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	<title>Sycarion Diversions &#187; Mnemosyne</title>
	<atom:link href="http://www.sycarion.com/category/electrum-pieces/mnemosyne/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.sycarion.com</link>
	<description>All Kinds of Fun!</description>
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		<title>Mnemosyne Changes</title>
		<link>http://www.sycarion.com/mnemosyne-changes/</link>
		<comments>http://www.sycarion.com/mnemosyne-changes/#comments</comments>
		<pubDate>Wed, 11 Jun 2008 19:22:20 +0000</pubDate>
		<dc:creator>John Payne</dc:creator>
				<category><![CDATA[Electrum Pieces]]></category>
		<category><![CDATA[MUSE]]></category>
		<category><![CDATA[Mnemosyne]]></category>

		<guid isPermaLink="false">http://www.sycarion.com/?p=140</guid>
		<description><![CDATA[As a result of work with BTRC materials, a couple major changes are coming.
Normal score for an attribute is changing from 3 to 4. This means that starting point pools will increase appropriately. Points for Skills remain the same. Normal skill level for any given skill remains 2.
Along with this, the STR table has been [...]]]></description>
			<content:encoded><![CDATA[<p>As a result of work with BTRC materials, a couple major changes are coming.</p>
<p>Normal score for an attribute is changing from 3 to 4. This means that starting point pools will increase appropriately. Points for Skills remain the same. Normal skill level for any given skill remains 2.</p>
<p>Along with this, the STR table has been completely changed with different weights. However, the exact correspondence of score to kilograms will be in the GM Guide. For each increase in the STR attribute, the character is 1.5 times stronger. In other words, a character with an STR 5 is 1.5 times stronger than a character with an STR 4. This remains consistent, regardless of scale. </p>
<p>If a player wishes to perform a lifting or breaking or other feat of strength, it will be a skill roll against the Strength (or BODY in MUSE) attribute. The Target Number will be determined by the approximate weight of the object. Again, this will be in the GMs guide. This was done to avoid getting bogged down in exactly how much a certain object weighs. This also allows for supernatural feats of strength that some people have done under great stress without providing a talents, traits, or costing an action point.</p>
<p>A score of 4 STR and BODY yields 2d6 punch damage. This is slightly more than the old scale in Action! To determine punch damage, divide the STR (or BODY) attribute by 2. Fractions are changed into +2. For example, a STR of 5 does 2d6+2 damage.</p>
<p>Melee weapons, kicks, and martial arts techniques do damage based on Punch damage. Damage for any of these items will be listed as punch+x. (I still have to consider how this affects characters with a greater STR than 10.) Melee weapons will do lethal damage, instead of stun damage. Depending on the specific weapon, they will also do penetrating damage. </p>
<p>As far as bladed weapons go, Knives do punch-2 P/L, Daggers do Punch P/L, Short Swords do Punch+2 P/L, Broadswords do Punch+D6 P/L, Hand-and-a-Half Swords do Punch+D6+2 P/L, and Great Swords do Punch+2d6 P/L.</p>
<p>Clubs and such do damage based on mass of the club. A Tetsubo does Punch+2d6 B/L damage, while a typical baseball bat does Punch+2 B/L damage.</p>
<p>More things will be developed. It is hoped that by using BTRC materials, there will be a consistency of scale. Mark Arsenault, the creator of Action! used 3G3, so I see it as more of a continuation of his work using tools that he used.</p>
]]></content:encoded>
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		<title>RPG Purchase</title>
		<link>http://www.sycarion.com/rpg-purchase/</link>
		<comments>http://www.sycarion.com/rpg-purchase/#comments</comments>
		<pubDate>Thu, 05 Jun 2008 01:07:15 +0000</pubDate>
		<dc:creator>John Payne</dc:creator>
				<category><![CDATA[Electrum Pieces]]></category>
		<category><![CDATA[Mnemosyne]]></category>

		<guid isPermaLink="false">http://www.sycarion.com/?p=137</guid>
		<description><![CDATA[Some time ago, the Blacksburg Tactical Research Center wrote an interesting game aid called Guns, Guns, Guns. The interesting thing was that this was a system designed to help the GM create consistent weapons of all kinds. Everything from swords to railguns are covered. Not only that, you can create weapons that are &#8220;ahead of [...]]]></description>
			<content:encoded><![CDATA[<p>Some time ago, the Blacksburg Tactical Research Center wrote an interesting game aid called Guns, Guns, Guns. The interesting thing was that this was a system designed to help the GM create consistent weapons of all kinds. Everything from swords to railguns are covered. Not only that, you can create weapons that are &#8220;ahead of their time&#8221;. For example, the tech exists for a rail gun today, but no standard issue soldier has one that we know of. However, if you want to have a secret commando group that has a prototype, there is a way to create one.</p>
<p>Swords? Yes, swords, axes, bows and crossbows. All of these are detailed as well. One thing to note is that there is a theory that a heavier blade delivers more damage. That is mostly true. Mass and velocity do the damage, not just mass alone. Given that, it balances it pretty well. Still, if you put in an unrealistically heavy sword (like 10 kg for a two handed sword), you&#8217;ll get a powerful blade.  That is probably the book&#8217;s only flaw, though it suits RPG pretty well.</p>
<p>I am creating spreadsheets to cover all kinds of weapons, including a &#8216;gun&#8217; for Bedriana. I&#8217;m using magic in a slightly different way than I&#8217;m accustomed, I&#8217;m using it to create better &#8216;black powder&#8217;. The shot will still be stone or a round iron ball (which is not as accurate as a slug). It&#8217;s great to be able to create this.</p>
<p>Even better, a consistent system for everything from a club to a particle beam.</p>
<p>Oh yeah, there&#8217;s lots and lots of math.</p>
<p>sorry, I drooled a bit.</p>
]]></content:encoded>
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		<title>MUSE update</title>
		<link>http://www.sycarion.com/muse-update/</link>
		<comments>http://www.sycarion.com/muse-update/#comments</comments>
		<pubDate>Sat, 31 May 2008 00:09:08 +0000</pubDate>
		<dc:creator>John Payne</dc:creator>
				<category><![CDATA[MUSE]]></category>

		<guid isPermaLink="false">http://www.sycarion.com/?p=136</guid>
		<description><![CDATA[So, I finally got most of MUSE up here, including the start of the Bestiary.
The mechanic has changed to a 1d6-1d6 type and a sixth vessel has been added.
What do you think of the only creature so far?
Off to camping for the weekend!
]]></description>
			<content:encoded><![CDATA[<p>So, I finally got most of MUSE up here, including the start of the Bestiary.</p>
<p>The mechanic has changed to a 1d6-1d6 type and a sixth vessel has been added.</p>
<p>What do you think of the <a href="http://http://www.sycarion.com/mnemosyne/pmwiki.php/MUSE/BestA#aboleth">only creature so far</a>?</p>
<p>Off to camping for the weekend!</p>
]]></content:encoded>
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		<title>Updated Bestiary Script</title>
		<link>http://www.sycarion.com/updated-bestiary-script/</link>
		<comments>http://www.sycarion.com/updated-bestiary-script/#comments</comments>
		<pubDate>Thu, 29 May 2008 20:17:06 +0000</pubDate>
		<dc:creator>John Payne</dc:creator>
				<category><![CDATA[Electrum Pieces]]></category>
		<category><![CDATA[MUSE]]></category>
		<category><![CDATA[Mnemosyne]]></category>

		<guid isPermaLink="false">http://www.sycarion.com/?p=135</guid>
		<description><![CDATA[I updated the perl script to have a third option. If you type &#8216;muse&#8217; as the third option, the stats will print in MUSE format (BODY, MIND, AURA) instead of Mnemosyne format (9 stats). To print Mnemosyne format, do not enter a third option (or you can enter anything else except muse.)
New feature is that [...]]]></description>
			<content:encoded><![CDATA[<p>I updated the perl script to have a third option. If you type &#8216;muse&#8217; as the third option, the stats will print in MUSE format (BODY, MIND, AURA) instead of Mnemosyne format (9 stats). To print Mnemosyne format, do not enter a third option (or you can enter anything else except muse.)</p>
<p>New feature is that instead of Natural or Weapon for attack type, the results will show Bite, Claw, Bludgeoning, or Constriction attack. I plan on adding special attacks, soon.</p>
<p>As always, the code follows:<br />
<code>#!/usr/bin/perl<br />
srand(time ^ $$ ^ unpack "%L*", 'ps axww | gzip');<br />
$usage="usage: $0 number maxsize\n";<br />
$ARGV[0]=~/^(\d+)$/ &#038;&#038; ($numb = $1) || die $usage;<br />
$ARGV[1]=~/^(\d+)$/ &#038;&#038; ($smass = $1) || die $usage;<br />
$pr = $ARGV[2];<br />
%rule = (<br />
  'W','VF YF YF YXF YXF YXYF B',<br />
  'B','PB YNF YNXF YNXF YNXYF YXYNF',<br />
  'P','a ambi ante circum cis co de dis ob per prae se sine sub',<br />
  'Y','Ca Ce Ci Co Cu Cy Da De Di Do Dy',<br />
  'X','Ce Ci Co o',<br />
  'V','a e i o u',<br />
  'F','Ca Ca Ca Cae Cos Com Cus Cus Cus Cus Cus Cium Cium Ces',<br />
  'C','b b c c ch ch d d d g g l l m m n n p p ph r r r s s s t t th th v x z Rr sH Ll',<br />
  'D','b b c c ch ch d d g g l l m m n n p p ph r r r s s s t t t th th v x z Rr sH Ll h qu gn pt',<br />
  'R','b b c c c ch ch g g p p ph t t th th',<br />
  'L','c ch p g f',<br />
  'H','c ch cl m n p ph pl pr qu t th',<br />
  'N','n c l r'<br />
);</p>
<p>for (1..$numb) { print &#038;parse('W'), " : ", &#038;stats, "\n\n"; }</p>
<p>sub parse {<br />
	$_=pop(@_);<br />
	/[^A-Z]/ &#038;&#038; return $_;<br />
	@TMP=split(/\s+/, $rule{$_});<br />
	$_=splice(@TMP, rand @TMP, 1);<br />
	for (split('')) { print &#038;parse($_); }<br />
}</p>
<p>sub stats {<br />
  $scl = (rand>0.333? 0: int(rand()*$smass)-2);<br />
#  $tst = int(114*(log($scl)));<br />
  $tst = int(rand()*8)+1;<br />
  $scfl = $scl<0? int(62*(1/(1.5**(abs($scl))))): int(62*(1.5**$scl));<br />
  $scfh = $scl<0? int(123*(1/(1.5**(abs($scl))))): int(123*(1.5**$scl));<br />
  $scm = (int(rand()*$scfl)+$scfh);<br />
  $wgfl = int(41*(exp($scl)));<br />
  $wgfh = int(72*(exp($scl)));<br />
  $wgh = (int(rand()*$wgfl)+$wgfh);<br />
  $str = int(rand()*8)+3 + ($scl*2);<br />
	$ref = int(rand()*8)+3;<br />
	$hlt = int(rand()*8)+3;<br />
	$inq = int(rand()*8)+3;<br />
	$wil = int(rand()*8)+3;<br />
	$pre = int(rand()*8)+3;<br />
	$psi = int(rand()*8)+3;<br />
	$def = 10+$ref;<br />
	$ini = int(($ref+$inq)/2);<br />
	$tgh = int(($str+$wil)/2);<br />
	$lif = ($hlt*3)+($wil*2)+($scl*5);<br />
	$av = int(rand()*(20-$scl));<br />
	$mov = int(($str+$ref+$hlt)/3);<br />
	$mind = int(($inq+$wil+$pre)/3);<br />
#	$dmg = int(rand()*3)+$str . 'd6';<br />
#	$type = (rand>0.6?"By weapon":"Natural");<br />
  %weapon = ( '1' => 'Bite',<br />
              '2' => 'Claw',<br />
              '3' => 'Claw',<br />
              '4' => 'Claw',<br />
              '5' => 'Claw',<br />
              '6' => 'Bludgeon',<br />
              '7' => 'Bludgeon',<br />
              '8' => 'Constriction');<br />
  $type = $weapon{$tst};<br />
  $damage{'Bite'} = $str . 'd6';<br />
  $scl<3? $damage{'Claw'} = '1d6': $damage{'Claw'} = $str-2 . 'd6';<br />
  $damage{'Bludgeon'} = $str+2 . 'd6';<br />
  $damage{'Constriction'} = $str+1 . 'd6';</p>
<p>  if ($pr eq "muse") {<br />
  return "Size $scl\n Height $scm cm\t Weight $wgh kg\n BODY $mov\t MIND $mind\t AURA $psi\n DEF $def\t INI $ini\t TGH $tgh\n LIF $lif\t AV $av\t MOV $mov\n $type attack $damage{$type}"<br />
} else {<br />
  return "Size $scl\n Height $scm cm\t Weight $wgh kg\n STR $str\t INT $inq\t AURA $psi\n REF $ref\t WIL $wil\n HLT $hlt\t PRE $pre\n DEF $def\t INI $ini\n TGH $tgh\t LIF $lif\t AV $av\n MOV $mov\n $type attack $damage{$type}";<br />
}<br />
}<br />
</code></p>
]]></content:encoded>
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		</item>
		<item>
		<title>MUSE is Up</title>
		<link>http://www.sycarion.com/muse-is-up/</link>
		<comments>http://www.sycarion.com/muse-is-up/#comments</comments>
		<pubDate>Fri, 23 May 2008 20:56:52 +0000</pubDate>
		<dc:creator>John Payne</dc:creator>
				<category><![CDATA[MUSE]]></category>
		<category><![CDATA[Mnemosyne]]></category>

		<guid isPermaLink="false">http://www.sycarion.com/?p=133</guid>
		<description><![CDATA[Inspired by Microlite20, I designed MUSE. Unlike Microlite20, MUSE is based on a revision of the old Action! System Rules. This revision is called Mnemosyne.
I have the rules entered, the only thing missing is a bestiary, mainly because the Action! System didn&#8217;t have a bestiary of fantastic creatures. For simplicity, I&#8217;ll convert the non-Epic monsters [...]]]></description>
			<content:encoded><![CDATA[<p>Inspired by <a href="http://www.microlite20.net">Microlite20</a>, I designed <a href="http://www.sycarion.com/mnemosyne/pmwiki.php/MUSE/MUSE">MUSE</a>. Unlike <a href="http://www.microlite20.net">Microlite20</a>, MUSE is based on a revision of the old <a href="http://www.action-system.com">Action! System Rules</a>. This revision is called Mnemosyne.</p>
<p>I have the rules entered, the only thing missing is a bestiary, mainly because the Action! System didn&#8217;t have a bestiary of fantastic creatures. For simplicity, I&#8217;ll convert the non-Epic monsters from the 3.5SRD for the time being. Some conversion are done, most notably I converted a horse first so that I could build a template for modern devices&#8217; measure of horsepower. It&#8217;s simpler than it sounds.</p>
<p>Legacy of Bedriana will be the source book that provides crunchy bits for a campaign setting. The rules speak of elves, dwarves, etc, but LoB will not have traditional genera. Those will be included shortly.</p>
<p>The backend is a wiki because it is easier to convert material I&#8217;ve already written. Thanks to PMWiki.</p>
<p>The look and feel is not settled yet. You can email me for the edit password if you like. Let me know what you think.</p>
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