or less, they do not add a bonus to from HD to VP.&lt;br /&gt;
&lt;br /&gt;
If the character has 1+3 HD or more, they add 1 point to VP per HD they possess.&lt;br /&gt;
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A character gains 1 VP per Level up to and including Level 10. If a character is Multiclass, they divide VP gain across each class levels. The most they can gain from this is 10 VP. Fractional HP can be saved for evening out when level increases.&lt;br /&gt;
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If the character is Dualclass, they add the highest level they have.&lt;br /&gt;
&lt;br /&gt;
===Character Size Size Modifiers===&lt;br /&gt;
&lt;br /&gt;
Size has an effect on the total number of VPs a character has. This is a modifier to all VP the character receives, thus a character who gains 8 levels and is Large would gain +25% extra VPs from this, for a total of 10 instead of 8.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Size'''&lt;br /&gt;
|'''VP Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| Tiny-&lt;br /&gt;
| Half VPs for every Size Category below Tiny&lt;br /&gt;
|-&lt;br /&gt;
| Tiny&lt;br /&gt;
| Half VP&lt;br /&gt;
|-&lt;br /&gt;
| Small&lt;br /&gt;
| +0%&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| +0%&lt;br /&gt;
|-&lt;br /&gt;
| Large&lt;br /&gt;
| +25%&lt;br /&gt;
|-&lt;br /&gt;
| Huge&lt;br /&gt;
| +100%&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic&lt;br /&gt;
| +250%&lt;br /&gt;
|-&lt;br /&gt;
| Colossal&lt;br /&gt;
| +500%&lt;br /&gt;
|-&lt;br /&gt;
| Colossal+&lt;br /&gt;
| +250% for every Size Category above Colossal&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=VP 0=&lt;br /&gt;
At VP 0, the character is almost always [[Death (Status)#Dead|Dead]] - they may only not be if they have something that specifically prevents it. If they are not, they are considered [[Critical Condition (Status)#On The Brink of Death|On The Brink of Death]] and cannot have this removed until they are above VP 0.&lt;br /&gt;
&lt;br /&gt;
===VP Below 0===&lt;br /&gt;
VP ''can'' be reduced below 0, but this only makes a difference for purposes of destroying the body, resurrection and regeneration. &lt;br /&gt;
&lt;br /&gt;
===Destruction Threshold===&lt;br /&gt;
A character has a Destruction Threshold equal to their Maximum VP. It is usually not necessary to write this down, however, as the player can just read their Maximum VP to determine it. &lt;br /&gt;
&lt;br /&gt;
Once a character is reduced to their Destruction Threshold, the character makes a [[Saving Throw_(Save)#Fortitude|Fortitude]] [[Saving Throw_(Save)#Saving Throw vs. Death|Saving Throw vs. Death]] with a penalty equal to half VP below their Destruction Threshold they are. On a failure, they are [[Death (Status)#Destroyed|Destroyed]]. For example, a character with 20 VP would need to be reduced to -20 VP before they must make a save to see if their body is destroyed beyond recognition. A character cannot be [[Death (Status)#Totally Destroyed|Totally Destroyed]] unless a specific attack or situation states that it is the case.&lt;br /&gt;
&lt;br /&gt;
A character may avoid [[Death (Status)#Destroyed|Destruction]] if they possess a specific trait that prevents (or alters) it, such as [[Regeneration#Total Regeneration|Total Regeneration]] - though usually some other effect is experienced. Such things are seldom able to prevent [[Death (Status)#Totally Destroyed|Total Destruction]] unless specifically stated.&lt;br /&gt;
&lt;br /&gt;
===Total Regeneration===&lt;br /&gt;
If a character possesses [[Regeneration (Recovery)#Total Regeneration|Total Regeneration]], they do ''not'' become [[Death (Status)#Dead|Dead]] at VP 0 unless they are dealt damage that reduces them to below 0 of a type that their Regeneration has an Exemption to or something else occurs to void their Regeneration. Regeneration is, however, usually no protection against being [[Death (Status)#Totally Destroyed|Totally Destroyed]].&lt;br /&gt;
&lt;br /&gt;
A character with [[Regeneration (Recovery)#Total Regeneration|Total Regeneration]] receives a bonus on Saves to resist Destruction equal to twice their Base Regeneration per round against attacks that are not considered an Exemption to their Regeneration.&lt;br /&gt;
&lt;br /&gt;
A character with [[Regeneration#Total Regeneration|Total Regeneration]] does, however, suffer penalties to their Regeneration rate when other characters might [[Death (Status)#Dead|die]] or be [[Death (Status)#Destroyed|Destroyed]]. If below 0 VP, the character suffers [[Stunted Regeneration_(Status)#Stunted Regeneration|Stunted Regeneration]] slowing them to half their normal rate whilst if they are below their Destruction Threshold, they suffer [[Stunted Regeneration_(Status)#Glacial Regeneration|Glacial Regeneration]], increasing the time per regeneration by one step (1 round to 1 turn, 1 turn to 1 hour, 1 hour to 1 day, 1 day to 1 week and so forth).&lt;br /&gt;
&lt;br /&gt;
=VP Examples=&lt;br /&gt;
A Level 12 Dwarven Fighter with a Constitution of 19 has a Hit-Dice Size of d10 and a Vitality of 10. They receive +10 from their level. This gives them a total VP of 30.&lt;br /&gt;
&lt;br /&gt;
A Goblin Wizard 3/Thief 4 with a Constitution of 7 has a Hit-Dice Size of d4/2 + d6/2 from class or d8/2 from HD (opting for the former for 5) and a Vitality of 4. They receive +1.5 from Wizard and +2 from Thief. This gives them a total VP of 12.5.&lt;br /&gt;
&lt;br /&gt;
A Fighter 3 -&amp;gt; Cleric 4 Yuan-ti Abomination with a Constitution of 14 and a Base HD of 9 receives a HD Size of d10 from Fighter and a Vitality of 7. They receive +4 from Cleric (their highest Dualclass level) and an additional +9 for the number of Base HD. This gives them 30 VP before Size is considered. As a Large character, they receive a further 25% bonus to their VPs, for a total of 37.5 VP.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Status)&amp;diff=2096</id>
		<title>Fatigue (Status)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Status)&amp;diff=2096"/>
				<updated>2018-08-04T15:48:21Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
fatigue probably decreases speed? if not, encumbrance does and thats why Fatigue does??&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actions cost more FP per Fatigue Level (or maybe per encumbrance level??)&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2095</id>
		<title>Fatigue (Health)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2095"/>
				<updated>2018-08-04T15:47:38Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Determining FP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fatigue==&lt;br /&gt;
Characters tire out from constantly taking intensive actions, such as running around and swinging a sword all day. To represent this, they gain Fatigue Points.&lt;br /&gt;
&lt;br /&gt;
Fatigue is divided into several parts - Fatigue Level, 5 Fatigue Bands, Current FP, Maximum FP and Temporary FP are listed. When FP is generally referred to, assume it means Current FP.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level===&lt;br /&gt;
Fatigue Level represents the effective 'Hit Dice' of Fatigue Points. It represents how much action a character can take before the must take a break or grow tired.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
A character's Fatigue is divided over several levels, ranging from 0 to their Maximum FP. These are Fresh, Fatigued, Tired, Exhausted and Shattered. Each of these is equal to the Fatigue Level of the character and is additive; thus a character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.&lt;br /&gt;
&lt;br /&gt;
===Current FP===&lt;br /&gt;
Current FP refers to how much of a character's energy has been spent and thus how close they are to tiring out. Unlike HP and VP, FP increases rather than counting down.&lt;br /&gt;
&lt;br /&gt;
Whenever a character takes most actions (such as moving or attacking), they gain one or more FP, after Temporary FP are exhausted. The Current FP is compared to the character's Fatigue Bands to determine if they suffer from a [[Fatigue_(Status)|Fatigue Status]].&lt;br /&gt;
&lt;br /&gt;
Current FP cannot be reduced below 0. If something specifically describes itself as giving a character Temporary FP, it restores Current FP first and then increases Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Current FPs are removed by [[Resting_(Recovery)#Breather|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Maximum FP===&lt;br /&gt;
&lt;br /&gt;
Maximum FP is the highest level of Fatigue Points a character can have accumulated before they suffer significant ill effects.&lt;br /&gt;
&lt;br /&gt;
It is equal to five times the Fatigue Level. FP can continue to raise above Maximum FP. Maximum FP does not include Temporary FP.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
A character may gain Temporary HP from various sources - usually magic.&lt;br /&gt;
&lt;br /&gt;
When a character would gain FP, Temporary FP is reduced by the amount they would receive before increasing Current FP by any remaining points. If a character gains Temporary FP whilst their Current FP is above 0 (or their current FP Cap), lower Current FP by Temporary FP first, down to 0 (or curent FP Cap, whichever is greater) before adding any remaining to Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Temporary FP remains until it is lost by gaining fatigue or until it's duration has expired. If no duration is listed, Temporary FP lasts for 10 minutes. Once the duration has expired, 1 point of Temporary FP is lost per round and Current FP is likewise decreased by 1, providing they are not below their FP Cap. Temporary FP also causes this reduction of Current FP for every &lt;br /&gt;
&lt;br /&gt;
is also converted into Current FP at a rate of 1 point per minute of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot decrease their Current FP with Temporary FP as it has reached 0 FP and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.&lt;br /&gt;
&lt;br /&gt;
==Determining FP==&lt;br /&gt;
To determine how much action someone can perform, they must determine their Fatigue Level and, in turn, their Fatigue Bands.&lt;br /&gt;
&lt;br /&gt;
Fatigue Level is equal to HD Size + [[Constitution_(Attribute)#Toughness|Toughness]]. A character gains 1 FP per Level up to and including Level 10.&lt;br /&gt;
&lt;br /&gt;
If the character had 1+3 HD or more, they also add their Base HD as a bonus.&lt;br /&gt;
&lt;br /&gt;
If the character is Multiclass, they use the average of their Class HD Sizes. Increases from level are divided between each class. Fractional FP can be saved for evening out when level increases.&lt;br /&gt;
&lt;br /&gt;
If the character is Dualclass, they use the largest HD Size available from Class HD.  Increases from level only use the highest level the character has.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
&lt;br /&gt;
==Effects of Fatigue Bands==&lt;br /&gt;
&lt;br /&gt;
===FP over Maximum===&lt;br /&gt;
&lt;br /&gt;
===Fatigue Caps===&lt;br /&gt;
&lt;br /&gt;
(character has a &amp;quot;minimum&amp;quot; fatigue equal to the minimum of the current band EXCEPT for the first actual fatigue band? this is removed by resting and making a save or check to recover. it takes longer to remove fatigue caps of higher bands)&lt;br /&gt;
&lt;br /&gt;
==FP Examples==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
old:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Determining Fatigue Level===&lt;br /&gt;
It is equal to Hit Dice or Level + Hit Dice Size + [[Constitution_(Attribute)#Toughness|Toughness]]. For every Fatigue Level the character drops by, their Fatigue Status drops by one, changing the condition they currently suffer from.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level Increases===&lt;br /&gt;
If a character has an HD equal to 1+2 or less, a character gains +1 to Fatigue Level they possess. If a character has an HD greater than this value, they gain +1 to Fatigue Level per HD or Level they possess. Multiclass characters divide this between the number of classes they have. Dualclass characters use the highest Level they possess. The most a character can receive from Levels is 10.&lt;br /&gt;
&lt;br /&gt;
==FP==&lt;br /&gt;
FP stands for Fatigue Points. These represent how much energy a character has spent.&lt;br /&gt;
&lt;br /&gt;
Current, Maximum and Temporary values are listed - when FP is referred to, assume Current FP is referred to. When a character takes FP damage or an action with an FP cost, their Current FP is increased. If more FP would be gained then their Maximum value, add it on and deal this much damage to VP.&lt;br /&gt;
&lt;br /&gt;
If something specifically describes itself as giving a character Temporary FP, reduce Current FP first and then add to Temporary FP to its own pool.&lt;br /&gt;
&lt;br /&gt;
FPs are removed by [[Resting_(Recovery)#Resting Off FP|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Determining Maximum FP===&lt;br /&gt;
Maximum FP is equal to five times the Character's Fatigue Level.&lt;br /&gt;
&lt;br /&gt;
For example, the Fighter described above has 17 FP per level and, thus, a Maximum FP of 85.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
A character may gain Temporary FP from various sources - usually magic. Temporary FP is an effective pool of free energy - when gained, reduce Current FP first and then add to Temporary FP to its own pool if any remains. If a character has Temporary FP whilst somehow having above 0 FP, Temporary FP does ''not'' reduce Fatigue conditions.&lt;br /&gt;
&lt;br /&gt;
When a character would gain FP, reduce Temporary FP first.&lt;br /&gt;
&lt;br /&gt;
Temporary HP remains until it is lost by damage, used up or until it's duration has expired. If no duration is listed, Temporary FP lasts for 1 hour. Once the duration has expired, 1 point of Temporary FP is burnt off and the character loses 1 point of Current FP per round. Temporary FP also is burnt off to reduce Current FP at a rate of 1 point per round of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot reduce their Current FP with Temporary FP as it has reached 0 and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.&lt;br /&gt;
&lt;br /&gt;
==Fatigue Status==&lt;br /&gt;
Fatigue Status shows how many Fatigue Points a character would need before they suffer a given severity of Fatigue. When a character's Fatigue Status drops, this increases their minimum [[Fatigue_(Status)#Minimum Level of Fatigue|Fatigue]] until they rest. This ranges from [[Fatigue_(Status)#Fresh|Fresh]] to [[Fatigue_(Status)#Fatigued|Fatigued]] to [[Fatigue_(Status)#Tired|Tired]] to [[Fatigue_(Status)#Exhausted|Exhausted]] to [[Fatigue_(Status)#Shattered|Shattered]]. Beyond this point, the character must make System Shock rolls, taking 1d3 VP damage on a failure.&lt;br /&gt;
&lt;br /&gt;
Compare a character's current FP against their FP Status to see if they currently suffer from a Fatigue condition. If a character's FP qualifies them for Fresh, they do not need to list their effective condition, though this may be modified by other conditions such as [[Encumbrance]] or from lack of sleep and other effects that cause [[Fatigue_(Status)|Fatigue]].&lt;br /&gt;
&lt;br /&gt;
For example, as the Fighter's Fatigue Level is 17, they would be Fresh from from 0 to 0 17, Fatigued from 18 to 34, Tired from 35 to 51, Exhausted from 52 to 68 and Shattered from 69 to 85 and up. Beyond 85, they suffer VP damage.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Cap===&lt;br /&gt;
If a character becomes Exhausted, they cannot regain more FP than the upper limit on Exhausted until they have removed it by [[Resting_(Recovery)#Resting While Exhausted|Resting]]. Similarly, if a character becomes Shattered, they cannot regain more FP than the upper limit on Shattered until they have removed it by [[Resting_(Recovery)#Resting While Shattered|Resting]] for longer.&lt;br /&gt;
&lt;br /&gt;
Other caps imposed by various conditions are removed when those conditions are removed.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2094</id>
		<title>Fatigue (Health)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2094"/>
				<updated>2018-08-04T15:15:54Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Temporary FP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fatigue==&lt;br /&gt;
Characters tire out from constantly taking intensive actions, such as running around and swinging a sword all day. To represent this, they gain Fatigue Points.&lt;br /&gt;
&lt;br /&gt;
Fatigue is divided into several parts - Fatigue Level, 5 Fatigue Bands, Current FP, Maximum FP and Temporary FP are listed. When FP is generally referred to, assume it means Current FP.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level===&lt;br /&gt;
Fatigue Level represents the effective 'Hit Dice' of Fatigue Points. It represents how much action a character can take before the must take a break or grow tired.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
A character's Fatigue is divided over several levels, ranging from 0 to their Maximum FP. These are Fresh, Fatigued, Tired, Exhausted and Shattered. Each of these is equal to the Fatigue Level of the character and is additive; thus a character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.&lt;br /&gt;
&lt;br /&gt;
===Current FP===&lt;br /&gt;
Current FP refers to how much of a character's energy has been spent and thus how close they are to tiring out. Unlike HP and VP, FP increases rather than counting down.&lt;br /&gt;
&lt;br /&gt;
Whenever a character takes most actions (such as moving or attacking), they gain one or more FP, after Temporary FP are exhausted. The Current FP is compared to the character's Fatigue Bands to determine if they suffer from a [[Fatigue_(Status)|Fatigue Status]].&lt;br /&gt;
&lt;br /&gt;
Current FP cannot be reduced below 0. If something specifically describes itself as giving a character Temporary FP, it restores Current FP first and then increases Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Current FPs are removed by [[Resting_(Recovery)#Breather|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Maximum FP===&lt;br /&gt;
&lt;br /&gt;
Maximum FP is the highest level of Fatigue Points a character can have accumulated before they suffer significant ill effects.&lt;br /&gt;
&lt;br /&gt;
It is equal to five times the Fatigue Level. FP can continue to raise above Maximum FP. Maximum FP does not include Temporary FP.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
A character may gain Temporary HP from various sources - usually magic.&lt;br /&gt;
&lt;br /&gt;
When a character would gain FP, Temporary FP is reduced by the amount they would receive before increasing Current FP by any remaining points. If a character gains Temporary FP whilst their Current FP is above 0 (or their current FP Cap), lower Current FP by Temporary FP first, down to 0 (or curent FP Cap, whichever is greater) before adding any remaining to Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Temporary FP remains until it is lost by gaining fatigue or until it's duration has expired. If no duration is listed, Temporary FP lasts for 10 minutes. Once the duration has expired, 1 point of Temporary FP is lost per round and Current FP is likewise decreased by 1, providing they are not below their FP Cap. Temporary FP also causes this reduction of Current FP for every &lt;br /&gt;
&lt;br /&gt;
is also converted into Current FP at a rate of 1 point per minute of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot decrease their Current FP with Temporary FP as it has reached 0 FP and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.&lt;br /&gt;
&lt;br /&gt;
==Determining FP==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level===&lt;br /&gt;
&lt;br /&gt;
===Multiclass FP===&lt;br /&gt;
&lt;br /&gt;
===Dualclass FP===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Effects of Fatigue Bands==&lt;br /&gt;
&lt;br /&gt;
===FP over Maximum===&lt;br /&gt;
&lt;br /&gt;
===Fatigue Caps===&lt;br /&gt;
&lt;br /&gt;
(character has a &amp;quot;minimum&amp;quot; fatigue equal to the minimum of the current band EXCEPT for the first actual fatigue band? this is removed by resting and making a save or check to recover. it takes longer to remove fatigue caps of higher bands)&lt;br /&gt;
&lt;br /&gt;
==FP Examples==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
old:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Determining Fatigue Level===&lt;br /&gt;
It is equal to Hit Dice or Level + Hit Dice Size + [[Constitution_(Attribute)#Toughness|Toughness]]. For every Fatigue Level the character drops by, their Fatigue Status drops by one, changing the condition they currently suffer from.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level Increases===&lt;br /&gt;
If a character has an HD equal to 1+2 or less, a character gains +1 to Fatigue Level they possess. If a character has an HD greater than this value, they gain +1 to Fatigue Level per HD or Level they possess. Multiclass characters divide this between the number of classes they have. Dualclass characters use the highest Level they possess. The most a character can receive from Levels is 10.&lt;br /&gt;
&lt;br /&gt;
==FP==&lt;br /&gt;
FP stands for Fatigue Points. These represent how much energy a character has spent.&lt;br /&gt;
&lt;br /&gt;
Current, Maximum and Temporary values are listed - when FP is referred to, assume Current FP is referred to. When a character takes FP damage or an action with an FP cost, their Current FP is increased. If more FP would be gained then their Maximum value, add it on and deal this much damage to VP.&lt;br /&gt;
&lt;br /&gt;
If something specifically describes itself as giving a character Temporary FP, reduce Current FP first and then add to Temporary FP to its own pool.&lt;br /&gt;
&lt;br /&gt;
FPs are removed by [[Resting_(Recovery)#Resting Off FP|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Determining Maximum FP===&lt;br /&gt;
Maximum FP is equal to five times the Character's Fatigue Level.&lt;br /&gt;
&lt;br /&gt;
For example, the Fighter described above has 17 FP per level and, thus, a Maximum FP of 85.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
A character may gain Temporary FP from various sources - usually magic. Temporary FP is an effective pool of free energy - when gained, reduce Current FP first and then add to Temporary FP to its own pool if any remains. If a character has Temporary FP whilst somehow having above 0 FP, Temporary FP does ''not'' reduce Fatigue conditions.&lt;br /&gt;
&lt;br /&gt;
When a character would gain FP, reduce Temporary FP first.&lt;br /&gt;
&lt;br /&gt;
Temporary HP remains until it is lost by damage, used up or until it's duration has expired. If no duration is listed, Temporary FP lasts for 1 hour. Once the duration has expired, 1 point of Temporary FP is burnt off and the character loses 1 point of Current FP per round. Temporary FP also is burnt off to reduce Current FP at a rate of 1 point per round of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot reduce their Current FP with Temporary FP as it has reached 0 and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.&lt;br /&gt;
&lt;br /&gt;
==Fatigue Status==&lt;br /&gt;
Fatigue Status shows how many Fatigue Points a character would need before they suffer a given severity of Fatigue. When a character's Fatigue Status drops, this increases their minimum [[Fatigue_(Status)#Minimum Level of Fatigue|Fatigue]] until they rest. This ranges from [[Fatigue_(Status)#Fresh|Fresh]] to [[Fatigue_(Status)#Fatigued|Fatigued]] to [[Fatigue_(Status)#Tired|Tired]] to [[Fatigue_(Status)#Exhausted|Exhausted]] to [[Fatigue_(Status)#Shattered|Shattered]]. Beyond this point, the character must make System Shock rolls, taking 1d3 VP damage on a failure.&lt;br /&gt;
&lt;br /&gt;
Compare a character's current FP against their FP Status to see if they currently suffer from a Fatigue condition. If a character's FP qualifies them for Fresh, they do not need to list their effective condition, though this may be modified by other conditions such as [[Encumbrance]] or from lack of sleep and other effects that cause [[Fatigue_(Status)|Fatigue]].&lt;br /&gt;
&lt;br /&gt;
For example, as the Fighter's Fatigue Level is 17, they would be Fresh from from 0 to 0 17, Fatigued from 18 to 34, Tired from 35 to 51, Exhausted from 52 to 68 and Shattered from 69 to 85 and up. Beyond 85, they suffer VP damage.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Cap===&lt;br /&gt;
If a character becomes Exhausted, they cannot regain more FP than the upper limit on Exhausted until they have removed it by [[Resting_(Recovery)#Resting While Exhausted|Resting]]. Similarly, if a character becomes Shattered, they cannot regain more FP than the upper limit on Shattered until they have removed it by [[Resting_(Recovery)#Resting While Shattered|Resting]] for longer.&lt;br /&gt;
&lt;br /&gt;
Other caps imposed by various conditions are removed when those conditions are removed.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2093</id>
		<title>Fatigue (Health)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2093"/>
				<updated>2018-08-04T12:52:49Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Effects of Fatigue Bands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fatigue==&lt;br /&gt;
Characters tire out from constantly taking intensive actions, such as running around and swinging a sword all day. To represent this, they gain Fatigue Points.&lt;br /&gt;
&lt;br /&gt;
Fatigue is divided into several parts - Fatigue Level, 5 Fatigue Bands, Current FP, Maximum FP and Temporary FP are listed. When FP is generally referred to, assume it means Current FP.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level===&lt;br /&gt;
Fatigue Level represents the effective 'Hit Dice' of Fatigue Points. It represents how much action a character can take before the must take a break or grow tired.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
A character's Fatigue is divided over several levels, ranging from 0 to their Maximum FP. These are Fresh, Fatigued, Tired, Exhausted and Shattered. Each of these is equal to the Fatigue Level of the character and is additive; thus a character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.&lt;br /&gt;
&lt;br /&gt;
===Current FP===&lt;br /&gt;
Current FP refers to how much of a character's energy has been spent and thus how close they are to tiring out. Unlike HP and VP, FP increases rather than counting down.&lt;br /&gt;
&lt;br /&gt;
Whenever a character takes most actions (such as moving or attacking), they gain one or more FP, after Temporary FP are exhausted. The Current FP is compared to the character's Fatigue Bands to determine if they suffer from a [[Fatigue_(Status)|Fatigue Status]].&lt;br /&gt;
&lt;br /&gt;
Current FP cannot be reduced below 0. If something specifically describes itself as giving a character Temporary FP, it restores Current FP first and then increases Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Current FPs are removed by [[Resting_(Recovery)#Breather|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Maximum FP===&lt;br /&gt;
&lt;br /&gt;
Maximum FP is the highest level of Fatigue Points a character can have accumulated before they suffer significant ill effects.&lt;br /&gt;
&lt;br /&gt;
It is equal to five times the Fatigue Level. FP can continue to raise above Maximum FP. Maximum FP does not include Temporary FP.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
&lt;br /&gt;
==Determining FP==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level===&lt;br /&gt;
&lt;br /&gt;
===Multiclass FP===&lt;br /&gt;
&lt;br /&gt;
===Dualclass FP===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Effects of Fatigue Bands==&lt;br /&gt;
&lt;br /&gt;
===FP over Maximum===&lt;br /&gt;
&lt;br /&gt;
===Fatigue Caps===&lt;br /&gt;
&lt;br /&gt;
(character has a &amp;quot;minimum&amp;quot; fatigue equal to the minimum of the current band EXCEPT for the first actual fatigue band? this is removed by resting and making a save or check to recover. it takes longer to remove fatigue caps of higher bands)&lt;br /&gt;
&lt;br /&gt;
==FP Examples==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
old:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Determining Fatigue Level===&lt;br /&gt;
It is equal to Hit Dice or Level + Hit Dice Size + [[Constitution_(Attribute)#Toughness|Toughness]]. For every Fatigue Level the character drops by, their Fatigue Status drops by one, changing the condition they currently suffer from.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level Increases===&lt;br /&gt;
If a character has an HD equal to 1+2 or less, a character gains +1 to Fatigue Level they possess. If a character has an HD greater than this value, they gain +1 to Fatigue Level per HD or Level they possess. Multiclass characters divide this between the number of classes they have. Dualclass characters use the highest Level they possess. The most a character can receive from Levels is 10.&lt;br /&gt;
&lt;br /&gt;
==FP==&lt;br /&gt;
FP stands for Fatigue Points. These represent how much energy a character has spent.&lt;br /&gt;
&lt;br /&gt;
Current, Maximum and Temporary values are listed - when FP is referred to, assume Current FP is referred to. When a character takes FP damage or an action with an FP cost, their Current FP is increased. If more FP would be gained then their Maximum value, add it on and deal this much damage to VP.&lt;br /&gt;
&lt;br /&gt;
If something specifically describes itself as giving a character Temporary FP, reduce Current FP first and then add to Temporary FP to its own pool.&lt;br /&gt;
&lt;br /&gt;
FPs are removed by [[Resting_(Recovery)#Resting Off FP|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Determining Maximum FP===&lt;br /&gt;
Maximum FP is equal to five times the Character's Fatigue Level.&lt;br /&gt;
&lt;br /&gt;
For example, the Fighter described above has 17 FP per level and, thus, a Maximum FP of 85.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
A character may gain Temporary FP from various sources - usually magic. Temporary FP is an effective pool of free energy - when gained, reduce Current FP first and then add to Temporary FP to its own pool if any remains. If a character has Temporary FP whilst somehow having above 0 FP, Temporary FP does ''not'' reduce Fatigue conditions.&lt;br /&gt;
&lt;br /&gt;
When a character would gain FP, reduce Temporary FP first.&lt;br /&gt;
&lt;br /&gt;
Temporary HP remains until it is lost by damage, used up or until it's duration has expired. If no duration is listed, Temporary FP lasts for 1 hour. Once the duration has expired, 1 point of Temporary FP is burnt off and the character loses 1 point of Current FP per round. Temporary FP also is burnt off to reduce Current FP at a rate of 1 point per round of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot reduce their Current FP with Temporary FP as it has reached 0 and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.&lt;br /&gt;
&lt;br /&gt;
==Fatigue Status==&lt;br /&gt;
Fatigue Status shows how many Fatigue Points a character would need before they suffer a given severity of Fatigue. When a character's Fatigue Status drops, this increases their minimum [[Fatigue_(Status)#Minimum Level of Fatigue|Fatigue]] until they rest. This ranges from [[Fatigue_(Status)#Fresh|Fresh]] to [[Fatigue_(Status)#Fatigued|Fatigued]] to [[Fatigue_(Status)#Tired|Tired]] to [[Fatigue_(Status)#Exhausted|Exhausted]] to [[Fatigue_(Status)#Shattered|Shattered]]. Beyond this point, the character must make System Shock rolls, taking 1d3 VP damage on a failure.&lt;br /&gt;
&lt;br /&gt;
Compare a character's current FP against their FP Status to see if they currently suffer from a Fatigue condition. If a character's FP qualifies them for Fresh, they do not need to list their effective condition, though this may be modified by other conditions such as [[Encumbrance]] or from lack of sleep and other effects that cause [[Fatigue_(Status)|Fatigue]].&lt;br /&gt;
&lt;br /&gt;
For example, as the Fighter's Fatigue Level is 17, they would be Fresh from from 0 to 0 17, Fatigued from 18 to 34, Tired from 35 to 51, Exhausted from 52 to 68 and Shattered from 69 to 85 and up. Beyond 85, they suffer VP damage.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Cap===&lt;br /&gt;
If a character becomes Exhausted, they cannot regain more FP than the upper limit on Exhausted until they have removed it by [[Resting_(Recovery)#Resting While Exhausted|Resting]]. Similarly, if a character becomes Shattered, they cannot regain more FP than the upper limit on Shattered until they have removed it by [[Resting_(Recovery)#Resting While Shattered|Resting]] for longer.&lt;br /&gt;
&lt;br /&gt;
Other caps imposed by various conditions are removed when those conditions are removed.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Status)&amp;diff=2092</id>
		<title>Fatigue (Status)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Status)&amp;diff=2092"/>
				<updated>2018-08-04T12:36:34Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: Created page with &amp;quot;  fatigue probably decreases speed? if not, encumbrance does and thats why Fatigue does??&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
fatigue probably decreases speed? if not, encumbrance does and thats why Fatigue does??&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2091</id>
		<title>Fatigue (Health)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Fatigue_(Health)&amp;diff=2091"/>
				<updated>2018-08-04T12:36:02Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fatigue==&lt;br /&gt;
Characters tire out from constantly taking intensive actions, such as running around and swinging a sword all day. To represent this, they gain Fatigue Points.&lt;br /&gt;
&lt;br /&gt;
Fatigue is divided into several parts - Fatigue Level, 5 Fatigue Bands, Current FP, Maximum FP and Temporary FP are listed. When FP is generally referred to, assume it means Current FP.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level===&lt;br /&gt;
Fatigue Level represents the effective 'Hit Dice' of Fatigue Points. It represents how much action a character can take before the must take a break or grow tired.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
A character's Fatigue is divided over several levels, ranging from 0 to their Maximum FP. These are Fresh, Fatigued, Tired, Exhausted and Shattered. Each of these is equal to the Fatigue Level of the character and is additive; thus a character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.&lt;br /&gt;
&lt;br /&gt;
===Current FP===&lt;br /&gt;
Current FP refers to how much of a character's energy has been spent and thus how close they are to tiring out. Unlike HP and VP, FP increases rather than counting down.&lt;br /&gt;
&lt;br /&gt;
Whenever a character takes most actions (such as moving or attacking), they gain one or more FP, after Temporary FP are exhausted. The Current FP is compared to the character's Fatigue Bands to determine if they suffer from a [[Fatigue_(Status)|Fatigue Status]].&lt;br /&gt;
&lt;br /&gt;
Current FP cannot be reduced below 0. If something specifically describes itself as giving a character Temporary FP, it restores Current FP first and then increases Temporary FP.&lt;br /&gt;
&lt;br /&gt;
Current FPs are removed by [[Resting_(Recovery)#Breather|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Maximum FP===&lt;br /&gt;
&lt;br /&gt;
Maximum FP is the highest level of Fatigue Points a character can have accumulated before they suffer significant ill effects.&lt;br /&gt;
&lt;br /&gt;
It is equal to five times the Fatigue Level. FP can continue to raise above Maximum FP. Maximum FP does not include Temporary FP.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
&lt;br /&gt;
==Determining FP==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level===&lt;br /&gt;
&lt;br /&gt;
===Multiclass FP===&lt;br /&gt;
&lt;br /&gt;
===Dualclass FP===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fatigue Bands===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Effects of Fatigue Bands==&lt;br /&gt;
&lt;br /&gt;
===FP over Maximum===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FP Examples==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
old:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Determining Fatigue Level===&lt;br /&gt;
It is equal to Hit Dice or Level + Hit Dice Size + [[Constitution_(Attribute)#Toughness|Toughness]]. For every Fatigue Level the character drops by, their Fatigue Status drops by one, changing the condition they currently suffer from.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Level Increases===&lt;br /&gt;
If a character has an HD equal to 1+2 or less, a character gains +1 to Fatigue Level they possess. If a character has an HD greater than this value, they gain +1 to Fatigue Level per HD or Level they possess. Multiclass characters divide this between the number of classes they have. Dualclass characters use the highest Level they possess. The most a character can receive from Levels is 10.&lt;br /&gt;
&lt;br /&gt;
==FP==&lt;br /&gt;
FP stands for Fatigue Points. These represent how much energy a character has spent.&lt;br /&gt;
&lt;br /&gt;
Current, Maximum and Temporary values are listed - when FP is referred to, assume Current FP is referred to. When a character takes FP damage or an action with an FP cost, their Current FP is increased. If more FP would be gained then their Maximum value, add it on and deal this much damage to VP.&lt;br /&gt;
&lt;br /&gt;
If something specifically describes itself as giving a character Temporary FP, reduce Current FP first and then add to Temporary FP to its own pool.&lt;br /&gt;
&lt;br /&gt;
FPs are removed by [[Resting_(Recovery)#Resting Off FP|Resting]].&lt;br /&gt;
&lt;br /&gt;
===Determining Maximum FP===&lt;br /&gt;
Maximum FP is equal to five times the Character's Fatigue Level.&lt;br /&gt;
&lt;br /&gt;
For example, the Fighter described above has 17 FP per level and, thus, a Maximum FP of 85.&lt;br /&gt;
&lt;br /&gt;
===Temporary FP===&lt;br /&gt;
A character may gain Temporary FP from various sources - usually magic. Temporary FP is an effective pool of free energy - when gained, reduce Current FP first and then add to Temporary FP to its own pool if any remains. If a character has Temporary FP whilst somehow having above 0 FP, Temporary FP does ''not'' reduce Fatigue conditions.&lt;br /&gt;
&lt;br /&gt;
When a character would gain FP, reduce Temporary FP first.&lt;br /&gt;
&lt;br /&gt;
Temporary HP remains until it is lost by damage, used up or until it's duration has expired. If no duration is listed, Temporary FP lasts for 1 hour. Once the duration has expired, 1 point of Temporary FP is burnt off and the character loses 1 point of Current FP per round. Temporary FP also is burnt off to reduce Current FP at a rate of 1 point per round of rest, regardless of duration.&lt;br /&gt;
&lt;br /&gt;
If a character cannot reduce their Current FP with Temporary FP as it has reached 0 and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.&lt;br /&gt;
&lt;br /&gt;
==Fatigue Status==&lt;br /&gt;
Fatigue Status shows how many Fatigue Points a character would need before they suffer a given severity of Fatigue. When a character's Fatigue Status drops, this increases their minimum [[Fatigue_(Status)#Minimum Level of Fatigue|Fatigue]] until they rest. This ranges from [[Fatigue_(Status)#Fresh|Fresh]] to [[Fatigue_(Status)#Fatigued|Fatigued]] to [[Fatigue_(Status)#Tired|Tired]] to [[Fatigue_(Status)#Exhausted|Exhausted]] to [[Fatigue_(Status)#Shattered|Shattered]]. Beyond this point, the character must make System Shock rolls, taking 1d3 VP damage on a failure.&lt;br /&gt;
&lt;br /&gt;
Compare a character's current FP against their FP Status to see if they currently suffer from a Fatigue condition. If a character's FP qualifies them for Fresh, they do not need to list their effective condition, though this may be modified by other conditions such as [[Encumbrance]] or from lack of sleep and other effects that cause [[Fatigue_(Status)|Fatigue]].&lt;br /&gt;
&lt;br /&gt;
For example, as the Fighter's Fatigue Level is 17, they would be Fresh from from 0 to 0 17, Fatigued from 18 to 34, Tired from 35 to 51, Exhausted from 52 to 68 and Shattered from 69 to 85 and up. Beyond 85, they suffer VP damage.&lt;br /&gt;
&lt;br /&gt;
===Fatigue Cap===&lt;br /&gt;
If a character becomes Exhausted, they cannot regain more FP than the upper limit on Exhausted until they have removed it by [[Resting_(Recovery)#Resting While Exhausted|Resting]]. Similarly, if a character becomes Shattered, they cannot regain more FP than the upper limit on Shattered until they have removed it by [[Resting_(Recovery)#Resting While Shattered|Resting]] for longer.&lt;br /&gt;
&lt;br /&gt;
Other caps imposed by various conditions are removed when those conditions are removed.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Main_Page&amp;diff=2090</id>
		<title>Main Page</title>
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				<updated>2018-08-04T10:43:15Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Combat */&lt;/p&gt;
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== Getting started ==&lt;br /&gt;
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== Main Sections ==&lt;br /&gt;
Sections marked with * are unfinished.&lt;br /&gt;
Sections marked with † are intended to come later in development.&lt;br /&gt;
&lt;br /&gt;
][ = Bookmark&lt;br /&gt;
&lt;br /&gt;
[[Big Changes]]&lt;br /&gt;
&lt;br /&gt;
===Character Basics===&lt;br /&gt;
&lt;br /&gt;
[[Adventure Style]]* - [[Character Creation]]* (redo)&lt;br /&gt;
&lt;br /&gt;
'''Attributes''' - [[Attributes (Basic)|Attributes]] - [[Attribute Generation]] - [[Attribute Gain]] &lt;br /&gt;
&lt;br /&gt;
'''Physical Attributes''' - [[Strength (Attribute)|Strength]] - [[Dexterity_(Attribute)|Dexterity]] - [[Constitution_(Attribute)|Constitution]]&lt;br /&gt;
&lt;br /&gt;
'''Mental Attributes''' - [[Intelligence_(Attribute)|Intelligence]] - [[Wisdom_(Attribute)|Wisdom]] - [[Charisma_(Attribute)|Charisma]]&lt;br /&gt;
&lt;br /&gt;
===Derived Attributes===&lt;br /&gt;
&lt;br /&gt;
'''Health''' - [[Hit-Dice (Health)|Hit-Dice]] - [[HP (Health)|HP]] - [[VP (Health)|VP]] - [[Fatigue (Health)|Fatigue]]* ][  - [[System Shock (Health)]]*&lt;br /&gt;
&lt;br /&gt;
'''Other Derived Attributes''' - [[Mobility_(Derived Attribute)|Mobility]]* - [[Encumbrance_(Derived Attribute)|Encumbrance]] - [[Speed_(Derived Attribute)|Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Former version:&lt;br /&gt;
&lt;br /&gt;
'''Derived Attributes''' - [[Health_(Derived Attribute)|Health]]* (heavy revisions necessary due to issues with HD + Class Levels) ][ - [[Fatigue_(Derived Attribute)|Fatigue]] -&lt;br /&gt;
&lt;br /&gt;
===Fundamentals===&lt;br /&gt;
&lt;br /&gt;
'''Race''' - [[Race (Fundamental)|Race]]† - [[Race List (List)|Race List]]†&lt;br /&gt;
&lt;br /&gt;
'''Class''' - [[Experience (Fundamental)|Experience]]† - [[Class (Fundamental)|Class]]† - [[Class Form (Fundamental)|Class Form]]† - [[Class List (List)|Class List]]†&lt;br /&gt;
&lt;br /&gt;
(Class must define Class, Levels. Class Form Class/Monoclass, Multiclass, Dualclass, Pseudoclass and 0th Level Characters)&lt;br /&gt;
&lt;br /&gt;
'''Other Fundamentals''' - [[Age (Fundamental)|Age]] -  - [[Size (Fundamental)|Size]]† - [[Background (Fundamental)|Background]]†&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Traits===&lt;br /&gt;
&lt;br /&gt;
'''Combat''' - [[Combat Proficiency (Proficiency)|Combat Proficiency]]† - [[Combat Proficiency (Proficiency)#Combat Points|Combat Points]]† - [[Weapon Proficiency (Proficiency)|Weapon Proficiency]]† - [[Fighting Style Proficiency (Proficiency)|Fighting Style Proficiency]]† - [[Armour Proficiency (Proficiency)|Armour Proficiency]]† - [[Defence Proficiency (Proficiency)|Defence Proficiency]]† - [[Combat Proficiency Training (Proficiency)|Combat Proficiency Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Skill''' - [[Skill Proficiency (Proficiency)|Skill Proficiency]]* - [[Skill Proficiency (Proficiency)#Skill Points|Skill Points]]* - [[Skill Use (Proficiency)#Skill Rating|Skill Rating]]* - [[Skill Use (Proficiency)#Skill Difficulty|Skill Difficulty]]* - Critical Skill Use (Proficiency) - Fumbled Skill Use (Proficiency) - [[Skill Training (Proficiency)|Skill Training]]† - [[Language (Proficiency)|Language]] - [[Language (Proficiency)#Fluency|Fluency]] - [[Language Training (Proficiency)|Language Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Magical''' - [[Arcane Learning (Proficiency)|Arcane Learning]] - [[Divine Spheres (Proficiency)|Divine Spheres]] - [[Magical Proficiency (Proficiency)|Magical Proficiency]] - [[Magical Training (Proficiency)|Magical Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Special''' - [[Bonus Points (Proficiency)|Bonus Points]] - [[Talents (Proficiency)]] - [[Talent Points (Proficiency)#Talent Points|Talent Points]] - [[Talent Training (Proficiency)|Talent Training]] - [[Traits_(Traits)|Traits]] - [[Traits_(Traits)#Qualities|Qualities]] - [[Traits_(Traits)#Flaws|Flaws]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Combat Proficiency List (List)]] - [[Skill Proficiency List (List)]] - [[Talent List (List)]] - [[Language List (List]] - [[Arcane Learning List (List)]] - [[Divine Learning List (List)]] - [[Magical Proficiency List]] [[Traits List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Equipment and Expenses===&lt;br /&gt;
&lt;br /&gt;
'''Treasure''' - [[Coinage (Treasure]] - [[Gems (Treasure)]] - [[Art (Treasure)]] - [[Treasure Tables (Treasure)]]&lt;br /&gt;
&lt;br /&gt;
Note: we should probably put weapon material (for weapon and ammo) on one page, defence material (for armour, shields, helms) on one page, quality for the former on one page, quality for the other on another page.&lt;br /&gt;
&lt;br /&gt;
'''Weaponry''' - [[Weapons (Weaponry)]] - [[Weapon Quality (Weaponry)]] - [[Weapon Material (Weaponry]] - [[Weapon Size (Weaponry)]] - [[Ammo (Weaponry)]] - [[Ammo Quality (Weaponry)]] - [[Ammo Material (Weaponry)]] - [[Ammo Size (Weaponry)]]&lt;br /&gt;
&lt;br /&gt;
'''Defences''' - [[Armour (Defences) ]] - [[Armour Quality (Defences)]] - [[Armour Material (Defences)]] - [[Helmets (Defences)]] - [[Helmet Quality (Defences)]] - [[Helmet Material (Defences)]] - [[Shields (Defences)]] - [[Shield Quality Defences]] - [[Shield Material (Defences)]]&lt;br /&gt;
&lt;br /&gt;
'''Gear''' [[Equipment (Gear)]] - [[Tools (Gear)]] - [[Clothing (Gear)]]&lt;br /&gt;
&lt;br /&gt;
'''Supplies''' - [[Supplies (Supplies)]] - [[Food (Supplies)]] - [[Drink (Supplies)]] - [[Containers (Supplies)]] - [[Trade Goods (Supplies)]]&lt;br /&gt;
&lt;br /&gt;
'''Animal Purchases''' - [[Animals (Animal Goods)]] - [[Mounts (Animal Goods)]] - [[Barding (Animal Goods))]] - [[Tack &amp;amp; Harness (Animal Goods)]]&lt;br /&gt;
&lt;br /&gt;
'''Machine Purchases''' - [[Land Vehicles (Machine Purchases)]] - [[Naval Vehicles (Machine Purchases)]] - [[Air Vehicles (Machine Purchases]] - [[Unusual Vehicles (Machine Purchases)]] [[Siege Engines (Machine Purchases)]]&lt;br /&gt;
&lt;br /&gt;
'''(something to express magic items for sale??)''' [[Potions (Alchemicals)]] - [[Reagents (Alchemicals)]] - other stuff?&lt;br /&gt;
&lt;br /&gt;
'''Services''' - [[Hirelings (Services)]] - [[Magical Services (Services)]] - [[Standard Services (Services)]] - [[Soldiers (Services)]] - [[Staffing (Services)]] &lt;br /&gt;
(hiring people, identification, healing, etc.)&lt;br /&gt;
&lt;br /&gt;
===Living===&lt;br /&gt;
&lt;br /&gt;
'''Survival''' - [[Food and Hunger(Survival)]] - [[Water and Thirst (Survival)]] - [[Sleep and Tiredness (Survival)]] - [[Air Supply (Survival)]] - [[Temperature (Survival)]] - [[Fire (Survival)]] - [[Shelter (Survival)]] - [[Weather (Survival)]] - [[Climate System (Survival)]]&lt;br /&gt;
&lt;br /&gt;
'''Resources''' - [[Hunting (Resources)]] - [[Foraging (Resources)]] - [[Agriculture (Resources)]] - [[Logging (Resources)]] - [[Obtaining Water (Resources)]] - [[Gathering (Resources)]] - [[Mining (Resources)]] - [[Fishing (Resources)]]&lt;br /&gt;
&lt;br /&gt;
'''Civil''' - [[Lodging (Civil)]] - [[Expenses (Civil)]] - [[Work (Civil)]] - [[Performance (Civil)]] - [[Thieving (Civil)]]&lt;br /&gt;
&lt;br /&gt;
'''Training''' - [[Personal Training (Training)]] - [[Teaching (Training)]]&lt;br /&gt;
 &lt;br /&gt;
'''Crafting''' - etc.&lt;br /&gt;
&lt;br /&gt;
'''Company''' - [[Socializing (Company)]] [[Hirelings (Company)]] - [[Followers (Company)]] - [[Henchmen (Company)]] - [[Companions (Company)]] - [[Loyalty (Company)]]&lt;br /&gt;
&lt;br /&gt;
(companions used for bonds like animal companions and familiars)&lt;br /&gt;
&lt;br /&gt;
(expenses to cover how much it costs to live according to a certain standard, streamlining some of the other life stuff&lt;br /&gt;
&lt;br /&gt;
===Perception===&lt;br /&gt;
&lt;br /&gt;
'''Vision''' - [[Visibility (Perception)]] - [[Vision Types (Perception]] - [[Visual Range (Perception)]] - [[Light Sources (Vision)]]&lt;br /&gt;
&lt;br /&gt;
'''Hearing''' - [[Noise (Hearing)]] - [[Hearing Types (Hearing)]] - [[Hearing Range (Perception]]&lt;br /&gt;
&lt;br /&gt;
'''Other Senses''' - (taste) (smell) (touch) (tremorsense) (other stuff)&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
'''Magic''' [[Spell Casting (Magic)]] - [[Spell Preparation (Magic)]] - [[Ritual Casting (Magic)]] What else?&lt;br /&gt;
&lt;br /&gt;
'''Arcane''' - [[Arcane Magic (Arcane)]] - [[Learning Spells (Arcane)]] - [[Magical Fumbling (Arcane)]] (for armour use)&lt;br /&gt;
&lt;br /&gt;
'''Divine''' - [[Divine Magic (Divine)]] - [[Domain Casting (Divine)]] - What else?&lt;br /&gt;
&lt;br /&gt;
'''Magical Subjects''' - [[Magical Subjects (Magical Subjects]] - [[Summons (Magical Subjects)]] - [[Bound Undead (Magical Subjects)]] - [[Controlled Constructs (Magical Subjects)]] - [[Enchanted Thralls (Magical Subjects)]]&lt;br /&gt;
&lt;br /&gt;
'''Crafting''' - [[Magical Crafting (Crafting)]] - [[Magical Potions (Crafting)]] - (Scrolls, Magical Items, Weapons, Armour, Runes, other stuff.)&lt;br /&gt;
&lt;br /&gt;
possible alterations into casting: change slots so utility type spells take fewer slots? ritual magic takes 1 hour per level, each mage of the required level to cast the spell must know the spell and can decrease the time taken by, what, 5 minutes?&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
'''Combat Basics''' - [[Starting Combat (Combat Basics)]] - [[Combat Round (Combat Basics)]] - [[Combat Actions (Combat Basics)]] - [[Combat Timing (Combat Basics)]] - [[Line of Sight (Combat Basics)]] - [[Line of Access (Combat Basics)]]&lt;br /&gt;
&lt;br /&gt;
'''Fighting''' - [[Attacking (Fighting)]] - [[thac0 (Fighting)]] - [[Defence (Fighting)]] - [[Damage (Fighting)]] - [[Critical Attack (Attack)]] -  [[Fumbled Attack (Fighting)]] - [[Severity (Fighting)]] - [[Threat (Fighting)]]&lt;br /&gt;
&lt;br /&gt;
'''Damage''' - [[Damage (Damage)]] - [[Damage Types (Damage)]] - [[Item Damage (Damage)]] - [[Permanent Damage (Damage)]]&lt;br /&gt;
&lt;br /&gt;
'''Saves''' - [[Saving Throw (Saves)]] - [[Saving Throw#Making Saves (Save)]] - [[Saving Throw#Glancing Hit (Save)]] - [[Saving Throw#Critical Save (Saves)]] - [[Saving Throw#Fumbled Save (Saves)]] - [[Item Save (Save)]] - &lt;br /&gt;
&lt;br /&gt;
'''Innate Attacks''' - [[Brawling (Innate Attacks)]] - [[Wrestling (Innate Attacks)]] - [[Natural Attacks (Innate Attacks)]]&lt;br /&gt;
&lt;br /&gt;
'''Range''' - [[Touch Range (Range)]] - [[Melee Range (Range)]] - [[Range (Range)]]&lt;br /&gt;
&lt;br /&gt;
'''Attack Types''' - move some things from combat specifics to here, rename Combat Specifics&lt;br /&gt;
&lt;br /&gt;
'''Combat Specifics''' - [[Area Attack(Combat Specifics)]] - [[Envenomed Attack (Combat Specifics)]] - [[Gaze Attack (Combat Specifics)]] - [[Sound Attack (Combat Specifics)]] - [[Recharging Attack (Special Attacks)]] ? For like spider web and such [[Weapon Hand (Combat Specifics)]] - [[Multi-Weapon Fighting (Combat Specifics]] - [[Aura (Combat Specifics)]] - [[Firing into Melee]] - [[Mixing Weapon Types (Combat Specifics)]] - [[Automatic Hits (Combat Specifics)]] - [[Attacking an Area (Combat Specifics)]] - [[Grenade-Like Missiles (Combat Specifics)]] - [[Throwing (Combat Specifics)]] - [[Scatter (Combat Specifics)]] - [[Facing (Combat Specifics)]] - [[Sneak Attack (Combat Specifics)]] - [[Stealth in Combat (Combat Specifics)]]&lt;br /&gt;
&lt;br /&gt;
(attacking should include the differences between melee, missile and throwing weapons. Light weapon should be moved to a Tag. Recharging attack is for things like dragon breath and web. Facing explains turning, flank and back attacks )&lt;br /&gt;
&lt;br /&gt;
'''Special Combat''' - [[Mounted Combat (Special Combat)]] - [[Vehicular Combat (Special Combat)]] - [[Aerial Combat (Special Combat)]] - [[Underwater Combat (Special Combat)]] - [[Zero Gravity Combat (Special Combat)]] - [[Fighting Whilst Falling (Special Combat)]] (may rename this category?)&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
'''Action Types''' - [[Passive Actions (Action Type)]] - [[Reactions (Action Type)]] - [[Opportunity Actions (Action Type)]] - [[Free Actions (Action Type)]] - [[Move Actions (Action Type)]] - [[Standard Actions (Action Type)]] - [[Full Actions (Action Type)]] - [[Multi Actions (Action Type)]] - [[Longterm Actions (Action Type)]] - [[Sustained Actions (Action Type)]] - [[Legendary Actions (Action Type)]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Passive Action List (List)]] - [[Reaction List (List)]] - [[Opportunity Action List (List)]] - [[Free Action List (List)]] - [[Move Action List (List)]] - [[Standard Action List (List)]] - [[Full Action List (List)]] - [[Multi Action List (List)]] - [[Longterm Action List (List)]] - [[Sustained Action List (List)]] - [[Legendary Action List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Adventuring===&lt;br /&gt;
&lt;br /&gt;
'''Dangers''' - [[Falling Objects (Dangers)]] - [[Falling (Dangers)]] - Drowning - Asphyxiation - what else? (List specific kinds of hazards from the Survival Guides perhaps)&lt;br /&gt;
&lt;br /&gt;
'''Movement''' - [[Move Points (Movement)]] - [[Movement Type (Movement)]] - [[Movement Style (Movement)]] - [[Terrain Features (Movement)]] - [[Jumping (Movement)]]&lt;br /&gt;
&lt;br /&gt;
'''Overworld''' - [[Move Points (Overworld Movement)]] - [[Terrain Features (Overworld)]] - [[Travel (Overworld)]] - [[Sailing (Overworld)]] - [[Flying (Overworld)]] - [[Exploration (Overworld)]]&lt;br /&gt;
&lt;br /&gt;
'''Recovery''' - [[Healing (Recovery)]] - [[Resting (Recovery)]] - [[Regeneration (Recovery)]]&lt;br /&gt;
&lt;br /&gt;
'''Stealth''' - [[Detection (Stealth)]] - [[Stealth (Stealth)]]&lt;br /&gt;
&lt;br /&gt;
'''Tags''' - [[Location Tag Basics (Tags)]] - [[Location Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Warfare===&lt;br /&gt;
'''Battles''' - [[Mass Combat (Battles)]] - [[Naval Combat (Battles)]] - [[Formations (Battles)]]&lt;br /&gt;
&lt;br /&gt;
'''Siege''' - [[Structures (Siege)]] - [[Siege War (Siege)]] - [[Siege Construction (Siege)]]&lt;br /&gt;
&lt;br /&gt;
'''Vehicular Warfare''' - Land Vehicles - Naval Vehicles - Siege Engines&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
&lt;br /&gt;
'''Condition Types''' - [[Physical Conditions (Condition Type)]] - [[Mental Conditions (Condition Type)]] - [[External Conditions (Condition Type)]]&lt;br /&gt;
'''Poison''' - [[Poison Basics (Poison)]] - [[Poison List (List)]]&lt;br /&gt;
'''Disease''' - [[Disease Basics (Disease)]] - [[Disease List (List)]]&lt;br /&gt;
'''Wounds''' - [[Wound Basics (Wounds)]] - [[Wound List (List)]]&lt;br /&gt;
'''Conditions List''' - [[Physical Conditions List (List)]] - [[Mental Conditions List (List)]] - [[External Conditions List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities''' - [[Active Abilities (Special Abilities)]] - [[Passive Abilities (Special Abilities)]] - [[Active Abilities List (List)]] - [[Passive Abilities List]] - [[Arcane Spells List (List)]] - [[Divine Spells List (List)]] - [[Psionics List (List)]]&lt;br /&gt;
&lt;br /&gt;
'''Tags''' [[Ability Tag Basics]] - [[Ability Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
&lt;br /&gt;
'''Monsters''' - [[Monster Stats (Monsters)]]  - [[Monster Generation (Monsters)]] - [[Monster Conversion (Monsters)]] - [[Playable Monsters (Monsters)]] - [[Monster Tag Basics (Tags)]] &lt;br /&gt;
&lt;br /&gt;
'''Encounters''' - [[Random Encounters (Encounters)]] - [[Wandering Monsters (Encounters)]] - [[Special Encounters (Encounters)]] - [[Encounter Tag Basics (Tags)]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Monster List (List)]] - [[Monster Tag List (List)]] - [[Encounter Lists (List)]] - [[Encounter Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
(monster types makes some of the tags specific to creatures)&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
'''Tags''' - [[Tag Basics (Tags)]] - [[Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
current to do&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special Skills List]]*  [[Skill List]]* - [[Language Fluency]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Idea: &amp;quot;Attribute Relatives&amp;quot; - just like very large and very small things change HP/Damage scale, physical stat relatives across utterly enormous sizes will probably add additional bonuses. Either we have, like, Continental Scale versions of attriutes like Str that have Bigger Bonuses... OR we just say &amp;quot;characters of this size scale have a bonus of X to hit, damage, whatever and on checks where size difference is relevant, multiply the bonus/penalty by X or something. I dunno. We'll work it out on Size.&lt;br /&gt;
&lt;br /&gt;
Possible alteration of Critical Success for Skills; if you roll 1 or 20, roll 1d6 and add or subtract it from the roll. Keep rolling if you roll a 6. Then use this value for the effective roll. Maybe consider changes to Critical Hits in the same vein; add d6s and then compare the AC and do the 1/2 damaging thing. See also Saves. Maybe add Critical Ranges to these things too.&lt;br /&gt;
&lt;br /&gt;
== Original List (presently redressing) Main Sections ==&lt;br /&gt;
Sections marked with * are unfinished.&lt;br /&gt;
&lt;br /&gt;
===Character Basics===&lt;br /&gt;
&lt;br /&gt;
[[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
[[Attributes]] - [[Attributes#Attribute_Generation|Attribute Generation]] - [[Attributes#Skill_Modifiers|Skill Modifiers]] - [[Attributes#Attribute_Gain|Attribute Gain]] - [[Encumbrance]]&lt;br /&gt;
&lt;br /&gt;
[[Strength]] - [[Dexterity]] - [[Constitution]] - [[Intelligence]] - [[Wisdom]] - [[Charisma]]&lt;br /&gt;
&lt;br /&gt;
[[Races]] - [[Age]] - [[Size]]* -&lt;br /&gt;
&lt;br /&gt;
(Social Reaction Modifier is now Disposition Modifier, Social Modifier now is Presence Modifier)&lt;br /&gt;
&lt;br /&gt;
===Derived Attributes===&lt;br /&gt;
&lt;br /&gt;
[[Health]] - [[Fatigue]] - [[Mobility]] - [[Encumbrance]] - [[Speed]]* (speed consists of two parts, base speed and weapon speed)&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
[[Classes]] - [[Class List]]* - [[Class Options]]* - Starting Equipment*&lt;br /&gt;
&lt;br /&gt;
[[Experience]] - [[Class Training]]* -Practice &amp;amp; Study/Drilling (may need some new location)&lt;br /&gt;
&lt;br /&gt;
(add bulletpoints to table entries for classes to prevent the 'stack up' of comma'd traits)&lt;br /&gt;
&lt;br /&gt;
===Combat Proficiencies===&lt;br /&gt;
[[Combat Proficiencies]] - [[Combat Styles]]* - [[Combat Proficiency Training]]*&lt;br /&gt;
&lt;br /&gt;
===Skill Proficiencies===&lt;br /&gt;
[[Skill Proficiency Basics]]* - Skill Points - Skill Rating (include synergy) - [[Skill Difficulty]]*&lt;br /&gt;
&lt;br /&gt;
[[Special Skills]]* - [[Special Skills List]]*&lt;br /&gt;
&lt;br /&gt;
[[Skill List]]* - Traits* - [[Skill Proficiency Training]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Language Fluency]]*&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Money and Treasure*&lt;br /&gt;
&lt;br /&gt;
[[Weapons]]* - [[Weapon Quality]]* - [[Weapon Material]]*&lt;br /&gt;
&lt;br /&gt;
Armour* - Armour Quality* - Armour Material*&lt;br /&gt;
&lt;br /&gt;
Equipment* - &lt;br /&gt;
&lt;br /&gt;
Tools* - &lt;br /&gt;
&lt;br /&gt;
Supplies*&lt;br /&gt;
&lt;br /&gt;
Expenses* - Shopping*&lt;br /&gt;
&lt;br /&gt;
(following sections need appropriate division)&lt;br /&gt;
&lt;br /&gt;
Weapon size relative to the character changes what category it uses: for instance, a large longsword is considered a Great Sword in terms of proficiency for a Medium character&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
Magic* - [[Crafting Magical Items]]* - [[Magical Subjects]]*&lt;br /&gt;
&lt;br /&gt;
possible alterations into casting: change slots so utility type spells take fewer slots? ritual magic takes 1 hour per level, each mage of the required level to cast the spell must know the spell and can decrease the time taken by, what, 5 minutes?&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
[[Initiating Combat]] - [[Combat Round]] - [[Combat Actions]]&lt;br /&gt;
&lt;br /&gt;
====Attack &amp;amp; Defence====&lt;br /&gt;
[[Attacking]] - [[THAC0 Tables]] - [[Defending]] - [[Criticals and Fumbles (Combat)|Criticals and Fumbles (Combat)]]  - [[Severity]]&lt;br /&gt;
&lt;br /&gt;
[[Saves]] - [[Saving Throw Tables]] - [[Item Saves]] - [[Criticals and Fumbles (Saves)|Criticals and Fumbles (Saves)]]&lt;br /&gt;
&lt;br /&gt;
[[Damage]] - [[Recovery]]&lt;br /&gt;
&lt;br /&gt;
[[Brawling]]* - [[Wrestling]]* - [[Natural Attacks]]* - [[Throwing Attacks]]* - [[Threat]]* (and opportunity)&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
[[Movement]] - [[Terrain Features (Combat)]] - [[Alternative Movement (Combat)]] - [[Jumping]]( - [[Swimming]]* - [[Flying]]* - [[Burrowing]]*&lt;br /&gt;
&lt;br /&gt;
edit jumping rules somewhat - change table to be 1/3, 1/6, 1/12, 1/20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Humanoid Movement Methods]]* - [[Beast Movement Methods]]* (running and sprinting vs canter/gallop/dashing) -&lt;br /&gt;
&lt;br /&gt;
====Perception====&lt;br /&gt;
&lt;br /&gt;
[[Visibility]] - [[Light Sources]] - [[Vision Types]]* (infravision penetrates darkness, x-ray penetrates concealment)&lt;br /&gt;
&lt;br /&gt;
[[Sight Range]] (PHB, DMG and Wilderness Survival Guide should have some notes)&lt;br /&gt;
&lt;br /&gt;
====Range====&lt;br /&gt;
(concealment/lighting/cover, lowlight, xray etc.) - [[Line of Access]]* - &lt;br /&gt;
&lt;br /&gt;
[[Touch Range]]* - [[Melee Range]]* - [[Range]]* - [[Time]]*&lt;br /&gt;
&lt;br /&gt;
====Combat Spot Rules====&lt;br /&gt;
[[Main Hand vs. Off-Hand]] - [[Light Weapons]] - [[Two-Weapon &amp;amp; Multi-Weapon Fighting]] - [[Mixing Melee &amp;amp; Ranged]] - [[Firing Into Melee &amp;amp; Precision Attacks]] - [[Automatic Hits]] - [[Attacking an Area]] - [[Grenade-Like Missiles]]* - [[Scatter]]*&lt;br /&gt;
&lt;br /&gt;
[[Falling]]* - [[Falling Objects]]* - [[Gaze Attacks]]*&lt;br /&gt;
&lt;br /&gt;
[[Mounted Combat]]* (including vehicles) - [[Aerial Combat]]* - [[Underwater Combat]]*&lt;br /&gt;
&lt;br /&gt;
[[Restoring Consciousness]]*&lt;br /&gt;
&lt;br /&gt;
[[Permanent Damage]]* (maximum hp, vp, fp, system shock and stat loss - how to get it back if its removed)&lt;br /&gt;
&lt;br /&gt;
[[Flanking Attacks]]* [[Back Attacks]]* [[Turning]]* - [[Sneak Attacks]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(mounted combat - you can mount anything with a greater size than yourself unless specifically stated otherwise - otherwise, you are simply being carried by that character)&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
[[Passive Actions]] - [[Reactions]] - [[Opportunity Actions]] - [[Free Actions]]&lt;br /&gt;
&lt;br /&gt;
[[Move Actions]] - [[Standard Actions]] - [[Full Round Actions]] - [[Multi Round Actions]]&lt;br /&gt;
&lt;br /&gt;
===Warfare===&lt;br /&gt;
Integrity* - Structures*&lt;br /&gt;
&lt;br /&gt;
Land Vehicles* - Naval Vehicles* - Siege Engines*&lt;br /&gt;
&lt;br /&gt;
Naval Combat* - Siege War*&lt;br /&gt;
&lt;br /&gt;
Mass Combat*&lt;br /&gt;
&lt;br /&gt;
[[Formations]]*&lt;br /&gt;
&lt;br /&gt;
===Living===&lt;br /&gt;
Food &amp;amp; Hunger* - Drink &amp;amp; Thirst* - Sleep &amp;amp; Tiredness&lt;br /&gt;
&lt;br /&gt;
Temperature* - Air Supply* - [[Fire]]*&lt;br /&gt;
&lt;br /&gt;
===The World===&lt;br /&gt;
Social Reaction* - Performance* - [[Stealth]]* (hiding and sneaking)&lt;br /&gt;
&lt;br /&gt;
Hirelings, Followers and Henchmen*&lt;br /&gt;
&lt;br /&gt;
Overland Movement* - Exploration*&lt;br /&gt;
&lt;br /&gt;
[[Weather]]* (some notes in combat chapter of book, under Vision)&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
[[Physical Conditions]] - [[Mental Conditions]] - [[External Conditions]]&lt;br /&gt;
&lt;br /&gt;
[[Poison]] - [[Disease]]&lt;br /&gt;
&lt;br /&gt;
[[Wounds]] - [[Injuries]]&lt;br /&gt;
&lt;br /&gt;
original:&lt;br /&gt;
[[Conditions]]*&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
Wizard Spells* - Priest Spells* - Psionic Abilities*&lt;br /&gt;
&lt;br /&gt;
[[Special Abilities]]*&lt;br /&gt;
&lt;br /&gt;
===Special Conditions===&lt;br /&gt;
[[Tags]]*&lt;br /&gt;
&lt;br /&gt;
significantly reformat tags so they make sense. make the attack bonus thing stack regardless so its just &amp;quot;attack modifier&amp;quot; to standardise attack bonuses into circumstantial modifiers ala the opposed enchantment modifiers&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
Random Encounters* - Monster Stats* - Monster List*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eventually, these will all be links)&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Main_Page&amp;diff=2089</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Main_Page&amp;diff=2089"/>
				<updated>2018-08-03T16:35:52Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Skills and Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Main Sections ==&lt;br /&gt;
Sections marked with * are unfinished.&lt;br /&gt;
Sections marked with † are intended to come later in development.&lt;br /&gt;
&lt;br /&gt;
][ = Bookmark&lt;br /&gt;
&lt;br /&gt;
[[Big Changes]]&lt;br /&gt;
&lt;br /&gt;
===Character Basics===&lt;br /&gt;
&lt;br /&gt;
[[Adventure Style]]* - [[Character Creation]]* (redo)&lt;br /&gt;
&lt;br /&gt;
'''Attributes''' - [[Attributes (Basic)|Attributes]] - [[Attribute Generation]] - [[Attribute Gain]] &lt;br /&gt;
&lt;br /&gt;
'''Physical Attributes''' - [[Strength (Attribute)|Strength]] - [[Dexterity_(Attribute)|Dexterity]] - [[Constitution_(Attribute)|Constitution]]&lt;br /&gt;
&lt;br /&gt;
'''Mental Attributes''' - [[Intelligence_(Attribute)|Intelligence]] - [[Wisdom_(Attribute)|Wisdom]] - [[Charisma_(Attribute)|Charisma]]&lt;br /&gt;
&lt;br /&gt;
===Derived Attributes===&lt;br /&gt;
&lt;br /&gt;
'''Health''' - [[Hit-Dice (Health)|Hit-Dice]] - [[HP (Health)|HP]] - [[VP (Health)|VP]] - [[Fatigue (Health)|Fatigue]]* ][  - [[System Shock (Health)]]*&lt;br /&gt;
&lt;br /&gt;
'''Other Derived Attributes''' - [[Mobility_(Derived Attribute)|Mobility]]* - [[Encumbrance_(Derived Attribute)|Encumbrance]] - [[Speed_(Derived Attribute)|Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Former version:&lt;br /&gt;
&lt;br /&gt;
'''Derived Attributes''' - [[Health_(Derived Attribute)|Health]]* (heavy revisions necessary due to issues with HD + Class Levels) ][ - [[Fatigue_(Derived Attribute)|Fatigue]] -&lt;br /&gt;
&lt;br /&gt;
===Fundamentals===&lt;br /&gt;
&lt;br /&gt;
'''Race''' - [[Race (Fundamental)|Race]]† - [[Race List (List)|Race List]]†&lt;br /&gt;
&lt;br /&gt;
'''Class''' - [[Experience (Fundamental)|Experience]]† - [[Class (Fundamental)|Class]]† - [[Class Form (Fundamental)|Class Form]]† - [[Class List (List)|Class List]]†&lt;br /&gt;
&lt;br /&gt;
(Class must define Class, Levels. Class Form Class/Monoclass, Multiclass, Dualclass, Pseudoclass and 0th Level Characters)&lt;br /&gt;
&lt;br /&gt;
'''Other Fundamentals''' - [[Age (Fundamental)|Age]] -  - [[Size (Fundamental)|Size]]† - [[Background (Fundamental)|Background]]†&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Traits===&lt;br /&gt;
&lt;br /&gt;
'''Combat''' - [[Combat Proficiency (Proficiency)|Combat Proficiency]]† - [[Combat Proficiency (Proficiency)#Combat Points|Combat Points]]† - [[Weapon Proficiency (Proficiency)|Weapon Proficiency]]† - [[Fighting Style Proficiency (Proficiency)|Fighting Style Proficiency]]† - [[Armour Proficiency (Proficiency)|Armour Proficiency]]† - [[Defence Proficiency (Proficiency)|Defence Proficiency]]† - [[Combat Proficiency Training (Proficiency)|Combat Proficiency Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Skill''' - [[Skill Proficiency (Proficiency)|Skill Proficiency]]* - [[Skill Proficiency (Proficiency)#Skill Points|Skill Points]]* - [[Skill Use (Proficiency)#Skill Rating|Skill Rating]]* - [[Skill Use (Proficiency)#Skill Difficulty|Skill Difficulty]]* - Critical Skill Use (Proficiency) - Fumbled Skill Use (Proficiency) - [[Skill Training (Proficiency)|Skill Training]]† - [[Language (Proficiency)|Language]] - [[Language (Proficiency)#Fluency|Fluency]] - [[Language Training (Proficiency)|Language Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Magical''' - [[Arcane Learning (Proficiency)|Arcane Learning]] - [[Divine Spheres (Proficiency)|Divine Spheres]] - [[Magical Proficiency (Proficiency)|Magical Proficiency]] - [[Magical Training (Proficiency)|Magical Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Special''' - [[Bonus Points (Proficiency)|Bonus Points]] - [[Talents (Proficiency)]] - [[Talent Points (Proficiency)#Talent Points|Talent Points]] - [[Talent Training (Proficiency)|Talent Training]] - [[Traits_(Traits)|Traits]] - [[Traits_(Traits)#Qualities|Qualities]] - [[Traits_(Traits)#Flaws|Flaws]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Combat Proficiency List (List)]] - [[Skill Proficiency List (List)]] - [[Talent List (List)]] - [[Language List (List]] - [[Arcane Learning List (List)]] - [[Divine Learning List (List)]] - [[Magical Proficiency List]] [[Traits List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Equipment and Expenses===&lt;br /&gt;
&lt;br /&gt;
'''Treasure''' - [[Coinage (Treasure]] - [[Gems (Treasure)]] - [[Art (Treasure)]] - [[Treasure Tables (Treasure)]]&lt;br /&gt;
&lt;br /&gt;
Note: we should probably put weapon material (for weapon and ammo) on one page, defence material (for armour, shields, helms) on one page, quality for the former on one page, quality for the other on another page.&lt;br /&gt;
&lt;br /&gt;
'''Weaponry''' - [[Weapons (Weaponry)]] - [[Weapon Quality (Weaponry)]] - [[Weapon Material (Weaponry]] - [[Weapon Size (Weaponry)]] - [[Ammo (Weaponry)]] - [[Ammo Quality (Weaponry)]] - [[Ammo Material (Weaponry)]] - [[Ammo Size (Weaponry)]]&lt;br /&gt;
&lt;br /&gt;
'''Defences''' - [[Armour (Defences) ]] - [[Armour Quality (Defences)]] - [[Armour Material (Defences)]] - [[Helmets (Defences)]] - [[Helmet Quality (Defences)]] - [[Helmet Material (Defences)]] - [[Shields (Defences)]] - [[Shield Quality Defences]] - [[Shield Material (Defences)]]&lt;br /&gt;
&lt;br /&gt;
'''Gear''' [[Equipment (Gear)]] - [[Tools (Gear)]] - [[Clothing (Gear)]]&lt;br /&gt;
&lt;br /&gt;
'''Supplies''' - [[Supplies (Supplies)]] - [[Food (Supplies)]] - [[Drink (Supplies)]] - [[Containers (Supplies)]] - [[Trade Goods (Supplies)]]&lt;br /&gt;
&lt;br /&gt;
'''Animal Purchases''' - [[Animals (Animal Goods)]] - [[Mounts (Animal Goods)]] - [[Barding (Animal Goods))]] - [[Tack &amp;amp; Harness (Animal Goods)]]&lt;br /&gt;
&lt;br /&gt;
'''Machine Purchases''' - [[Land Vehicles (Machine Purchases)]] - [[Naval Vehicles (Machine Purchases)]] - [[Air Vehicles (Machine Purchases]] - [[Unusual Vehicles (Machine Purchases)]] [[Siege Engines (Machine Purchases)]]&lt;br /&gt;
&lt;br /&gt;
'''(something to express magic items for sale??)''' [[Potions (Alchemicals)]] - [[Reagents (Alchemicals)]] - other stuff?&lt;br /&gt;
&lt;br /&gt;
'''Services''' - [[Hirelings (Services)]] - [[Magical Services (Services)]] - [[Standard Services (Services)]] - [[Soldiers (Services)]] - [[Staffing (Services)]] &lt;br /&gt;
(hiring people, identification, healing, etc.)&lt;br /&gt;
&lt;br /&gt;
===Living===&lt;br /&gt;
&lt;br /&gt;
'''Survival''' - [[Food and Hunger(Survival)]] - [[Water and Thirst (Survival)]] - [[Sleep and Tiredness (Survival)]] - [[Air Supply (Survival)]] - [[Temperature (Survival)]] - [[Fire (Survival)]] - [[Shelter (Survival)]] - [[Weather (Survival)]] - [[Climate System (Survival)]]&lt;br /&gt;
&lt;br /&gt;
'''Resources''' - [[Hunting (Resources)]] - [[Foraging (Resources)]] - [[Agriculture (Resources)]] - [[Logging (Resources)]] - [[Obtaining Water (Resources)]] - [[Gathering (Resources)]] - [[Mining (Resources)]] - [[Fishing (Resources)]]&lt;br /&gt;
&lt;br /&gt;
'''Civil''' - [[Lodging (Civil)]] - [[Expenses (Civil)]] - [[Work (Civil)]] - [[Performance (Civil)]] - [[Thieving (Civil)]]&lt;br /&gt;
&lt;br /&gt;
'''Training''' - [[Personal Training (Training)]] - [[Teaching (Training)]]&lt;br /&gt;
 &lt;br /&gt;
'''Crafting''' - etc.&lt;br /&gt;
&lt;br /&gt;
'''Company''' - [[Socializing (Company)]] [[Hirelings (Company)]] - [[Followers (Company)]] - [[Henchmen (Company)]] - [[Companions (Company)]] - [[Loyalty (Company)]]&lt;br /&gt;
&lt;br /&gt;
(companions used for bonds like animal companions and familiars)&lt;br /&gt;
&lt;br /&gt;
(expenses to cover how much it costs to live according to a certain standard, streamlining some of the other life stuff&lt;br /&gt;
&lt;br /&gt;
===Perception===&lt;br /&gt;
&lt;br /&gt;
'''Vision''' - [[Visibility (Perception)]] - [[Vision Types (Perception]] - [[Visual Range (Perception)]] - [[Light Sources (Vision)]]&lt;br /&gt;
&lt;br /&gt;
'''Hearing''' - [[Noise (Hearing)]] - [[Hearing Types (Hearing)]] - [[Hearing Range (Perception]]&lt;br /&gt;
&lt;br /&gt;
'''Other Senses''' - (taste) (smell) (touch) (tremorsense) (other stuff)&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
'''Magic''' [[Spell Casting (Magic)]] - [[Spell Preparation (Magic)]] - [[Ritual Casting (Magic)]] What else?&lt;br /&gt;
&lt;br /&gt;
'''Arcane''' - [[Arcane Magic (Arcane)]] - [[Learning Spells (Arcane)]] - [[Magical Fumbling (Arcane)]] (for armour use)&lt;br /&gt;
&lt;br /&gt;
'''Divine''' - [[Divine Magic (Divine)]] - [[Domain Casting (Divine)]] - What else?&lt;br /&gt;
&lt;br /&gt;
'''Magical Subjects''' - [[Magical Subjects (Magical Subjects]] - [[Summons (Magical Subjects)]] - [[Bound Undead (Magical Subjects)]] - [[Controlled Constructs (Magical Subjects)]] - [[Enchanted Thralls (Magical Subjects)]]&lt;br /&gt;
&lt;br /&gt;
'''Crafting''' - [[Magical Crafting (Crafting)]] - [[Magical Potions (Crafting)]] - (Scrolls, Magical Items, Weapons, Armour, Runes, other stuff.)&lt;br /&gt;
&lt;br /&gt;
possible alterations into casting: change slots so utility type spells take fewer slots? ritual magic takes 1 hour per level, each mage of the required level to cast the spell must know the spell and can decrease the time taken by, what, 5 minutes?&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
'''Combat Basics''' - [[Starting Combat (Combat Basics)]] - [[Combat Round (Combat Basics)]] - [[Combat Actions (Combat Basics)]] - [[Combat Timing (Combat Basics)]] - [[Line of Sight (Combat Basics)]] - [[Line of Access (Combat Basics)]]&lt;br /&gt;
&lt;br /&gt;
'''Fighting''' - [[Attacking (Fighting)]] - [[thac0 (Fighting)]] - [[Defence (Fighting)]] - [[Damage (Fighting)]] - [[Critical Attack (Attack)]] -  [[Fumbled Attack (Fighting)]] - [[Severity (Fighting)]] - [[Threat (Fighting)]]&lt;br /&gt;
&lt;br /&gt;
'''Damage''' - [[Damage (Damage)]] - [[Damage Types (Damage)]] - [[Item Damage (Damage)]] - [[Permanent Damage (Damage)]]&lt;br /&gt;
&lt;br /&gt;
'''Saves''' - [[Saving Throw (Save)]] - [[Glancing Hit (Save)]] - [[Item Save (Save)]] - [[Critical Save (Save)]] - [[Fumbled Save (Save)]]&lt;br /&gt;
&lt;br /&gt;
'''Innate Attacks''' - [[Brawling (Innate Attacks)]] - [[Wrestling (Innate Attacks)]] - [[Natural Attacks (Innate Attacks)]]&lt;br /&gt;
&lt;br /&gt;
'''Range''' - [[Touch Range (Range)]] - [[Melee Range (Range)]] - [[Range (Range)]]&lt;br /&gt;
&lt;br /&gt;
'''Attack Types''' - move some things from combat specifics to here, rename Combat Specifics&lt;br /&gt;
&lt;br /&gt;
'''Combat Specifics''' - [[Area Attack(Combat Specifics)]] - [[Envenomed Attack (Combat Specifics)]] - [[Gaze Attack (Combat Specifics)]] - [[Sound Attack (Combat Specifics)]] - [[Recharging Attack (Special Attacks)]] ? For like spider web and such [[Weapon Hand (Combat Specifics)]] - [[Multi-Weapon Fighting (Combat Specifics]] - [[Aura (Combat Specifics)]] - [[Firing into Melee]] - [[Mixing Weapon Types (Combat Specifics)]] - [[Automatic Hits (Combat Specifics)]] - [[Attacking an Area (Combat Specifics)]] - [[Grenade-Like Missiles (Combat Specifics)]] - [[Throwing (Combat Specifics)]] - [[Scatter (Combat Specifics)]] - [[Facing (Combat Specifics)]] - [[Sneak Attack (Combat Specifics)]] - [[Stealth in Combat (Combat Specifics)]]&lt;br /&gt;
&lt;br /&gt;
(attacking should include the differences between melee, missile and throwing weapons. Light weapon should be moved to a Tag. Recharging attack is for things like dragon breath and web. Facing explains turning, flank and back attacks )&lt;br /&gt;
&lt;br /&gt;
'''Special Combat''' - [[Mounted Combat (Special Combat)]] - [[Vehicular Combat (Special Combat)]] - [[Aerial Combat (Special Combat)]] - [[Underwater Combat (Special Combat)]] - [[Zero Gravity Combat (Special Combat)]] - [[Fighting Whilst Falling (Special Combat)]] (may rename this category?)&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
'''Action Types''' - [[Passive Actions (Action Type)]] - [[Reactions (Action Type)]] - [[Opportunity Actions (Action Type)]] - [[Free Actions (Action Type)]] - [[Move Actions (Action Type)]] - [[Standard Actions (Action Type)]] - [[Full Actions (Action Type)]] - [[Multi Actions (Action Type)]] - [[Longterm Actions (Action Type)]] - [[Sustained Actions (Action Type)]] - [[Legendary Actions (Action Type)]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Passive Action List (List)]] - [[Reaction List (List)]] - [[Opportunity Action List (List)]] - [[Free Action List (List)]] - [[Move Action List (List)]] - [[Standard Action List (List)]] - [[Full Action List (List)]] - [[Multi Action List (List)]] - [[Longterm Action List (List)]] - [[Sustained Action List (List)]] - [[Legendary Action List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Adventuring===&lt;br /&gt;
&lt;br /&gt;
'''Dangers''' - [[Falling Objects (Dangers)]] - [[Falling (Dangers)]] - Drowning - Asphyxiation - what else? (List specific kinds of hazards from the Survival Guides perhaps)&lt;br /&gt;
&lt;br /&gt;
'''Movement''' - [[Move Points (Movement)]] - [[Movement Type (Movement)]] - [[Movement Style (Movement)]] - [[Terrain Features (Movement)]] - [[Jumping (Movement)]]&lt;br /&gt;
&lt;br /&gt;
'''Overworld''' - [[Move Points (Overworld Movement)]] - [[Terrain Features (Overworld)]] - [[Travel (Overworld)]] - [[Sailing (Overworld)]] - [[Flying (Overworld)]] - [[Exploration (Overworld)]]&lt;br /&gt;
&lt;br /&gt;
'''Recovery''' - [[Healing (Recovery)]] - [[Resting (Recovery)]] - [[Regeneration (Recovery)]]&lt;br /&gt;
&lt;br /&gt;
'''Stealth''' - [[Detection (Stealth)]] - [[Stealth (Stealth)]]&lt;br /&gt;
&lt;br /&gt;
'''Tags''' - [[Location Tag Basics (Tags)]] - [[Location Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Warfare===&lt;br /&gt;
'''Battles''' - [[Mass Combat (Battles)]] - [[Naval Combat (Battles)]] - [[Formations (Battles)]]&lt;br /&gt;
&lt;br /&gt;
'''Siege''' - [[Structures (Siege)]] - [[Siege War (Siege)]] - [[Siege Construction (Siege)]]&lt;br /&gt;
&lt;br /&gt;
'''Vehicular Warfare''' - Land Vehicles - Naval Vehicles - Siege Engines&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
&lt;br /&gt;
'''Condition Types''' - [[Physical Conditions (Condition Type)]] - [[Mental Conditions (Condition Type)]] - [[External Conditions (Condition Type)]]&lt;br /&gt;
'''Poison''' - [[Poison Basics (Poison)]] - [[Poison List (List)]]&lt;br /&gt;
'''Disease''' - [[Disease Basics (Disease)]] - [[Disease List (List)]]&lt;br /&gt;
'''Wounds''' - [[Wound Basics (Wounds)]] - [[Wound List (List)]]&lt;br /&gt;
'''Conditions List''' - [[Physical Conditions List (List)]] - [[Mental Conditions List (List)]] - [[External Conditions List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities''' - [[Active Abilities (Special Abilities)]] - [[Passive Abilities (Special Abilities)]] - [[Active Abilities List (List)]] - [[Passive Abilities List]] - [[Arcane Spells List (List)]] - [[Divine Spells List (List)]] - [[Psionics List (List)]]&lt;br /&gt;
&lt;br /&gt;
'''Tags''' [[Ability Tag Basics]] - [[Ability Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
&lt;br /&gt;
'''Monsters''' - [[Monster Stats (Monsters)]]  - [[Monster Generation (Monsters)]] - [[Monster Conversion (Monsters)]] - [[Playable Monsters (Monsters)]] - [[Monster Tag Basics (Tags)]] &lt;br /&gt;
&lt;br /&gt;
'''Encounters''' - [[Random Encounters (Encounters)]] - [[Wandering Monsters (Encounters)]] - [[Special Encounters (Encounters)]] - [[Encounter Tag Basics (Tags)]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Monster List (List)]] - [[Monster Tag List (List)]] - [[Encounter Lists (List)]] - [[Encounter Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
(monster types makes some of the tags specific to creatures)&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
'''Tags''' - [[Tag Basics (Tags)]] - [[Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
current to do&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special Skills List]]*  [[Skill List]]* - [[Language Fluency]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Idea: &amp;quot;Attribute Relatives&amp;quot; - just like very large and very small things change HP/Damage scale, physical stat relatives across utterly enormous sizes will probably add additional bonuses. Either we have, like, Continental Scale versions of attriutes like Str that have Bigger Bonuses... OR we just say &amp;quot;characters of this size scale have a bonus of X to hit, damage, whatever and on checks where size difference is relevant, multiply the bonus/penalty by X or something. I dunno. We'll work it out on Size.&lt;br /&gt;
&lt;br /&gt;
Possible alteration of Critical Success for Skills; if you roll 1 or 20, roll 1d6 and add or subtract it from the roll. Keep rolling if you roll a 6. Then use this value for the effective roll. Maybe consider changes to Critical Hits in the same vein; add d6s and then compare the AC and do the 1/2 damaging thing. See also Saves. Maybe add Critical Ranges to these things too.&lt;br /&gt;
&lt;br /&gt;
== Original List (presently redressing) Main Sections ==&lt;br /&gt;
Sections marked with * are unfinished.&lt;br /&gt;
&lt;br /&gt;
===Character Basics===&lt;br /&gt;
&lt;br /&gt;
[[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
[[Attributes]] - [[Attributes#Attribute_Generation|Attribute Generation]] - [[Attributes#Skill_Modifiers|Skill Modifiers]] - [[Attributes#Attribute_Gain|Attribute Gain]] - [[Encumbrance]]&lt;br /&gt;
&lt;br /&gt;
[[Strength]] - [[Dexterity]] - [[Constitution]] - [[Intelligence]] - [[Wisdom]] - [[Charisma]]&lt;br /&gt;
&lt;br /&gt;
[[Races]] - [[Age]] - [[Size]]* -&lt;br /&gt;
&lt;br /&gt;
(Social Reaction Modifier is now Disposition Modifier, Social Modifier now is Presence Modifier)&lt;br /&gt;
&lt;br /&gt;
===Derived Attributes===&lt;br /&gt;
&lt;br /&gt;
[[Health]] - [[Fatigue]] - [[Mobility]] - [[Encumbrance]] - [[Speed]]* (speed consists of two parts, base speed and weapon speed)&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
[[Classes]] - [[Class List]]* - [[Class Options]]* - Starting Equipment*&lt;br /&gt;
&lt;br /&gt;
[[Experience]] - [[Class Training]]* -Practice &amp;amp; Study/Drilling (may need some new location)&lt;br /&gt;
&lt;br /&gt;
(add bulletpoints to table entries for classes to prevent the 'stack up' of comma'd traits)&lt;br /&gt;
&lt;br /&gt;
===Combat Proficiencies===&lt;br /&gt;
[[Combat Proficiencies]] - [[Combat Styles]]* - [[Combat Proficiency Training]]*&lt;br /&gt;
&lt;br /&gt;
===Skill Proficiencies===&lt;br /&gt;
[[Skill Proficiency Basics]]* - Skill Points - Skill Rating (include synergy) - [[Skill Difficulty]]*&lt;br /&gt;
&lt;br /&gt;
[[Special Skills]]* - [[Special Skills List]]*&lt;br /&gt;
&lt;br /&gt;
[[Skill List]]* - Traits* - [[Skill Proficiency Training]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Language Fluency]]*&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Money and Treasure*&lt;br /&gt;
&lt;br /&gt;
[[Weapons]]* - [[Weapon Quality]]* - [[Weapon Material]]*&lt;br /&gt;
&lt;br /&gt;
Armour* - Armour Quality* - Armour Material*&lt;br /&gt;
&lt;br /&gt;
Equipment* - &lt;br /&gt;
&lt;br /&gt;
Tools* - &lt;br /&gt;
&lt;br /&gt;
Supplies*&lt;br /&gt;
&lt;br /&gt;
Expenses* - Shopping*&lt;br /&gt;
&lt;br /&gt;
(following sections need appropriate division)&lt;br /&gt;
&lt;br /&gt;
Weapon size relative to the character changes what category it uses: for instance, a large longsword is considered a Great Sword in terms of proficiency for a Medium character&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
Magic* - [[Crafting Magical Items]]* - [[Magical Subjects]]*&lt;br /&gt;
&lt;br /&gt;
possible alterations into casting: change slots so utility type spells take fewer slots? ritual magic takes 1 hour per level, each mage of the required level to cast the spell must know the spell and can decrease the time taken by, what, 5 minutes?&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
[[Initiating Combat]] - [[Combat Round]] - [[Combat Actions]]&lt;br /&gt;
&lt;br /&gt;
====Attack &amp;amp; Defence====&lt;br /&gt;
[[Attacking]] - [[THAC0 Tables]] - [[Defending]] - [[Criticals and Fumbles (Combat)|Criticals and Fumbles (Combat)]]  - [[Severity]]&lt;br /&gt;
&lt;br /&gt;
[[Saves]] - [[Saving Throw Tables]] - [[Item Saves]] - [[Criticals and Fumbles (Saves)|Criticals and Fumbles (Saves)]]&lt;br /&gt;
&lt;br /&gt;
[[Damage]] - [[Recovery]]&lt;br /&gt;
&lt;br /&gt;
[[Brawling]]* - [[Wrestling]]* - [[Natural Attacks]]* - [[Throwing Attacks]]* - [[Threat]]* (and opportunity)&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
[[Movement]] - [[Terrain Features (Combat)]] - [[Alternative Movement (Combat)]] - [[Jumping]]( - [[Swimming]]* - [[Flying]]* - [[Burrowing]]*&lt;br /&gt;
&lt;br /&gt;
edit jumping rules somewhat - change table to be 1/3, 1/6, 1/12, 1/20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Humanoid Movement Methods]]* - [[Beast Movement Methods]]* (running and sprinting vs canter/gallop/dashing) -&lt;br /&gt;
&lt;br /&gt;
====Perception====&lt;br /&gt;
&lt;br /&gt;
[[Visibility]] - [[Light Sources]] - [[Vision Types]]* (infravision penetrates darkness, x-ray penetrates concealment)&lt;br /&gt;
&lt;br /&gt;
[[Sight Range]] (PHB, DMG and Wilderness Survival Guide should have some notes)&lt;br /&gt;
&lt;br /&gt;
====Range====&lt;br /&gt;
(concealment/lighting/cover, lowlight, xray etc.) - [[Line of Access]]* - &lt;br /&gt;
&lt;br /&gt;
[[Touch Range]]* - [[Melee Range]]* - [[Range]]* - [[Time]]*&lt;br /&gt;
&lt;br /&gt;
====Combat Spot Rules====&lt;br /&gt;
[[Main Hand vs. Off-Hand]] - [[Light Weapons]] - [[Two-Weapon &amp;amp; Multi-Weapon Fighting]] - [[Mixing Melee &amp;amp; Ranged]] - [[Firing Into Melee &amp;amp; Precision Attacks]] - [[Automatic Hits]] - [[Attacking an Area]] - [[Grenade-Like Missiles]]* - [[Scatter]]*&lt;br /&gt;
&lt;br /&gt;
[[Falling]]* - [[Falling Objects]]* - [[Gaze Attacks]]*&lt;br /&gt;
&lt;br /&gt;
[[Mounted Combat]]* (including vehicles) - [[Aerial Combat]]* - [[Underwater Combat]]*&lt;br /&gt;
&lt;br /&gt;
[[Restoring Consciousness]]*&lt;br /&gt;
&lt;br /&gt;
[[Permanent Damage]]* (maximum hp, vp, fp, system shock and stat loss - how to get it back if its removed)&lt;br /&gt;
&lt;br /&gt;
[[Flanking Attacks]]* [[Back Attacks]]* [[Turning]]* - [[Sneak Attacks]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(mounted combat - you can mount anything with a greater size than yourself unless specifically stated otherwise - otherwise, you are simply being carried by that character)&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
[[Passive Actions]] - [[Reactions]] - [[Opportunity Actions]] - [[Free Actions]]&lt;br /&gt;
&lt;br /&gt;
[[Move Actions]] - [[Standard Actions]] - [[Full Round Actions]] - [[Multi Round Actions]]&lt;br /&gt;
&lt;br /&gt;
===Warfare===&lt;br /&gt;
Integrity* - Structures*&lt;br /&gt;
&lt;br /&gt;
Land Vehicles* - Naval Vehicles* - Siege Engines*&lt;br /&gt;
&lt;br /&gt;
Naval Combat* - Siege War*&lt;br /&gt;
&lt;br /&gt;
Mass Combat*&lt;br /&gt;
&lt;br /&gt;
[[Formations]]*&lt;br /&gt;
&lt;br /&gt;
===Living===&lt;br /&gt;
Food &amp;amp; Hunger* - Drink &amp;amp; Thirst* - Sleep &amp;amp; Tiredness&lt;br /&gt;
&lt;br /&gt;
Temperature* - Air Supply* - [[Fire]]*&lt;br /&gt;
&lt;br /&gt;
===The World===&lt;br /&gt;
Social Reaction* - Performance* - [[Stealth]]* (hiding and sneaking)&lt;br /&gt;
&lt;br /&gt;
Hirelings, Followers and Henchmen*&lt;br /&gt;
&lt;br /&gt;
Overland Movement* - Exploration*&lt;br /&gt;
&lt;br /&gt;
[[Weather]]* (some notes in combat chapter of book, under Vision)&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
[[Physical Conditions]] - [[Mental Conditions]] - [[External Conditions]]&lt;br /&gt;
&lt;br /&gt;
[[Poison]] - [[Disease]]&lt;br /&gt;
&lt;br /&gt;
[[Wounds]] - [[Injuries]]&lt;br /&gt;
&lt;br /&gt;
original:&lt;br /&gt;
[[Conditions]]*&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
Wizard Spells* - Priest Spells* - Psionic Abilities*&lt;br /&gt;
&lt;br /&gt;
[[Special Abilities]]*&lt;br /&gt;
&lt;br /&gt;
===Special Conditions===&lt;br /&gt;
[[Tags]]*&lt;br /&gt;
&lt;br /&gt;
significantly reformat tags so they make sense. make the attack bonus thing stack regardless so its just &amp;quot;attack modifier&amp;quot; to standardise attack bonuses into circumstantial modifiers ala the opposed enchantment modifiers&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
Random Encounters* - Monster Stats* - Monster List*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eventually, these will all be links)&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Main_Page&amp;diff=2088</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Main_Page&amp;diff=2088"/>
				<updated>2018-08-03T16:07:40Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Derived Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
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* [//www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Main Sections ==&lt;br /&gt;
Sections marked with * are unfinished.&lt;br /&gt;
Sections marked with † are intended to come later in development.&lt;br /&gt;
&lt;br /&gt;
][ = Bookmark&lt;br /&gt;
&lt;br /&gt;
[[Big Changes]]&lt;br /&gt;
&lt;br /&gt;
===Character Basics===&lt;br /&gt;
&lt;br /&gt;
[[Adventure Style]]* - [[Character Creation]]* (redo)&lt;br /&gt;
&lt;br /&gt;
'''Attributes''' - [[Attributes (Basic)|Attributes]] - [[Attribute Generation]] - [[Attribute Gain]] &lt;br /&gt;
&lt;br /&gt;
'''Physical Attributes''' - [[Strength (Attribute)|Strength]] - [[Dexterity_(Attribute)|Dexterity]] - [[Constitution_(Attribute)|Constitution]]&lt;br /&gt;
&lt;br /&gt;
'''Mental Attributes''' - [[Intelligence_(Attribute)|Intelligence]] - [[Wisdom_(Attribute)|Wisdom]] - [[Charisma_(Attribute)|Charisma]]&lt;br /&gt;
&lt;br /&gt;
===Derived Attributes===&lt;br /&gt;
&lt;br /&gt;
'''Health''' - [[Hit-Dice (Health)|Hit-Dice]] - [[HP (Health)|HP]] - [[VP (Health)|VP]] - [[Fatigue (Health)|Fatigue]]* ][  - [[System Shock (Health)]]*&lt;br /&gt;
&lt;br /&gt;
'''Other Derived Attributes''' - [[Mobility_(Derived Attribute)|Mobility]]* - [[Encumbrance_(Derived Attribute)|Encumbrance]] - [[Speed_(Derived Attribute)|Speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Former version:&lt;br /&gt;
&lt;br /&gt;
'''Derived Attributes''' - [[Health_(Derived Attribute)|Health]]* (heavy revisions necessary due to issues with HD + Class Levels) ][ - [[Fatigue_(Derived Attribute)|Fatigue]] -&lt;br /&gt;
&lt;br /&gt;
===Fundamentals===&lt;br /&gt;
&lt;br /&gt;
'''Race''' - [[Race (Fundamental)|Race]]† - [[Race List (List)|Race List]]†&lt;br /&gt;
&lt;br /&gt;
'''Class''' - [[Experience (Fundamental)|Experience]]† - [[Class (Fundamental)|Class]]† - [[Class Form (Fundamental)|Class Form]]† - [[Class List (List)|Class List]]†&lt;br /&gt;
&lt;br /&gt;
(Class must define Class, Levels. Class Form Class/Monoclass, Multiclass, Dualclass, Pseudoclass and 0th Level Characters)&lt;br /&gt;
&lt;br /&gt;
'''Other Fundamentals''' - [[Age (Fundamental)|Age]] -  - [[Size (Fundamental)|Size]]† - [[Background (Fundamental)|Background]]†&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Traits===&lt;br /&gt;
&lt;br /&gt;
'''Combat''' - [[Combat Proficiency (Proficiency)|Combat Proficiency]]† - [[Combat Proficiency (Proficiency)#Combat Points|Combat Points]]† - [[Weapon Proficiency (Proficiency)|Weapon Proficiency]]† - [[Fighting Style Proficiency (Proficiency)|Fighting Style Proficiency]]† - [[Armour Proficiency (Proficiency)|Armour Proficiency]]† - [[Defence Proficiency (Proficiency)|Defence Proficiency]]† - [[Combat Proficiency Training (Proficiency)|Combat Proficiency Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Skill''' - [[Skill Proficiency (Proficiency)|Skill Proficiency]] - [[Skill Proficiency (Proficiency)#Skill Points|Skill Points]]* - [[Skill Use (Proficiency)#Skill Rating|Skill Rating]]* - [[Skill Use (Proficiency)#Skill Difficulty|Skill Difficulty]]* - Critical Skill Use (Proficiency) - Fumbled Skill Use (Proficiency) - [[Skill Training (Proficiency)|Skill Training]]† - [[Language (Proficiency)|Language]] - [[Language (Proficiency)#Fluency|Fluency]] - [[Language Training (Proficiency)|Language Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Magical''' - [[Arcane Learning (Proficiency)|Arcane Learning]] - [[Divine Spheres (Proficiency)|Divine Spheres]] - [[Magical Proficiency (Proficiency)|Magical Proficiency]] - [[Magical Training (Proficiency)|Magical Training]]†&lt;br /&gt;
&lt;br /&gt;
'''Special''' - [[Bonus Points (Proficiency)|Bonus Points]] - [[Talents (Proficiency)]] - [[Talent Points (Proficiency)#Talent Points|Talent Points]] - [[Talent Training (Proficiency)|Talent Training]] - [[Traits_(Traits)|Traits]] - [[Traits_(Traits)#Qualities|Qualities]] - [[Traits_(Traits)#Flaws|Flaws]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Combat Proficiency List (List)]] - [[Skill Proficiency List (List)]] - [[Talent List (List)]] - [[Language List (List]] - [[Arcane Learning List (List)]] - [[Divine Learning List (List)]] - [[Magical Proficiency List]] [[Traits List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Equipment and Expenses===&lt;br /&gt;
&lt;br /&gt;
'''Treasure''' - [[Coinage (Treasure]] - [[Gems (Treasure)]] - [[Art (Treasure)]] - [[Treasure Tables (Treasure)]]&lt;br /&gt;
&lt;br /&gt;
Note: we should probably put weapon material (for weapon and ammo) on one page, defence material (for armour, shields, helms) on one page, quality for the former on one page, quality for the other on another page.&lt;br /&gt;
&lt;br /&gt;
'''Weaponry''' - [[Weapons (Weaponry)]] - [[Weapon Quality (Weaponry)]] - [[Weapon Material (Weaponry]] - [[Weapon Size (Weaponry)]] - [[Ammo (Weaponry)]] - [[Ammo Quality (Weaponry)]] - [[Ammo Material (Weaponry)]] - [[Ammo Size (Weaponry)]]&lt;br /&gt;
&lt;br /&gt;
'''Defences''' - [[Armour (Defences) ]] - [[Armour Quality (Defences)]] - [[Armour Material (Defences)]] - [[Helmets (Defences)]] - [[Helmet Quality (Defences)]] - [[Helmet Material (Defences)]] - [[Shields (Defences)]] - [[Shield Quality Defences]] - [[Shield Material (Defences)]]&lt;br /&gt;
&lt;br /&gt;
'''Gear''' [[Equipment (Gear)]] - [[Tools (Gear)]] - [[Clothing (Gear)]]&lt;br /&gt;
&lt;br /&gt;
'''Supplies''' - [[Supplies (Supplies)]] - [[Food (Supplies)]] - [[Drink (Supplies)]] - [[Containers (Supplies)]] - [[Trade Goods (Supplies)]]&lt;br /&gt;
&lt;br /&gt;
'''Animal Purchases''' - [[Animals (Animal Goods)]] - [[Mounts (Animal Goods)]] - [[Barding (Animal Goods))]] - [[Tack &amp;amp; Harness (Animal Goods)]]&lt;br /&gt;
&lt;br /&gt;
'''Machine Purchases''' - [[Land Vehicles (Machine Purchases)]] - [[Naval Vehicles (Machine Purchases)]] - [[Air Vehicles (Machine Purchases]] - [[Unusual Vehicles (Machine Purchases)]] [[Siege Engines (Machine Purchases)]]&lt;br /&gt;
&lt;br /&gt;
'''(something to express magic items for sale??)''' [[Potions (Alchemicals)]] - [[Reagents (Alchemicals)]] - other stuff?&lt;br /&gt;
&lt;br /&gt;
'''Services''' - [[Hirelings (Services)]] - [[Magical Services (Services)]] - [[Standard Services (Services)]] - [[Soldiers (Services)]] - [[Staffing (Services)]] &lt;br /&gt;
(hiring people, identification, healing, etc.)&lt;br /&gt;
&lt;br /&gt;
===Living===&lt;br /&gt;
&lt;br /&gt;
'''Survival''' - [[Food and Hunger(Survival)]] - [[Water and Thirst (Survival)]] - [[Sleep and Tiredness (Survival)]] - [[Air Supply (Survival)]] - [[Temperature (Survival)]] - [[Fire (Survival)]] - [[Shelter (Survival)]] - [[Weather (Survival)]] - [[Climate System (Survival)]]&lt;br /&gt;
&lt;br /&gt;
'''Resources''' - [[Hunting (Resources)]] - [[Foraging (Resources)]] - [[Agriculture (Resources)]] - [[Logging (Resources)]] - [[Obtaining Water (Resources)]] - [[Gathering (Resources)]] - [[Mining (Resources)]] - [[Fishing (Resources)]]&lt;br /&gt;
&lt;br /&gt;
'''Civil''' - [[Lodging (Civil)]] - [[Expenses (Civil)]] - [[Work (Civil)]] - [[Performance (Civil)]] - [[Thieving (Civil)]]&lt;br /&gt;
&lt;br /&gt;
'''Training''' - [[Personal Training (Training)]] - [[Teaching (Training)]]&lt;br /&gt;
 &lt;br /&gt;
'''Crafting''' - etc.&lt;br /&gt;
&lt;br /&gt;
'''Company''' - [[Socializing (Company)]] [[Hirelings (Company)]] - [[Followers (Company)]] - [[Henchmen (Company)]] - [[Companions (Company)]] - [[Loyalty (Company)]]&lt;br /&gt;
&lt;br /&gt;
(companions used for bonds like animal companions and familiars)&lt;br /&gt;
&lt;br /&gt;
(expenses to cover how much it costs to live according to a certain standard, streamlining some of the other life stuff&lt;br /&gt;
&lt;br /&gt;
===Perception===&lt;br /&gt;
&lt;br /&gt;
'''Vision''' - [[Visibility (Perception)]] - [[Vision Types (Perception]] - [[Visual Range (Perception)]] - [[Light Sources (Vision)]]&lt;br /&gt;
&lt;br /&gt;
'''Hearing''' - [[Noise (Hearing)]] - [[Hearing Types (Hearing)]] - [[Hearing Range (Perception]]&lt;br /&gt;
&lt;br /&gt;
'''Other Senses''' - (taste) (smell) (touch) (tremorsense) (other stuff)&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
'''Magic''' [[Spell Casting (Magic)]] - [[Spell Preparation (Magic)]] - [[Ritual Casting (Magic)]] What else?&lt;br /&gt;
&lt;br /&gt;
'''Arcane''' - [[Arcane Magic (Arcane)]] - [[Learning Spells (Arcane)]] - [[Magical Fumbling (Arcane)]] (for armour use)&lt;br /&gt;
&lt;br /&gt;
'''Divine''' - [[Divine Magic (Divine)]] - [[Domain Casting (Divine)]] - What else?&lt;br /&gt;
&lt;br /&gt;
'''Magical Subjects''' - [[Magical Subjects (Magical Subjects]] - [[Summons (Magical Subjects)]] - [[Bound Undead (Magical Subjects)]] - [[Controlled Constructs (Magical Subjects)]] - [[Enchanted Thralls (Magical Subjects)]]&lt;br /&gt;
&lt;br /&gt;
'''Crafting''' - [[Magical Crafting (Crafting)]] - [[Magical Potions (Crafting)]] - (Scrolls, Magical Items, Weapons, Armour, Runes, other stuff.)&lt;br /&gt;
&lt;br /&gt;
possible alterations into casting: change slots so utility type spells take fewer slots? ritual magic takes 1 hour per level, each mage of the required level to cast the spell must know the spell and can decrease the time taken by, what, 5 minutes?&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
'''Combat Basics''' - [[Starting Combat (Combat Basics)]] - [[Combat Round (Combat Basics)]] - [[Combat Actions (Combat Basics)]] - [[Combat Timing (Combat Basics)]] - [[Line of Sight (Combat Basics)]] - [[Line of Access (Combat Basics)]]&lt;br /&gt;
&lt;br /&gt;
'''Fighting''' - [[Attacking (Fighting)]] - [[thac0 (Fighting)]] - [[Defence (Fighting)]] - [[Damage (Fighting)]] - [[Critical Attack (Attack)]] -  [[Fumbled Attack (Fighting)]] - [[Severity (Fighting)]] - [[Threat (Fighting)]]&lt;br /&gt;
&lt;br /&gt;
'''Damage''' - [[Damage (Damage)]] - [[Damage Types (Damage)]] - [[Item Damage (Damage)]] - [[Permanent Damage (Damage)]]&lt;br /&gt;
&lt;br /&gt;
'''Saves''' - [[Saving Throw (Save)]] - [[Glancing Hit (Save)]] - [[Item Save (Save)]] - [[Critical Save (Save)]] - [[Fumbled Save (Save)]]&lt;br /&gt;
&lt;br /&gt;
'''Innate Attacks''' - [[Brawling (Innate Attacks)]] - [[Wrestling (Innate Attacks)]] - [[Natural Attacks (Innate Attacks)]]&lt;br /&gt;
&lt;br /&gt;
'''Range''' - [[Touch Range (Range)]] - [[Melee Range (Range)]] - [[Range (Range)]]&lt;br /&gt;
&lt;br /&gt;
'''Attack Types''' - move some things from combat specifics to here, rename Combat Specifics&lt;br /&gt;
&lt;br /&gt;
'''Combat Specifics''' - [[Area Attack(Combat Specifics)]] - [[Envenomed Attack (Combat Specifics)]] - [[Gaze Attack (Combat Specifics)]] - [[Sound Attack (Combat Specifics)]] - [[Recharging Attack (Special Attacks)]] ? For like spider web and such [[Weapon Hand (Combat Specifics)]] - [[Multi-Weapon Fighting (Combat Specifics]] - [[Aura (Combat Specifics)]] - [[Firing into Melee]] - [[Mixing Weapon Types (Combat Specifics)]] - [[Automatic Hits (Combat Specifics)]] - [[Attacking an Area (Combat Specifics)]] - [[Grenade-Like Missiles (Combat Specifics)]] - [[Throwing (Combat Specifics)]] - [[Scatter (Combat Specifics)]] - [[Facing (Combat Specifics)]] - [[Sneak Attack (Combat Specifics)]] - [[Stealth in Combat (Combat Specifics)]]&lt;br /&gt;
&lt;br /&gt;
(attacking should include the differences between melee, missile and throwing weapons. Light weapon should be moved to a Tag. Recharging attack is for things like dragon breath and web. Facing explains turning, flank and back attacks )&lt;br /&gt;
&lt;br /&gt;
'''Special Combat''' - [[Mounted Combat (Special Combat)]] - [[Vehicular Combat (Special Combat)]] - [[Aerial Combat (Special Combat)]] - [[Underwater Combat (Special Combat)]] - [[Zero Gravity Combat (Special Combat)]] - [[Fighting Whilst Falling (Special Combat)]] (may rename this category?)&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
'''Action Types''' - [[Passive Actions (Action Type)]] - [[Reactions (Action Type)]] - [[Opportunity Actions (Action Type)]] - [[Free Actions (Action Type)]] - [[Move Actions (Action Type)]] - [[Standard Actions (Action Type)]] - [[Full Actions (Action Type)]] - [[Multi Actions (Action Type)]] - [[Longterm Actions (Action Type)]] - [[Sustained Actions (Action Type)]] - [[Legendary Actions (Action Type)]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Passive Action List (List)]] - [[Reaction List (List)]] - [[Opportunity Action List (List)]] - [[Free Action List (List)]] - [[Move Action List (List)]] - [[Standard Action List (List)]] - [[Full Action List (List)]] - [[Multi Action List (List)]] - [[Longterm Action List (List)]] - [[Sustained Action List (List)]] - [[Legendary Action List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Adventuring===&lt;br /&gt;
&lt;br /&gt;
'''Dangers''' - [[Falling Objects (Dangers)]] - [[Falling (Dangers)]] - Drowning - Asphyxiation - what else? (List specific kinds of hazards from the Survival Guides perhaps)&lt;br /&gt;
&lt;br /&gt;
'''Movement''' - [[Move Points (Movement)]] - [[Movement Type (Movement)]] - [[Movement Style (Movement)]] - [[Terrain Features (Movement)]] - [[Jumping (Movement)]]&lt;br /&gt;
&lt;br /&gt;
'''Overworld''' - [[Move Points (Overworld Movement)]] - [[Terrain Features (Overworld)]] - [[Travel (Overworld)]] - [[Sailing (Overworld)]] - [[Flying (Overworld)]] - [[Exploration (Overworld)]]&lt;br /&gt;
&lt;br /&gt;
'''Recovery''' - [[Healing (Recovery)]] - [[Resting (Recovery)]] - [[Regeneration (Recovery)]]&lt;br /&gt;
&lt;br /&gt;
'''Stealth''' - [[Detection (Stealth)]] - [[Stealth (Stealth)]]&lt;br /&gt;
&lt;br /&gt;
'''Tags''' - [[Location Tag Basics (Tags)]] - [[Location Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Warfare===&lt;br /&gt;
'''Battles''' - [[Mass Combat (Battles)]] - [[Naval Combat (Battles)]] - [[Formations (Battles)]]&lt;br /&gt;
&lt;br /&gt;
'''Siege''' - [[Structures (Siege)]] - [[Siege War (Siege)]] - [[Siege Construction (Siege)]]&lt;br /&gt;
&lt;br /&gt;
'''Vehicular Warfare''' - Land Vehicles - Naval Vehicles - Siege Engines&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
&lt;br /&gt;
'''Condition Types''' - [[Physical Conditions (Condition Type)]] - [[Mental Conditions (Condition Type)]] - [[External Conditions (Condition Type)]]&lt;br /&gt;
'''Poison''' - [[Poison Basics (Poison)]] - [[Poison List (List)]]&lt;br /&gt;
'''Disease''' - [[Disease Basics (Disease)]] - [[Disease List (List)]]&lt;br /&gt;
'''Wounds''' - [[Wound Basics (Wounds)]] - [[Wound List (List)]]&lt;br /&gt;
'''Conditions List''' - [[Physical Conditions List (List)]] - [[Mental Conditions List (List)]] - [[External Conditions List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities''' - [[Active Abilities (Special Abilities)]] - [[Passive Abilities (Special Abilities)]] - [[Active Abilities List (List)]] - [[Passive Abilities List]] - [[Arcane Spells List (List)]] - [[Divine Spells List (List)]] - [[Psionics List (List)]]&lt;br /&gt;
&lt;br /&gt;
'''Tags''' [[Ability Tag Basics]] - [[Ability Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
&lt;br /&gt;
'''Monsters''' - [[Monster Stats (Monsters)]]  - [[Monster Generation (Monsters)]] - [[Monster Conversion (Monsters)]] - [[Playable Monsters (Monsters)]] - [[Monster Tag Basics (Tags)]] &lt;br /&gt;
&lt;br /&gt;
'''Encounters''' - [[Random Encounters (Encounters)]] - [[Wandering Monsters (Encounters)]] - [[Special Encounters (Encounters)]] - [[Encounter Tag Basics (Tags)]]&lt;br /&gt;
&lt;br /&gt;
'''Lists''' - [[Monster List (List)]] - [[Monster Tag List (List)]] - [[Encounter Lists (List)]] - [[Encounter Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
(monster types makes some of the tags specific to creatures)&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
'''Tags''' - [[Tag Basics (Tags)]] - [[Tag List (List)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
current to do&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special Skills List]]*  [[Skill List]]* - [[Language Fluency]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Idea: &amp;quot;Attribute Relatives&amp;quot; - just like very large and very small things change HP/Damage scale, physical stat relatives across utterly enormous sizes will probably add additional bonuses. Either we have, like, Continental Scale versions of attriutes like Str that have Bigger Bonuses... OR we just say &amp;quot;characters of this size scale have a bonus of X to hit, damage, whatever and on checks where size difference is relevant, multiply the bonus/penalty by X or something. I dunno. We'll work it out on Size.&lt;br /&gt;
&lt;br /&gt;
Possible alteration of Critical Success for Skills; if you roll 1 or 20, roll 1d6 and add or subtract it from the roll. Keep rolling if you roll a 6. Then use this value for the effective roll. Maybe consider changes to Critical Hits in the same vein; add d6s and then compare the AC and do the 1/2 damaging thing. See also Saves. Maybe add Critical Ranges to these things too.&lt;br /&gt;
&lt;br /&gt;
== Original List (presently redressing) Main Sections ==&lt;br /&gt;
Sections marked with * are unfinished.&lt;br /&gt;
&lt;br /&gt;
===Character Basics===&lt;br /&gt;
&lt;br /&gt;
[[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
[[Attributes]] - [[Attributes#Attribute_Generation|Attribute Generation]] - [[Attributes#Skill_Modifiers|Skill Modifiers]] - [[Attributes#Attribute_Gain|Attribute Gain]] - [[Encumbrance]]&lt;br /&gt;
&lt;br /&gt;
[[Strength]] - [[Dexterity]] - [[Constitution]] - [[Intelligence]] - [[Wisdom]] - [[Charisma]]&lt;br /&gt;
&lt;br /&gt;
[[Races]] - [[Age]] - [[Size]]* -&lt;br /&gt;
&lt;br /&gt;
(Social Reaction Modifier is now Disposition Modifier, Social Modifier now is Presence Modifier)&lt;br /&gt;
&lt;br /&gt;
===Derived Attributes===&lt;br /&gt;
&lt;br /&gt;
[[Health]] - [[Fatigue]] - [[Mobility]] - [[Encumbrance]] - [[Speed]]* (speed consists of two parts, base speed and weapon speed)&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
[[Classes]] - [[Class List]]* - [[Class Options]]* - Starting Equipment*&lt;br /&gt;
&lt;br /&gt;
[[Experience]] - [[Class Training]]* -Practice &amp;amp; Study/Drilling (may need some new location)&lt;br /&gt;
&lt;br /&gt;
(add bulletpoints to table entries for classes to prevent the 'stack up' of comma'd traits)&lt;br /&gt;
&lt;br /&gt;
===Combat Proficiencies===&lt;br /&gt;
[[Combat Proficiencies]] - [[Combat Styles]]* - [[Combat Proficiency Training]]*&lt;br /&gt;
&lt;br /&gt;
===Skill Proficiencies===&lt;br /&gt;
[[Skill Proficiency Basics]]* - Skill Points - Skill Rating (include synergy) - [[Skill Difficulty]]*&lt;br /&gt;
&lt;br /&gt;
[[Special Skills]]* - [[Special Skills List]]*&lt;br /&gt;
&lt;br /&gt;
[[Skill List]]* - Traits* - [[Skill Proficiency Training]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Language Fluency]]*&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Money and Treasure*&lt;br /&gt;
&lt;br /&gt;
[[Weapons]]* - [[Weapon Quality]]* - [[Weapon Material]]*&lt;br /&gt;
&lt;br /&gt;
Armour* - Armour Quality* - Armour Material*&lt;br /&gt;
&lt;br /&gt;
Equipment* - &lt;br /&gt;
&lt;br /&gt;
Tools* - &lt;br /&gt;
&lt;br /&gt;
Supplies*&lt;br /&gt;
&lt;br /&gt;
Expenses* - Shopping*&lt;br /&gt;
&lt;br /&gt;
(following sections need appropriate division)&lt;br /&gt;
&lt;br /&gt;
Weapon size relative to the character changes what category it uses: for instance, a large longsword is considered a Great Sword in terms of proficiency for a Medium character&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
Magic* - [[Crafting Magical Items]]* - [[Magical Subjects]]*&lt;br /&gt;
&lt;br /&gt;
possible alterations into casting: change slots so utility type spells take fewer slots? ritual magic takes 1 hour per level, each mage of the required level to cast the spell must know the spell and can decrease the time taken by, what, 5 minutes?&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
[[Initiating Combat]] - [[Combat Round]] - [[Combat Actions]]&lt;br /&gt;
&lt;br /&gt;
====Attack &amp;amp; Defence====&lt;br /&gt;
[[Attacking]] - [[THAC0 Tables]] - [[Defending]] - [[Criticals and Fumbles (Combat)|Criticals and Fumbles (Combat)]]  - [[Severity]]&lt;br /&gt;
&lt;br /&gt;
[[Saves]] - [[Saving Throw Tables]] - [[Item Saves]] - [[Criticals and Fumbles (Saves)|Criticals and Fumbles (Saves)]]&lt;br /&gt;
&lt;br /&gt;
[[Damage]] - [[Recovery]]&lt;br /&gt;
&lt;br /&gt;
[[Brawling]]* - [[Wrestling]]* - [[Natural Attacks]]* - [[Throwing Attacks]]* - [[Threat]]* (and opportunity)&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
[[Movement]] - [[Terrain Features (Combat)]] - [[Alternative Movement (Combat)]] - [[Jumping]]( - [[Swimming]]* - [[Flying]]* - [[Burrowing]]*&lt;br /&gt;
&lt;br /&gt;
edit jumping rules somewhat - change table to be 1/3, 1/6, 1/12, 1/20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Humanoid Movement Methods]]* - [[Beast Movement Methods]]* (running and sprinting vs canter/gallop/dashing) -&lt;br /&gt;
&lt;br /&gt;
====Perception====&lt;br /&gt;
&lt;br /&gt;
[[Visibility]] - [[Light Sources]] - [[Vision Types]]* (infravision penetrates darkness, x-ray penetrates concealment)&lt;br /&gt;
&lt;br /&gt;
[[Sight Range]] (PHB, DMG and Wilderness Survival Guide should have some notes)&lt;br /&gt;
&lt;br /&gt;
====Range====&lt;br /&gt;
(concealment/lighting/cover, lowlight, xray etc.) - [[Line of Access]]* - &lt;br /&gt;
&lt;br /&gt;
[[Touch Range]]* - [[Melee Range]]* - [[Range]]* - [[Time]]*&lt;br /&gt;
&lt;br /&gt;
====Combat Spot Rules====&lt;br /&gt;
[[Main Hand vs. Off-Hand]] - [[Light Weapons]] - [[Two-Weapon &amp;amp; Multi-Weapon Fighting]] - [[Mixing Melee &amp;amp; Ranged]] - [[Firing Into Melee &amp;amp; Precision Attacks]] - [[Automatic Hits]] - [[Attacking an Area]] - [[Grenade-Like Missiles]]* - [[Scatter]]*&lt;br /&gt;
&lt;br /&gt;
[[Falling]]* - [[Falling Objects]]* - [[Gaze Attacks]]*&lt;br /&gt;
&lt;br /&gt;
[[Mounted Combat]]* (including vehicles) - [[Aerial Combat]]* - [[Underwater Combat]]*&lt;br /&gt;
&lt;br /&gt;
[[Restoring Consciousness]]*&lt;br /&gt;
&lt;br /&gt;
[[Permanent Damage]]* (maximum hp, vp, fp, system shock and stat loss - how to get it back if its removed)&lt;br /&gt;
&lt;br /&gt;
[[Flanking Attacks]]* [[Back Attacks]]* [[Turning]]* - [[Sneak Attacks]]*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(mounted combat - you can mount anything with a greater size than yourself unless specifically stated otherwise - otherwise, you are simply being carried by that character)&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
[[Passive Actions]] - [[Reactions]] - [[Opportunity Actions]] - [[Free Actions]]&lt;br /&gt;
&lt;br /&gt;
[[Move Actions]] - [[Standard Actions]] - [[Full Round Actions]] - [[Multi Round Actions]]&lt;br /&gt;
&lt;br /&gt;
===Warfare===&lt;br /&gt;
Integrity* - Structures*&lt;br /&gt;
&lt;br /&gt;
Land Vehicles* - Naval Vehicles* - Siege Engines*&lt;br /&gt;
&lt;br /&gt;
Naval Combat* - Siege War*&lt;br /&gt;
&lt;br /&gt;
Mass Combat*&lt;br /&gt;
&lt;br /&gt;
[[Formations]]*&lt;br /&gt;
&lt;br /&gt;
===Living===&lt;br /&gt;
Food &amp;amp; Hunger* - Drink &amp;amp; Thirst* - Sleep &amp;amp; Tiredness&lt;br /&gt;
&lt;br /&gt;
Temperature* - Air Supply* - [[Fire]]*&lt;br /&gt;
&lt;br /&gt;
===The World===&lt;br /&gt;
Social Reaction* - Performance* - [[Stealth]]* (hiding and sneaking)&lt;br /&gt;
&lt;br /&gt;
Hirelings, Followers and Henchmen*&lt;br /&gt;
&lt;br /&gt;
Overland Movement* - Exploration*&lt;br /&gt;
&lt;br /&gt;
[[Weather]]* (some notes in combat chapter of book, under Vision)&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
[[Physical Conditions]] - [[Mental Conditions]] - [[External Conditions]]&lt;br /&gt;
&lt;br /&gt;
[[Poison]] - [[Disease]]&lt;br /&gt;
&lt;br /&gt;
[[Wounds]] - [[Injuries]]&lt;br /&gt;
&lt;br /&gt;
original:&lt;br /&gt;
[[Conditions]]*&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
Wizard Spells* - Priest Spells* - Psionic Abilities*&lt;br /&gt;
&lt;br /&gt;
[[Special Abilities]]*&lt;br /&gt;
&lt;br /&gt;
===Special Conditions===&lt;br /&gt;
[[Tags]]*&lt;br /&gt;
&lt;br /&gt;
significantly reformat tags so they make sense. make the attack bonus thing stack regardless so its just &amp;quot;attack modifier&amp;quot; to standardise attack bonuses into circumstantial modifiers ala the opposed enchantment modifiers&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
Random Encounters* - Monster Stats* - Monster List*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eventually, these will all be links)&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Speed_(Derived_Attribute)&amp;diff=2087</id>
		<title>Speed (Derived Attribute)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Speed_(Derived_Attribute)&amp;diff=2087"/>
				<updated>2018-08-03T15:10:18Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Determining Casting Speed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Speed==&lt;br /&gt;
Speed is how soon a character can act in a [[Combat Round (Combat)|Combat Round]] - lower values of Speed means an Action occurs earlier in the round, on an lower (i.e. earlier) Speed Rank. The number is Speed Rank, the term is Speed Level. The Base Speed of a character is 5 - &amp;quot;Average&amp;quot; Speed Level. Speeds can range from Lightning Fast to Glacially Slow.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Combat Phases&lt;br /&gt;
|-&lt;br /&gt;
|'''Speed Rank'''&lt;br /&gt;
|'''Speed Level'''&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Lightning Quick&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Extremely Fast&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Very Fast&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Fast&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Average&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Sluggish&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Slow&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Very Slow&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Extremely Slow&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Glacially Slow&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Personal Speed==&lt;br /&gt;
Personal Speed determines the earliest a character can take action in a round for ''any'' action, typically allowing them to move before they attack, though they may attack at this point. Characters cannot commit to any effective action before this - no attacks, spells or ability use. [[Passive Action (Action Type)|Passive Actions]] continue and, if the character is capable of speech, they can talk at any time during a round.&lt;br /&gt;
&lt;br /&gt;
===Determining Personal Speed===&lt;br /&gt;
The default value of Personal Speed is 5. This is then modified by the character's Size, [[Dexterity_(Attribute)|Dexterity]] and other factors listed. Negative modifiers increase effective speed, lowering reaction time - positive modifiers increase the vale, meaning the character takes longer to take actions. &lt;br /&gt;
&lt;br /&gt;
Personal Speed cannot be lowered below 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Size'''&lt;br /&gt;
|'''Speed Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| Tiny-&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Tiny&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Small&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| -0&lt;br /&gt;
|-&lt;br /&gt;
| Large&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| Huge&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| Colossal&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Colossal+&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a Halfling (Size - Small) has a Dexterity of 18. Their base Speed begins at 5 (Average) and their Size and Dexterity grant them a -2 bonus, reducing it to 3 (Very Fast).&lt;br /&gt;
&lt;br /&gt;
==Weapon Speed==&lt;br /&gt;
Weapon Speed determines the earliest a character can use an equipped weapon in a round. As the character is presumed to spend the Speed Ranks between Personal Speed and the time the attack begins readying their attack, this usually refers to the earliest time in the round the character could decide to attack. This is modified by Dexterity. &lt;br /&gt;
&lt;br /&gt;
Unless a weapon's attack is [[Interruptible (Tag)|Interruptible]] or they are in a situation where preparing their attack would be an issue, the character only needs to specify that they attack on their Weapon Speed. If it ''is'' [[Interruptible (Tag)|Interruptible]], then the Weapon Speed Modifier is applied to the Speed Rank they decide to begin the attack in.&lt;br /&gt;
&lt;br /&gt;
===Determining Weapon Speed===&lt;br /&gt;
Weapon Speed is determined by applying the Weapon Speed Modifier to a character's Personal Speed.&lt;br /&gt;
&lt;br /&gt;
For example, the Halfling described above makes an attack with a Short Sword - this has a +0 Weapon Speed Modifier, allowing them to strike with it on the same Phase. If, however, they wielded a Long Sword, their attacks would have a +1 Speed Modifier, causing them to attack on the Fast phase. If they wielded a Great Axe, with a +2 Speed Modifier, they would attack on Average.&lt;br /&gt;
&lt;br /&gt;
==Action Speed==&lt;br /&gt;
Action Speed determines the earliest time a character can use a specific action in a round. As the character is presumed to spend the Speed Ranks between Personal Speed and the time performing the action, this usually refers to the earliest time in the round the character could ''conclude'' this action. This is modified by Dexterity.&lt;br /&gt;
&lt;br /&gt;
Unless an action is [[Interruptible (Tag)|Interruptible]] or they are in a situation where performing it would be an issue, the character only needs to specify that they accomplish it on Action Speed. If it ''is'' [[Interruptible (Tag)|Interruptible]], then the Action Speed Modifier is applied to the Speed Rank they decide to begin the action in.&lt;br /&gt;
&lt;br /&gt;
This is functionally identical to Weapon Speed, however most actions do not have a Speed Modifier and those that do will vary from action to action, it is not necessary to specify it on a character sheet.&lt;br /&gt;
&lt;br /&gt;
===Determining Action Speed===&lt;br /&gt;
Action Speed is determined by applying the Action Speed Modifier to a character's Personal Speed.&lt;br /&gt;
&lt;br /&gt;
==Casting Speed==&lt;br /&gt;
Casting Speed determines the earliest a character can cast a spell in a round. As the character is presumed to spend the Speed Ranks between Personal Speed and the time the power begins readying their spell, this usually refers to the earliest time in the round the character could  decide to cast. This is 'not' modified by Dexterity.&lt;br /&gt;
&lt;br /&gt;
Unless a spell is [[Interruptible (Tag)|Interruptible]] or they are in a situation where casting their spell would be an issue, the character only needs to specify that they cast their spell on their Casting Speed. If it ''is'' [[Interruptible (Tag)|Interruptible]], then the Casting Speed Modifier is applied to the Speed Rank they decide to begin the Casting in.&lt;br /&gt;
&lt;br /&gt;
It is important to note, however, that most spells ''are'' [[Interruptible (Tag)|Interruptible]] and, as such, casting almost always must be declared in advance.&lt;br /&gt;
&lt;br /&gt;
This is functionally identical to Weapon Speed, however most actions do not have a Speed Modifier and those that do will vary from action to action, it is not necessary to specify it on a character sheet.&lt;br /&gt;
&lt;br /&gt;
===Determining Casting Speed===&lt;br /&gt;
Casting Speed is determined by applying the Casting Speed Modifier to a character's Personal Speed.&lt;br /&gt;
&lt;br /&gt;
For example, the Halfling described above decides to cast Magic Missile. This Spell has a Casting Speed Modifier of +1 meaning that it will be cast on the phase after they begin acting; in this case on Speed Rank 4 - Fast.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Speed_(Derived_Attribute)&amp;diff=2086</id>
		<title>Speed (Derived Attribute)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Speed_(Derived_Attribute)&amp;diff=2086"/>
				<updated>2018-08-03T15:07:45Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Determining Weapon Speed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Speed==&lt;br /&gt;
Speed is how soon a character can act in a [[Combat Round (Combat)|Combat Round]] - lower values of Speed means an Action occurs earlier in the round, on an lower (i.e. earlier) Speed Rank. The number is Speed Rank, the term is Speed Level. The Base Speed of a character is 5 - &amp;quot;Average&amp;quot; Speed Level. Speeds can range from Lightning Fast to Glacially Slow.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Combat Phases&lt;br /&gt;
|-&lt;br /&gt;
|'''Speed Rank'''&lt;br /&gt;
|'''Speed Level'''&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Lightning Quick&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Extremely Fast&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Very Fast&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Fast&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Average&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Sluggish&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Slow&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Very Slow&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Extremely Slow&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Glacially Slow&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Personal Speed==&lt;br /&gt;
Personal Speed determines the earliest a character can take action in a round for ''any'' action, typically allowing them to move before they attack, though they may attack at this point. Characters cannot commit to any effective action before this - no attacks, spells or ability use. [[Passive Action (Action Type)|Passive Actions]] continue and, if the character is capable of speech, they can talk at any time during a round.&lt;br /&gt;
&lt;br /&gt;
===Determining Personal Speed===&lt;br /&gt;
The default value of Personal Speed is 5. This is then modified by the character's Size, [[Dexterity_(Attribute)|Dexterity]] and other factors listed. Negative modifiers increase effective speed, lowering reaction time - positive modifiers increase the vale, meaning the character takes longer to take actions. &lt;br /&gt;
&lt;br /&gt;
Personal Speed cannot be lowered below 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Size'''&lt;br /&gt;
|'''Speed Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| Tiny-&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Tiny&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Small&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| -0&lt;br /&gt;
|-&lt;br /&gt;
| Large&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| Huge&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| Colossal&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Colossal+&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a Halfling (Size - Small) has a Dexterity of 18. Their base Speed begins at 5 (Average) and their Size and Dexterity grant them a -2 bonus, reducing it to 3 (Very Fast).&lt;br /&gt;
&lt;br /&gt;
==Weapon Speed==&lt;br /&gt;
Weapon Speed determines the earliest a character can use an equipped weapon in a round. As the character is presumed to spend the Speed Ranks between Personal Speed and the time the attack begins readying their attack, this usually refers to the earliest time in the round the character could decide to attack. This is modified by Dexterity. &lt;br /&gt;
&lt;br /&gt;
Unless a weapon's attack is [[Interruptible (Tag)|Interruptible]] or they are in a situation where preparing their attack would be an issue, the character only needs to specify that they attack on their Weapon Speed. If it ''is'' [[Interruptible (Tag)|Interruptible]], then the Weapon Speed Modifier is applied to the Speed Rank they decide to begin the attack in.&lt;br /&gt;
&lt;br /&gt;
===Determining Weapon Speed===&lt;br /&gt;
Weapon Speed is determined by applying the Weapon Speed Modifier to a character's Personal Speed.&lt;br /&gt;
&lt;br /&gt;
For example, the Halfling described above makes an attack with a Short Sword - this has a +0 Weapon Speed Modifier, allowing them to strike with it on the same Phase. If, however, they wielded a Long Sword, their attacks would have a +1 Speed Modifier, causing them to attack on the Fast phase. If they wielded a Great Axe, with a +2 Speed Modifier, they would attack on Average.&lt;br /&gt;
&lt;br /&gt;
==Action Speed==&lt;br /&gt;
Action Speed determines the earliest time a character can use a specific action in a round. As the character is presumed to spend the Speed Ranks between Personal Speed and the time performing the action, this usually refers to the earliest time in the round the character could ''conclude'' this action. This is modified by Dexterity.&lt;br /&gt;
&lt;br /&gt;
Unless an action is [[Interruptible (Tag)|Interruptible]] or they are in a situation where performing it would be an issue, the character only needs to specify that they accomplish it on Action Speed. If it ''is'' [[Interruptible (Tag)|Interruptible]], then the Action Speed Modifier is applied to the Speed Rank they decide to begin the action in.&lt;br /&gt;
&lt;br /&gt;
This is functionally identical to Weapon Speed, however most actions do not have a Speed Modifier and those that do will vary from action to action, it is not necessary to specify it on a character sheet.&lt;br /&gt;
&lt;br /&gt;
===Determining Action Speed===&lt;br /&gt;
Action Speed is determined by applying the Action Speed Modifier to a character's Personal Speed.&lt;br /&gt;
&lt;br /&gt;
==Casting Speed==&lt;br /&gt;
Casting Speed determines the earliest a character can cast a spell in a round. As the character is presumed to spend the Speed Ranks between Personal Speed and the time the power begins readying their spell, this usually refers to the earliest time in the round the character could  decide to cast. This is 'not' modified by Dexterity.&lt;br /&gt;
&lt;br /&gt;
Unless a spell is [[Interruptible (Tag)|Interruptible]] or they are in a situation where casting their spell would be an issue, the character only needs to specify that they cast their spell on their Casting Speed. If it ''is'' [[Interruptible (Tag)|Interruptible]], then the Casting Speed Modifier is applied to the Speed Rank they decide to begin the Casting in.&lt;br /&gt;
&lt;br /&gt;
It is important to note, however, that most spells ''are'' [[Interruptible (Tag)|Interruptible]] and, as such, casting almost always must be declared in advance.&lt;br /&gt;
&lt;br /&gt;
This is functionally identical to Weapon Speed, however most actions do not have a Speed Modifier and those that do will vary from action to action, it is not necessary to specify it on a character sheet.&lt;br /&gt;
&lt;br /&gt;
===Determining Casting Speed===&lt;br /&gt;
Casting Speed is determined by applying the Casting Speed Modifier to a character's Personal Speed.&lt;br /&gt;
&lt;br /&gt;
For example, the Halfling described above decides to cast Magic Missile. This Spell has a Casting Speed Modifier of -1 meaning that it will be cast on the phase after they begin acting; in this case on Speed Rank 4 - Fast.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	<entry>
		<id>https://fullplate.hy3na.net/w/index.php?title=Speed_(Derived_Attribute)&amp;diff=2085</id>
		<title>Speed (Derived Attribute)</title>
		<link rel="alternate" type="text/html" href="https://fullplate.hy3na.net/w/index.php?title=Speed_(Derived_Attribute)&amp;diff=2085"/>
				<updated>2018-08-03T15:07:12Z</updated>
		
		<summary type="html">&lt;p&gt;Samael: /* Determining Personal Speed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Speed==&lt;br /&gt;
Speed is how soon a character can act in a [[Combat Round (Combat)|Combat Round]] - lower values of Speed means an Action occurs earlier in the round, on an lower (i.e. earlier) Speed Rank. The number is Speed Rank, the term is Speed Level. The Base Speed of a character is 5 - &amp;quot;Average&amp;quot; Speed Level. Speeds can range from Lightning Fast to Glacially Slow.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Combat Phases&lt;br /&gt;
|-&lt;br /&gt;
|'''Speed Rank'''&lt;br /&gt;
|'''Speed Level'''&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Lightning Quick&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Extremely Fast&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Very Fast&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Fast&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Average&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Sluggish&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Slow&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Very Slow&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Extremely Slow&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Glacially Slow&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Personal Speed==&lt;br /&gt;
Personal Speed determines the earliest a character can take action in a round for ''any'' action, typically allowing them to move before they attack, though they may attack at this point. Characters cannot commit to any effective action before this - no attacks, spells or ability use. [[Passive Action (Action Type)|Passive Actions]] continue and, if the character is capable of speech, they can talk at any time during a round.&lt;br /&gt;
&lt;br /&gt;
===Determining Personal Speed===&lt;br /&gt;
The default value of Personal Speed is 5. This is then modified by the character's Size, [[Dexterity_(Attribute)|Dexterity]] and other factors listed. Negative modifiers increase effective speed, lowering reaction time - positive modifiers increase the vale, meaning the character takes longer to take actions. &lt;br /&gt;
&lt;br /&gt;
Personal Speed cannot be lowered below 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Size'''&lt;br /&gt;
|'''Speed Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| Tiny-&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Tiny&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Small&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| -0&lt;br /&gt;
|-&lt;br /&gt;
| Large&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| Huge&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| Colossal&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Colossal+&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a Halfling (Size - Small) has a Dexterity of 18. Their base Speed begins at 5 (Average) and their Size and Dexterity grant them a -2 bonus, reducing it to 3 (Very Fast).&lt;br /&gt;
&lt;br /&gt;
==Weapon Speed==&lt;br /&gt;
Weapon Speed determines the earliest a character can use an equipped weapon in a round. As the character is presumed to spend the Speed Ranks between Personal Speed and the time the attack begins readying their attack, this usually refers to the earliest time in the round the character could decide to attack. This is modified by Dexterity. &lt;br /&gt;
&lt;br /&gt;
Unless a weapon's attack is [[Interruptible (Tag)|Interruptible]] or they are in a situation where preparing their attack would be an issue, the character only needs to specify that they attack on their Weapon Speed. If it ''is'' [[Interruptible (Tag)|Interruptible]], then the Weapon Speed Modifier is applied to the Speed Rank they decide to begin the attack in.&lt;br /&gt;
&lt;br /&gt;
===Determining Weapon Speed===&lt;br /&gt;
Weapon Speed is determined by applying the Weapon Speed Modifier to a character's Personal Speed.&lt;br /&gt;
&lt;br /&gt;
For example, the Halfling described above makes an attack with a Short Sword - this has a 0 Weapon Speed Modifier, allowing them to strike with it on the same Phase. If, however, they wielded a Long Sword, their attacks would have a -1 Speed Modifier, causing them to attack on the Fast phase. If they wielded a Great Axe, with a -2 Speed Modifier, they would attack on Average.&lt;br /&gt;
&lt;br /&gt;
==Action Speed==&lt;br /&gt;
Action Speed determines the earliest time a character can use a specific action in a round. As the character is presumed to spend the Speed Ranks between Personal Speed and the time performing the action, this usually refers to the earliest time in the round the character could ''conclude'' this action. This is modified by Dexterity.&lt;br /&gt;
&lt;br /&gt;
Unless an action is [[Interruptible (Tag)|Interruptible]] or they are in a situation where performing it would be an issue, the character only needs to specify that they accomplish it on Action Speed. If it ''is'' [[Interruptible (Tag)|Interruptible]], then the Action Speed Modifier is applied to the Speed Rank they decide to begin the action in.&lt;br /&gt;
&lt;br /&gt;
This is functionally identical to Weapon Speed, however most actions do not have a Speed Modifier and those that do will vary from action to action, it is not necessary to specify it on a character sheet.&lt;br /&gt;
&lt;br /&gt;
===Determining Action Speed===&lt;br /&gt;
Action Speed is determined by applying the Action Speed Modifier to a character's Personal Speed.&lt;br /&gt;
&lt;br /&gt;
==Casting Speed==&lt;br /&gt;
Casting Speed determines the earliest a character can cast a spell in a round. As the character is presumed to spend the Speed Ranks between Personal Speed and the time the power begins readying their spell, this usually refers to the earliest time in the round the character could  decide to cast. This is 'not' modified by Dexterity.&lt;br /&gt;
&lt;br /&gt;
Unless a spell is [[Interruptible (Tag)|Interruptible]] or they are in a situation where casting their spell would be an issue, the character only needs to specify that they cast their spell on their Casting Speed. If it ''is'' [[Interruptible (Tag)|Interruptible]], then the Casting Speed Modifier is applied to the Speed Rank they decide to begin the Casting in.&lt;br /&gt;
&lt;br /&gt;
It is important to note, however, that most spells ''are'' [[Interruptible (Tag)|Interruptible]] and, as such, casting almost always must be declared in advance.&lt;br /&gt;
&lt;br /&gt;
This is functionally identical to Weapon Speed, however most actions do not have a Speed Modifier and those that do will vary from action to action, it is not necessary to specify it on a character sheet.&lt;br /&gt;
&lt;br /&gt;
===Determining Casting Speed===&lt;br /&gt;
Casting Speed is determined by applying the Casting Speed Modifier to a character's Personal Speed.&lt;br /&gt;
&lt;br /&gt;
For example, the Halfling described above decides to cast Magic Missile. This Spell has a Casting Speed Modifier of -1 meaning that it will be cast on the phase after they begin acting; in this case on Speed Rank 4 - Fast.&lt;/div&gt;</summary>
		<author><name>Samael</name></author>	</entry>

	</feed>