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A Detailed Mathematical Model

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Section IV: A Sample Character sheet


Here are parts of a sample character sheet being set up, in order to make the model perhaps easier to understand. I am demonstrating using my stopwatch as a ten-sided die (starting and stopping it, and then looking at the place for hundredths of seconds), and a simple four function calculator. The number of decimal places kept track of is somewhat arbitrary, but I will use two.

First, I decide the character's race, age, and gender (young Yedidia female). We'll call her Ocula. (We should also have an idea of what kind of skills she will have — I'll say a perceiver, although her 30 ep may be devoted any way I want.) Second, I generate 36 numbers as r-b (I roll the red and blue dice, subtracting the value on the blue die from that on the red die — if the red says '3' and the blue says '5', then the number is 3-5, or -2):

n1: 4; n2: 3; n3: 2; n4: -1; n5: -3; n6: 0; n7: 3; n8: -2; n9: 1; n10: 0; n11: 4; n12: -3; n13: -1; n14: 5; n15: 2; n16: 2; n17: 3; n18: 0; n19: -1; n20: 1; n21: -1; n22: -1; n23: 0; n24: -5; n25: 1; n26: 2; n27: -1; n28: 4; n27: -2; n28: 1; n29: -3; n30: 4; n31: 1; n32: -1; n33: 0; n34: -1; n35: 0; n36: 2

Now, using those 36 random numbers, I calculate her attributes as given in section II A, and adjust them as given in section II B:

Attribute		Racial	Gender	Age	Adjusted
ag: 4+3+2-1-3=5		+0	+0	+5	10
al: 4+0+3-2+1=6		+0	+0	+5	11
ch: 4+0+0+4-3=5		+5	+0	+0	10
co: -1+5+2+2+3=11	+0	+0	+5	16
de: 4+3+2+0-1=8		+0	+2	+5	15
in: 4+0+3+1-1=7		+3	+0	+0	10
kn: 4+0+3-1+0=6		+0	+0	-4	2
me: 4+0+3-5+1=3		+0	+0	+0	3
pe: 4+3+2-1+4=12	+10	+5	+5	32
sp: 4+3-3+4+1=9		+0	+0	+5	14
st: -1+5-1+0+1=4	+0	-5	+5	4
wi: 4+0+3+0+2=9		+0	+0	+0	9

For all unadjusted attributes, 0 is average, and how far above or below 0 the character's attribute is is how far above or below average the character is in that attribute.

Ocula is above average in virtually everything; this is unusual even for a heroine. (If the player does not like the first attributes generated, he may generate new ones — while Ocula is unusually gifted, heroes should be above average.) Ocula is, as compared to other young Yedidia women, mentally sharp, moves quickly, healthy, and exceptionally perceptive.

Now it is time to allocate initial experience. Ocula has 30 points to distribute on skills (above and beyond her untrained bases as a Yedidia female). Using one of the given roles, she will be a perceiver (her experience devoted, as listed in section II H, are blind action 3*1=3 ep, guess actions 3*3=9, etc.).

Now, for a daily encounter check. Will there be an encounter? 1. Encounter. What kind of encounter? 2. Animal. What animal? 19. Duck. How will it be/behave? 3. It is curious.

Upon seeing the duck, she will guess actions to see what it will do. Now we will calculate her guess actions skill.

Her untrained base for Guess Actions is 20. She has 9 ep devoted, so we calculate her bv as follows, consulting the log/exponent table: the exponent of 20 is 4. 4+9=13, so this is what her experience does. The log of 13 is 37, so she has a base skill of 37 for Guess Actions. Her al is added to this (11), and her gaa as well (32). Her av (adjusted value) for guess actions is 80.

Guessing actions for a person under normal circumstances would be of moderate difficulty; guessing the actions of a nonhuman animal is difficult (difficulty 40). Her success index is 80-40=40. The dice are rolled; red yields 4 and blue yields 1. (6*4)+1=25, and looking at the table, she needs a success index of at least -1. Ocula succeeds in guessing what the duck is going to do, namely try to figure out if she is going to attack and, if not, if she is safe to approach.

Later, a young Urvanovestilli man, in his wanderlust, comes through to visit. He has a pianoforte music box which entrances her. He is a bit of a maverick, and tells her that he will bet the music box against a well aged bottle of strawberry wine that he can beat her in a gambling game. She agrees.

He is a good gambler (gambling 30), and has an unadjusted perception of 3, adjusted 8. His al is 5, so his gambling skill is 43.

Ocula is not particularly skilled at gambling, but she can guess actions well — a skill closely related to gambling — and guess actions and gambling have an ld of 10, so she can gamble 70. Skill against skill; she has a success index of 27. Red rolls 5, blue rolls 2, for a roll of 32. She needed a success index of -11 or higher to win, so she won.

Ocula completes a quest, gaining two experience points. She decides to devote both of them to guessing actions. Her bv is 37, which has an exponent of 13. Adding the two experience points make it 15, which has a log of 39. With this two point increase, her new av is 82. (If she had trained with a tutor of sufficiently high av (84 or more — which would have been found on an acquisition skill check of difficulty 84), she would have gotten double benefit out of her experience, adding 4 to the exponent instead of 2, yielding 17 with a log of 41, so her new av would have been 84.)

Ocula's initial character sheet (without experience from the quest) is as follow:

Ocula Yedidia Female Age: 33

Attribute		Racial	Gender	Age	Adjusted
ag: 4+3+2-1-3=5		+0	+0	+5	10
al: 4+0+3-2+1=6		+0	+0	+5	11
ch: 4+0+0+4-3=5		+5	+0	+0	10
co: -1+5+2+2+3=11	+0	+0	+5	16
de: 4+3+2+0-1=8		+0	+2	+5	15
in: 4+0+3+1-1=7		+3	+0	+0	10
kn: 4+0+3-1+0=6		+0	+0	-4	2
me: 4+0+3-5+1=3		+0	+0	+0	3
pe: 4+3+2-1+4=12	+10	+5	+5	32
sp: 4+3-3+4+1=9		+0	+0	+5	14
st: -1+5-1+0+1=4	+0	-5	+5	4
wi: 4+0+3+0+2=9		+0	+0	+0	9

Health Value: co+st+ag+an=48

Skill		ub	ep	bv	gaa	av
Anatomy		10	0	10	2	18
Animal Handling	20	0
Animal Lore	20	0
Blind Action	10	3
Dancing		20	0
Dodge		10	0
Endurance	0	0
Fire-Building	0	0
Gardening	10	0
Guess Actions	20	9	37	32	80
Haggling	0	0
Hear Noises	20	3
Herbalism	15	0
Hide		10	0
Hunting		10	0
Improvisation	20	0
Jumping		0	0
Massage		0	0
Medicine	10	0
Move Silently	10	0
Keen Eyesight	10	3
Musical Instrument (Recorder)	10	0
Navigation	0	0
Philosophy	0	0
Read Emotion	15	3
Search		0	3
Smell Creature	10	3
Theology	10	0
Weather Sense	10	3
Wilderness Survival	20	0
Woodlore	20	0

Inventory Herbal medicines Pet puma, young male, named Liki n1: 5; n2: 0; n3: 0; n4: -4; n5: 0; n6: 2; n13: 2; n14: 0; n15: 0; n16: -3; n17: 2; n18: 0; n19: 1; n26: -4; n27: -1; n28: 2; n29: 4; n30: 3; n31: 1; n32: 1; n33: 5; n34: -5 unadjusted species gender age adjusted ag: 5+0+0-4+0=1 30 0 5 36 co: 2+0+0-3+2=1 10 0 5 16 de: 5+0+0+0+1=6 20 0 5 31 pe: 5+2-4-1-2=0 30 0 5 35 sp: 5+0+4+3+1=13 10 0 5 28 st: 2+0+1+5-5=3 30 5 5 40 Health Value: 56 Damage: r+40 Skill Points gaa av Attack 30 99 129 Blind Action 20 35 55 Climb 20 76 96 Dodge 30 64 94 Hear Noises 20 35 55 Hide 30 71 101 Hunt 30 35 65 Move Silently 30 71 101 Track 30 35 65 Purse (4 silver pieces, 3 copper pieces, 8 iron tips) Recorder

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Jonathan's Corner (Sitemap) > Et Cetera > The Minstrel's Song > A Detailed Mathematical Model
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