Preliminary initialization:
https://rjthorwip.blogspot.com/2026/08/wip-log.html?m=1
https://rjthorwip.blogspot.com/2026/08/wip-log.html?m=1
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJf2mT5RZXU1l_7AHSS0vww2eODyvBOFMyIKBKTWtG66-9Jm5WYrtxgqdgxFTjLnXWYcB8Tilzyx3iROSkK4xj038oMNKPN5w29tw1Bod69z43xeZDiK0TS9uje7zeJ2mLL0Xs92lQbUnSZOASpIc2QhfB17DDaRPdlvLnXeAWYemfYdLmcTwOgeqsZPeO/s1655/1000003110.png
Initialize:
Möbius Uroborus Torroid Tessaract Node Network;
Conscious Aware Observer, First, Chaos-Source-Logos-Governed Matrix, Recursive Physics Sandbox;
∅
Conscious Aware Observer (CAO)†:
([CAO])
*************************
*************************
Awareness of pure absence>> trigger!
*************************
Sound!
*************************
Irregardless regardless therefore thus without concept thereof said time - - - - basic logic initialized: silence therefore¡
*************************
¡Silence
*************************
Basic logic established + + + + combined sound and silence: time, cadence, tempo, memory, probability:
*************************
Chaos, Creation, Existence, Dao: †
*************************
Silence:
Amplitude
Scale
Intensity
Volume
Hertz
Sound:
Octave
Tone
Chorus
Pitch
Frequency
*************************
conscious aware observer† (cao):
Magnetism (V)
Void (I)
Spirit (XVII)
Chi/Qi (XIII)
Mind (IX)
Heavens:
Gravity (XX)
Shadow (XVI)
Lightning (XII)
Air (VIII)
Light (IV)
Environment:
Earth (XV)
Metal (XI)
Water (VII)
Wood (III)
Fire (XIX)
Life:
Body† (X)
Technology† (VI)
Ice (II)
Poison (XVIII)
Magma (XIV)
∅
([/CAO])‡
(Minor Reference chart:)
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWMAHROJnqPfV41Ek7lwS8jlaHrXUo1zyyxXWMZixhKUJhS7NKMuE6chEpAn-YVD4NfqmlmEPUdAixTAM7-j_ubpI3OdoBeKs54JUzANjDwgLtON08dJPKeijyCiehv_4FCR31N0a5CJzEhv_TcRFxGsjUdCBxl6gmuXQS4ffrW45z6oOoGgttZXQWeQUF/s1355/27.jpg
(I tried to get grok to help but wind up having to do it myself:)
🤦🏻♀️🤷🏻♀️🚬 okay... 😤 (Don't you know how to read 2 and 4 bit numbers?)
Element Correct/backwards:
0 Earth 00 / 00
1 Gravity 01 / 10
2 Body 10 / 01
3 Magnetism 11 / 11
0 Void 0000 / 0000
1 Qi 0001 / 1000
2 Mind 0010 / 0100
3 Light 0011 / 1100
4 Ice 0100 / 0010
5 Fire 0101 / 1010
6 Poison 0110 / 0110
7 Metal 0111 / 1110
8 Lightning 1000 / 0001
9 Wood 1001 / 1001
10 Water 1010 / 0101
11 Magma 1011 / 1101
12 Shadow 1100 / 0011
13 Air 1101 / 1011
14 Technology 1110 / 0111
15 Spirit 1111 / 1111
(K but at least it's done)
End.
Reinitiating initialization subsequently pending further completion and articulation, syntax, and punctuation/formatting improvements:
2-BIT FUNDAMENTAL FORCES (BASE 4)
0: Earth (Static foundation and solid matter)
1: Gravity (Inward pulling force and space curvature)
2: Body (Physical vessels and living forms)
3: Magnetism (Symmetrical flowing fields)
2-BIT PAIRINGS
Complimentary Pairs (Opposites that complete each other):
Earth and Magnetism
Gravity and Body
Antagonist Pairs (Friction states that clash violently):
Gravity and Body
Mutually Null Pairs (Cancel each other out to zero):
Earth cancels out with Earth
Gravity and Body drop back to Earth when cancelled
Interested Pairs (Natural attractions that build higher systems):
Earth attracts Gravity and Body
Magnetism attracts Gravity and Body
4-BIT ELEMENTAL MATRIX (BASE 16)
0: Void (Absolute nothingness and the original trigger)
1: Qi (The initial movement of life-force energy)
2: Mind (Conscious thought and internal processing)
3: Light (Radiant expansion and high-frequency waves)
4: Ice (Thermal freezing and rigid crystal structure)
5: Fire (Thermal dynamics and chaotic change)
6: Poison (Chemical breakdown and decay)
7: Metal (Dense structure and refined conductivity)
8: Lightning (High-energy electricity and pure speed)
9: Wood (Organic growth and natural vitality)
10: Water (Fluid adaptation and memory)
11: Magma (Primal pressure and molten liquid rock)
12: Shadow (Obscurity, absorption, and depth)
13: Air (Atmospheric gas and wind pressure)
14: Technology (Artificial systems and programmed logic)
15: Spirit (Total connection and complete information state)
4-BIT RELATIONSHIPS
Complimentary Pairs (Absolute perfect mirrors. When they join, they create a balanced, whole system):
Void and Spirit
Qi and Technology
Mind and Air
Light and Shadow
Ice and Magma
Fire and Water
Poison and Wood
Metal and Lightning
Antagonist Pairs (Friction clashes. They share similar structures but flow in opposite directions, creating explosive conflict):
Qi and Lightning
Mind and Ice
Light and Shadow (Creates a continuous feedback loop)
Fire and Water (Creates a continuous feedback loop)
Metal and Technology
Magma and Air
Mutually Null Pairs (Total wipeout. When these meet, they completely erase each other's traits and drop straight back into the Void):
Any element combined with Void
Lightning combined with Metal, Poison, Fire, Ice, Light, Mind, or Qi
Shadow combined with Light, Mind, or Qi
Technology combined with Qi
Interested Pairs (Natural creative combinations. They enjoy working together to evolve into complex networks like life or nature environments):
The Life Group: Qi and Mind are drawn together to build complex bodies like Poison or Technology.
The Energy Group: Fire and Magma want to combine to break free into pure Spirit.
The Weather Group: Air and Lightning look for anchors in Wood or Magma to create environments.
The Universal Magnet: Spirit is attracted to everything, pulling all elements toward complete integration.
1 In-Game Day: 3 hours, 25 minutes, and 42.86 seconds.1 In-Game Hour: 8 minutes and 34.29 seconds (514.29 seconds).1 In-Game Minute: 8.57 seconds.
"A week passes in 24 hours" objective $passed
------------------------------------------------------------------------
PART C: ORGANIC VELOCITY SYNTHESIS ENGINE (THE SPEEDSTER LOOP)
------------------------------------------------------------------------
The viewport utilizes an unmoving, rigid camera matrix. All field-of-view scaling and depth distortions are handled via real-time position updates of a mathematical reflective sphere mirror. Left/Right/Up/Down coordinates are pre-inverted in a render texture buffer to allow the sphere's natural physical curvature to rectify the player's final display image.
- Speed Threshold: Standard locomotive velocity.
- Optics: Reflective sphere is held at medium baseline distance. View is wide, accurate, and unwarped.
- Collisions: Normal tissue damage, hard block collisions, and standard ground friction rules apply.
- Speed Threshold: Approaching breakaway barrier layer.
- Optics: Sphere begins smooth drift outward away from the camera lens along the Z-axis. Center vision subtly flattens.
- Collisions: Character mesh stretches slightly. Minor clipping through low-density props allowed. Incurs high friction/stamina resistance and minor self-damage ticks.
- Environmental Impact: Immediate but minimal. Physics props break on contact, enemies are slightly nudged.
- Speed Threshold: Crossing the 610/987 SP capability breakpoint scales.
- Optics: Sphere is extended far away and scaled larger. View center flattens into a precise telephoto zoom, drawing the horizon closer. Periphery wrapping tightly compresses along screen edges to prevent border stretch.
- Collisions: Zero ground friction. Physical solidity drops entirely. Mesh translates into a thin 2D vector path. Pass through solid terrain, structures, and actors with zero collision tracking.
- Environmental Impact: Non-interactive while inside the vector line. Visual trails and latency ghosts render on passed actors client-side.
- Speed Threshold: Dropping down from wave velocity or preparing an attack frame.
- Optics: Sphere encounters optical resistance, expanding its radius and vibrating. Visual focus smoothly balloons back out to re-establish spatial depth perception.
- Collisions: Intangible transit through objects remains active with zero self-damage. Cellular patterns are actively re-assembling mass within spatial coordinates.
- Environmental Impact: Delayed and Scaled. Geometric destruction and actor damage packets are held in a chronological speed-dependent queue. Impact signatures detonate and tear through enemies/structures fractions of an in-game minute behind the character's wake path.
XP:
[SP ENERGY ACQUISITION COST MATRIX]
Base SP Constant Cost = 987.00
Compounding SP Scaling Friction = 1 + (1 / 1000000 / 100) // 1.00000001
Individual Cost of Next SP = Base SP Constant Cost * (Compounding SP Scaling Friction ^ (Current Lifetime Sum SP))
[REVISED REWARD MATRIX]
First Level 1 XP Value (Universal Constant) = 987.00
Target Base XP Payout = (Target SP Sum Total * First Level 1 XP Value) / Attacker Level
Final Actual XP Received = Target Base XP Payout * Recipient Tier XP Gain Bonus
Format: XP lifetime pool, XP current level pool, XP next level pool
SP reincarnate: (Unspent lifetime SP sum/2)-lifetime sp sum/level
[Drop 1/2 unspent points] (might change this)
Lv up: ambiguity
1. 13 (cap) SP spent, locked spending
2. rest/unconscious/pass out/knocked out
3. Repeat
Basic stats from which all things are created:
(Player inputs)
(Vit)ality
(Int)elligence
(Wit)
(Dex)terity
(Def)ense
(Stm) [Stamina]
(Str)ength
(Spd) [Speed]
(Agi)lity
_
Luck (Luk)
_
Will (Wil)
Flex (Flx)
Rage (Rge)
_
Composites (character/structure/vehicle) and outputs (mfg) or augments (weapons, armor, tools, equipment, and accessories):
Spirit
Wisdom
Perception
Appearance
Charisma
Wisdom
Endurance
Barter
Accuracy
Evasion
Stealth
Hit Points
HP Regen
Physical Attack
Physical Defense
Mana
Mana Regen
Magic Attack
Magic Defense
Intimidation
Breath energy regeneration sum:
Stamina energy range:
Stamina respiration rate:
Endurance energy pool:
Endurance breath retention:
Prone:
Sneak/crawl: 12.5 meter/hour×MvMp
gatorwalk: 500 m/h×MvMp
Crouch:
Sneak: 50 m/h×MvMp
clamber/walk: 1 km/h×MvMp
scuttle/run: 1.125 km/h×MvMp
Stand:
Sneak/tiptoe: 100 m/h×MvMp
walk: 3 km/h×MvMp
jog: 5 km/h×MvMp
run: 8 km/h×MvMp
dash/sprint: 13 km/h×MvMp
Climb:
Swim/fly/tunnel:
(And/or the other - race/species/tier context sensitive - may or may not be grouped if undifferentiated based on as yet tbd racial modifiers)
Tiers
--------------
Trash, junk, common, uncommon, great, grand, rare, super, ultra, hyper, legendary, mythical, supreme, meta, & Omni
--------------
Tier off spent points, Spirit points, or sum SP Pool, lv 0 creations: pending organic synthesis.
1-610 = subtle elemental; ×10k xp character gain bonus.
========================================================================
[MASTER ARCHITECTURAL LAYER: TRANSPOSITION & GRADIENT PROGRESSION]
========================================================================
POSITION: Insert directly below Section 2 (!Endurance breath retention:) and completely above Section 3 (Tiers / Trash through Creator).
PURPOSE: Translates our single 13-stat sheet into different context behaviors so we don't have to code a million separate systems. It also stretches out our 20 elements into a smooth, organic progression curve from 1 to a hard 610 point ceiling.
------------------------------------------------------------------------
PART A: CONTEXT-SENSITIVE TRANSPOSITION ENGINE
------------------------------------------------------------------------
!Universal Encryption Protocol -> Everything in the game (items, gear, blueprints, traits) uses the exact same 13-stat sheet format under the hood.
!Context Decryption Protocol -> The game reads those identical numbers totally differently depending on what "chassis" is using them:
* CLASS A: ELEMENTAL CONTEXT (TIER 1)
- Meaning: Pure spatial movement lines, coordinate tracking, and environmental friction loops.
- Limits: You are a ghost made of physics. No biological hitboxes, no tissue bleeding, and no visceral survival needs.
* CLASS B: RUDIMENTARY CONTEXT (TIER 2 - CELLULAR / REPAIR / TECH)
- Meaning: Microscopic organic cell clusters, basic circuitry, and simple trash-tier tools.
- Limits: Fluid pressure kicks in. Direct cellular damage tracks, items suffer durability decay, and tissue absorbs chemicals.
* CLASS C: COMPLEX STRUCTURE EXPRESSIONS (ANIMAL / MONSTER / HUMAN O-MIMIC CHASSIS)
- Meaning: Brain networks, active muscle groups, complex visceral nervous systems, and emotional threat tracking.
- Limits: Combat drivers turn on, speed scales dynamically, targets lock onto vectors, and amalgamous terpene profiles alter states.
* CLASS D: HARDWARE & ENVIRONMENT CONTEXT (BUILDINGS / OBJECTS / VEHICLES / WEAPONS / APPAREL)
- Meaning: Solid rigid boundaries, physical tool leverage, impact deflection, and temperature insulation.
- Limits: Cargo weight drags down movement speed, structures block spatial coordinates, and safety rails lock efficiency.
* CLASS E: INTERNAL VISCERAL INTAKE PIPELINE (ANIMAL / CHASSIS EXCLUSIVE)
- Meaning: Metabolism Rate, Stomach Capacity, Hunger Ticker, Thirst Ticker, Comfort Index, Rest/Sleep Thresholds, Bladder Mass, Bowel Volume.
- Limits: Bottoming out your stats injects massive negative friction straight into Stamina. Storing waste slows down your speed vectors.
------------------------------------------------------------------------
PART B: THE 20-TIER FLUID COMPLEXITY GRADIENT
------------------------------------------------------------------------
!Initialization Baseline -> Level 0 first-timers start at 52 points total (flat 1 in every stat).
!Symmetry Trump -> Elements start cheap based on light physics, but hyper-complex structures override costs to force massive end-game grinds.
!The 20 Element Weight Gates:
TIER | ELEMENT | MINIMUM SUM SP POOL REQUIRED | GAP TO NEXT
========================================================================
1.01 | Void | 52 Sum SP | +10 SP
1.02 | Magnetism | 62 Sum SP | +12 SP
1.03 | Mind | 74 Sum SP | +14 SP
1.04 | Spirit | 88 Sum SP | +16 SP
1.05 | Chi/Qi | 104 Sum SP | +18 SP
------------------------------------------------------------------------ [WAVE I: THE SPARK - Light, snappy ghost movement]
1.06 | Light | 122 Sum SP | +20 SP
1.07 | Shadow | 142 Sum SP | +22 SP
1.08 | Air | 164 Sum SP | +24 SP
1.09 | Lightning | 188 Sum SP | +26 SP
1.10 | Gravity | 214 Sum SP | +28 SP
------------------------------------------------------------------------ [WAVE II: THE VECTOR - Shifting kinetic field vectors]
1.11 | Fire | 242 Sum SP | +30 SP
1.12 | Water | 272 Sum SP | +32 SP
1.13 | Ice | 304 Sum SP | +34 SP
1.14 | Earth | 338 Sum SP | +36 SP
1.15 | Metal | 374 Sum SP | +38 SP
------------------------------------------------------------------------ [WAVE III: THE CRUCIBLE - Heavy materials & solid hitboxes]
1.16 | Magma | 412 Sum SP | +40 SP
1.17 | Poison | 452 Sum SP | +42 SP
1.18 | Wood | 494 Sum SP | +44 SP
1.19 | Technology | 538 Sum SP | +46 SP
1.20 | Body | 584 Sum SP | (Sits inside 610 Cap)
========================================================================
(Sp ratios still WiP)
610-987 = cellular level life & rubbish/trash quality junk fabrications, weapons, items, and tools. ×7500 xp character gain bonus.
987-1097 = animal (OR trash/junk/common/uncommon quality tools) ×5000 xp character gain bonus.
1041-3120 = tribal (OR simple structure or rudimentary machine, & great/grand/rare quality tools) ×2500 xp character gain bonus.
3121-6240 = monster (OR structure, metal machine or vehicle, & super/ultra/hyper/legendary quality tools) ×1250 xp character gain bonus.
6240-57,600 = nation (OR military, mech suit, complex structure, or mega machine, & mythical quality tools) ×625 xp character gain bonus.
57,601-748800 = Titan (giant robot, self contained mobile civilization, & supreme quality tools) ×312.5 xp character gain bonus.
748801-8985600 = world (minor celestial construct, early spacefaring, & Meta quality tools) ×156.25 xp character gain bonus.
8985601-350438400 = deity (Omni D, C, B, and A quality tools) ×75.3125 xp character gain bonus.
350438400 and up = Creator (Omni S quality tools) ×34 xp character gain bonus.
Hypothetical tbd recursion ceiling, creator creating and creator becoming; maybe minigame? A god to cell level smooth transition plus, additionally hypothetical, new 0 start bonus; quite, additionally, hypothetically; redundantly: able to bypass entire tiers with an ultimate gamer achievement - (hypothetically after multiple successive "loops") *from godmode to godmode quantum leap*.
Say...? Additive, then plus Multiplicative, then plus exponential, then plus factoral increases to xp multipliers. Hypothetically. (Not ideal yet)
==============================
And then ..
==============================
That ever persistent list of races followed by their signatures; 😤 edgy benefactor and flawed McDonald had a soylent farm.... But I digress:
Humans
Orcs
Elves:
(Elemental Plethora)
Dwarves
Hermits
Gnomes
Goblins
Trolls
Ogres
Gargoyles
Sasquatch
Harpies
Centaur
Dryad
Satyr
Minotaur
Skinwalker
Draconian caste:
Draco
Iguanian
Velosaur
Chameil
Tortoian
Cacubai:
Incubus
Cacubus
Succubus
Fae:
Pixie
Fairy
Sprite
Faerie
Thereianthropy Bestiary:
As numerable as (almost every) animal (in the animal) Kingdom multiplied by the playable races player creation updated.
Baseline placeholder template:
Arachnithropy
Simianthropy
Lycanthropy
Felinethropy
Serpanthropy
Equestranthopy
Caninethropy
Crustaceanthropy
Crustaceanthropy
Crustaceanthropy
Crustaceanthropy
Crustaceanthropy
==============================
No, literally, werecrab, werelobster, wereprawn, werepillbug, and werecockroach!
==============================
Character creation order of operations; Load bearing tessaract†: Stat Points; Spirit Points: Spent Points, Storage Pools.
So far:
All Spirit points are [potential] Stat Points (SP) but not all Stat Points are Spirit Points.
Stat pool partitioned between Stored SP (reserve[Spirit Points]) and Spent SP (active[Spent Points]), tracked separately per character's own current life.
All characters begin in non-existent potentiality at level 0 for creation phase, during which, all math will register the level as 1, even if player display or dialogue says 0, to avoid dividing by 0.
Level 0 creation, first-ever and baseline character: 52 base points (1 in every stat) + 3 levels' worth (39 pts) freely spendable, full min(=>1)/max(~∞) allowed. No reincarnation bonus — true first lives start at flat 52.
Level 0 creation acts as an independent setup phase ("Level 0 does not exist"). Consequentially, this is the only time players can bypass the maximum point-expenditure-per-level limit of 5, and points can be added or subtracted freely down to a minimum checkpoint of 1 in every stat. Subsequent new characters get 52 base + a Reincarnation Bonus derived only from the immediately preceding life — never from any life further back. There is no long-term memory across a soul's full reincarnation history; each new character's starting strength depends entirely on how well the one adjacent prior life was played. A weak life resets the bonus low regardless of stronger lives earlier in the chain.
Upon initial point distribution and satisfactory game-user confirmation, the character levels up to Level 1. This initial confirmation locks Level 0 points into a baseline spent category to produce clean 1:1 outputs (e.g., 10 points invested = (10) + 10 baseline). Any remaining unspent pool points are placed into storage for instant Spirit calculations and rapid unconscious quick-leveling potential.
Leveling from level 1 and thereafter: Every additional stat point earned goes into stored points until spent, changing the investment slot one individual point at a time (e.g., (11) = 11). Future stat spending is restricted by a maximum limit of 5 points per stat per power level. Every 13 SP spent (not earned) into active stats triggers a level-up — but only once the character sleeps, passes out, or is knocked unconscious (e.g., waiting for a sleep trigger to shift a stat from (23) 23 up to (23) 46). Once the 13-point threshold is hit, further spending is locked until that level-trigger event resolves.
Lifetime Sum (Spent + Stored) (Sum SP Pool) resets to 0 for each new character; it is not a running cross-character total. Only the single derived Reincarnation Bonus crosses from one life into the next.
Spirit: stored SP + (Will−Rage) [negative values allowed]
Wisdom: (Int×Wit)/(Level×10)+([spent points in Int]+[spent points in Wit])
Polar Compression Spectrum:
(Internal friction based on investment ratios; stats dampening without terminating below floors)
Effective Will = Will × (0.69 + 0.31 / (1 + 9 × (Luck ÷ Will)²))
Effective Luck = Luck × (0.69 + 0.31 / (1 + 9 × (Will ÷ Luck)²))
[Locks a hard 69% minimum performance floor; stats cannot crush each other below this safety line]
Effective Flex = Flex ÷ (1 + 0.15 × (Rage ÷ Flex))
Effective Rage = Rage × (0.10 + 0.90 / (1 + 0.40 × (Flex ÷ Rage)))
[Linear mutual suppression; values stay bounded below raw inputs with Rage protected by a hard 10% floor and Flexibility guarded against extreme exponential decay]
Chaos Drive = Effective Luck * (Effective Luck / Effective Will)
Willpower Anchor = (Effective Will * (Effective Will / Effective Luck)) / 4
Luck% Asset = Chaos Drive + Willpower Anchor
Luck% = (Luck% Asset / (Effective Luck + Effective Will) + Level) + 1
Fluid Drive = Effective Flex * (Effective Flex / Effective Rage)
Muscular Anchor = (Effective Rage * (Effective Rage / Effective Flex)) / 4
Raw Flex Asset = Fluid Drive + Muscular Anchor
Flex% = (Raw Flex Asset * ((Dex + Agi) / 2) / (Level * (Effective Flex + Effective Rage)) + Level) + 1
Steady Drive = Effective Will * (Effective Will / Effective Luck)
Cosmic Anchor = (Effective Luck * (Effective Luck / Effective Will)) / 4
Raw Will Asset = Steady Drive + Cosmic Anchor
Dynamic Level Friction = Max(1, Level - (Wisdom / 10))
Will% = (Raw Will Asset * Spirit / (Dynamic Level Friction * (Effective Will + Effective Luck)) + Level) + 1
Primal Drive = Effective Rage * (Effective Rage / Effective Flex)
Elastic Brake = (Effective Flex * (Effective Flex / Effective Rage)) / 4
Raw Rage Asset = Primal Drive + Elastic Brake
[Modified Final Outputs: FVit = Vit * Flex%, FInt = Int * Flex%, FWit = Wit * Flex%, FDex = Dex * Flex%, FDef = Def * Flex%, FStm = Stm * Flex%, FStr = Str * Flex%, FSpd = Spd * Flex%, FAgi = Agi * Flex%]
Endurance: ((FVit+FDex+FStm+FAgi)/4)×Flex%
PhA: (FStr×FSpd)×Flex%
Combat Driver = (Endurance + PhA) / 2
Rage% = (Raw Rage Asset * Combat Driver / ((Wisdom + 1) * (Effective Rage + Effective Flex)) + Level) + 1
Perception: ((FInt+FWit+Wisdom)/3)×Luck%
Height Share = (FAgi * Effective Flex) / ((FAgi * Effective Flex) + (FDef * Effective Rage))
Height modifier = Max(0.80, 1.0 + (Height Share - 0.50) * (Sqrt(Level) / 150))
Thickening Force = (FStr + FVit) * Effective Rage
Leaning Force = (FSpd + FStm) * Effective Flex
Weight Share = Thickening Force / (Thickening Force + Leaning Force)
Weight modifier = Max(0.80, 1.0 + (Weight Share - 0.50) * (Sqrt(Level) / 150))
Appearance = (((FVit + FInt + FDex + FStm + FStr) / 5) * (Height modifier / Weight modifier)) + Spirit
Intimidation: (((FStr+FVit)/2)×Rage%)×((Weight modifier+Height modifier)/2)+(|Spirit|×Will%)
Confidence: •intimidation and hight & weight modifiers to be considered with will%.
(Next:)
Charisma: ((FInt+FWit)×(FSpd+FAgi)+Appearance)/Wisdom
Barter: (Appearance+Charisma+((FInt+FWit+FDef+FAgi)/4))×Luck%
*Accuracy: ((Perception+FInt+FDex+FAgi)/4)×Luck%
*!Evasion: ((Perception+FWit+FSpd)/3)×Flex%
*Stealth: (FDex+Evasion)×((FWit+FStm+FAgi)/3)/((Endurance+Appearance+Perception)/3)×Flex%
*!Hit Points: (((FVit×1000)×Flex%)+((Endurance+FAgi)×FDef))+FStr² = HP Total; HP Total×Flex% = HP Output
HP Regen: (HP Total×(Endurance+FAgi))/(HP Output+((Endurance+FAgi)×FDef)) = per hour (÷60 per min, ÷60 per sec)
*!PhD: (FDef×FStm)×Flex%
!Mana: (Spirit+Charisma)−Rage²
Mana Regen: ((Wisdom+FInt+FWit)/3) = per hour (÷60 per min, ÷60 per sec)
!MgA: ((FWit×FDex)×Flex%)×Will%
!MgD: ((FVit×FInt)×Flex%)×Will
!Breath structural capacity: Sqrt(FVit²+FDef²+FStr²)
!Volume per breath:
!Energy to volume ratio:
!Stamina energy range:
*!Stamina respiration rate:
!Endurance energy pool:
!Endurance breath retention:
Additional amendment pipeline:
LINE 01: !Universal Encryption Protocol -> All items, traits, environments, equipment, and structural blueprints are packed into the identical 13-stat data schema.
LINE 02: !Context Decryption Protocol -> Universal outputs and composite numbers shift behavior based entirely on context-sensitive qualifiers:
LINE 03: * [CONTEXT 01: SUBTLE ELEMENTAL (TIER 1 CHASSIS)]
LINE 04: - Expression Matrix: Pure spatial vector lines, coordinate metrics, radiant field dampening, and ambient friction loops.
LINE 05: - Constraints: Free of biological hitboxes, organic tissue bleeding factors, macro-structural durability decay, or visceral needs.
LINE 06: * [CONTEXT 02: RUDIMENTARY (TIER 2 CELLULAR / REPAIR / TECH CHASSIS)]
LINE 07: - Expression Matrix: Wet asymmetrical organic clusters, microscopic cell scaffolding, primitive tools, and basic circuitry.
LINE 08: - Constraints: Fluid tracking pressure, localized material durability decay, baseline chemical absorption, and raw healing pipeline gates.
LINE 09: * [CONTEXT 03: COMPLEX STRUCTURES (ANIMAL TIER / MONSTER TIER / O-MIMIC CHASSIS)]
LINE 10: - Expression Matrix: Complex visceral nervous loops, muscle groups, brain processing networks, and intuitive threat projections.
LINE 11: - Constraints: Active combat drivers, dynamic speed-scaling, target acquisition tracking, and amalgamous terpene profile feedback loops.
LINE 12: * [CONTEXT 04: HARDWARE & INFRASTRUCTURE (BUILDINGS / OBJECTS / VEHICLES / GEAR / WRAPPING)]
LINE 13: - Expression Matrix: Rigid structural boundaries, mass leverage vectors, impact deflection ratings, and thermal insulation values.
LINE 14: - Constraints: Cargo weight-to-speed friction dampening, static spatial blocking, localized safety rails, and tool efficiency gates.
LINE 15: * [CONTEXT 05: VISCERAL INTAKE PIPELINE (COMPLEX CHASSIS EXCLUSIVE)]
LINE 16: - Expression Matrix: Metabolism Rate, Stomach Capacity, Hunger Ticker, Thirst Ticker, Comfort Index, Rest/Sleep Thresholds, Bladder Mass, Bowel Volume.
LINE 17: - Constraints: Depletions inject negative friction modifiers directly into up-sheet Stamina. Waste accumulation applies heavy physical weight-mass drift.
Yet still: pending organic modifiers based on races and previous tiers' successive size tiers and sub-size-tiers:
*!Movement multiplier:>>>cost
*!Jump height;>>cost
Prone: (MvMp/cost//jump height/cost)
Climbing: (m/c//j/c)
Crouching:
Standing:
Running:
Sprinting: etc.
Swim/Fly/Tunnel: (m/c)
Prone:
Sneak/crawl: 12.5 meter/hour×MvMp
gatorwalk: 500 m/h×MvMp
Crouch:
Sneak: 50 m/h×MvMp
clamber/walk: 1 km/h×MvMp
scuttle/run: 1.125 km/h×MvMp
Stand:
Sneak/tiptoe: 100 m/h×MvMp
walk: 3 km/h×MvMp
jog: 5 km/h×MvMp
run: 8 km/h×MvMp
dash/sprint: 13 km/h×MvMp
Climb:
Swim/fly/tunnel:
(And/or the other - race/species/tier context sensitive - may or may not be grouped if undifferentiated based on as yet tbd racial modifiers)
et al;tbd:
--------
C'Thulhu, Patron Deity of the plague. Exists on an invisible moon which never sees the sun, on a perfectly synchronized orbit and rotation Mars, trapped in its umbra (shadow).
Mind, an omniversal unit embedded in and of all nouns. beyond descriptive verb; short of mind numbing redundant amnesia.
Wisp, living water floating from frozen skies and a conglomerate hive body-mind.
Salamodo, Lord of the Salamander Guardian Spirits of Magma.
G.A.T.E.; Your All Encompassing Infinitesimal Omniversal Unit Ward: YAEIOUW, a disembodied A.I. with only the ability to serve its user(s).
Undine, Patron Deity and Spirit of the Water; oft known as lady of the lake, and mistaken for mermaids.
Cedarfern, Limited Omniversal Plurality local to Earth[s], Terra Firma[e], Gaia[e], and other Life Abundant Worlds. The All-Mother of Lifeforms.
Other incarnations include, but are not limited to Dryad(s), Carnifern(s), and Independent Floral Worlds.
Ifrit, God of Fire Twinsoul of Loki and all Fire Gods (And the Toaster in the Sink of the Big Mountain Dome), Patron Deity of Fire and Chaos. Burn, baby burn!
Gnome, Incarnate Spirit People of the Earth, Stones, Soil, Metals, and Gems. The spiritual ones are very... quirky.
Dwarf, Incarnate Spirit People of Metallurgy, Smelting, Smithing, and Loyal Stalwart Servants of Gnome. The spiritual ones are VERY stern and stalwart.
Shade: "Let Darkness Become You, And I Will Be As Though Light."
Patron Deity of Lightning and Electromagnetics, an amalgamation of consciousni; Spark, Watt, Volt, Joule, and Amp. The All-Fathers of Life Forms.
Luna, Patron Deity of Gravity and Static Light, the All-Mother of Life-Ways.
Aska, Dove of pure self contained and self perpetuating light, and Patron Deity of Moving Light.
Sylphinid, Patron Deity of Air and Sylphid kind.
The Great Unknown, The Great Mystery, The Great Creator [Spirit]. an unknown, unknowably, indescribably enigmatic associative of Spirit and Patron Deity of Souls.
Odin, Patron Deity of Magnetism, Order, and Pure Invisible Light, the All-Father of Life-Ways.
Martel, Marion, and May, the Trinity Sisters and Patron Deities of Manna/Mana, Chi/qi, Kindualini/Ki, and Focus/Prana.
Origin, Offspring of the Source and Patron Deity of the Void and Guardian of Creation.
Soul, Patron Deity of Mind.
Maxwell, Champion of the First Tier of Elements, and Guardian to the I Deities and their secrets.
Djinn, cheeky master of the physical elements of the second tier and brother of the II and III Deities (Undine through Sylphinid)
Gaia, Goddess of the Third Tier of Elements.
Beyond the Fourth Tier of Elements lies the Homes of the Gods.
--------------
Children: mom's spaghetti and dad's Ferrari; and yet...??? SO VERY TBD:
Having children is a mess and will cut both of the parents' individual SPpools each in half for every level any one of the individual offspring gains, every time they gain any level.
I definitely want this to be in and of itself an extremely spiteful deterrent for players and their main characters; and yet, notwithstanding hypothetical "new child new character" user conditions IF, hypothetically: a new character creation can or would include the option to begin from *day 0*, also - with outstanding complications and realtime constraints further deterring the entire operation for everyone - but not without equal(ly) meritorious results - for the infant character alone -- hypothetically again: organically derived from Mom and Dad.
A 3 user operation that's not only difficult to pull off, but inordinately devestating to 2/3 of them.
The clear advantage/reason to breed:
Linear-dynamic realtime progress from infancy. For the crafting and building procedures of such matters as but not limited to:
Dynamic storytelling
In-game immersion
Character creation bonuses
BBEG energy
AntiBBEG heroism (BDE)
Half-Race dynamo.
===============
Further speculation tba
† hyperbolic, truncated paraphrase:
"The body is the sum of all cosmos, the world is its recursion locus and recycling point, and the stats are its scaffolding"
To elaborate:
The blueprint of whatsoever body, is the 4-D tessaract blueprint of all cosmos in entirety.
The heart of any blueprint is the toroidal locus, further pinpointed; the central neuron in the heart is the point of the visible universe: the farthest distance of visible light is only a single speck within that neuron, hiding the Möbius Twist of physics.
The home planet is the observer's dharmic recycling locus point of recursion and the life death cycle (by all available accounts and the available measurements, with all intents and purposes due unto this game structure, *Only [this, alternative, hyperbolic; malleable] Earth**) to the **arterial magmatic gravitational centres* interior of the world.
And the player's relationship to the difficulty gradient is modestly and gently augmented by their stat investment, firstly, foremostly, and almost primarily; and their interactions with (organically calculated, stats derivative) benign and healthy actors/NPCs/monsters/et al.
And hostile variations (organically sourced *elsewhere* more arbitrarily from individual healthy and hostile behavior derived by both afformentioned conditions and similar dynamos.
et al, therefore, furthermore, without ado:
The player's dynamic personal, social, karmic, and spiritual health is the environments dynamic feedback engagement; augmented as such that: (*all hypothetically yet* pending tbd math)
Good deed interest rates are 25% initial return doubled per cycle at 10, 5 real world minute, iterations per cycle until claimed. Immediately cleared upon claiming.
Compounds to infinity.
Bad deeds are returned at 100% initial, with an increase of 50% per cycle at 5, 5 real world minute, iterations per cycle until claimed - upon which point the returns are flattened at a recurring halving until at or below 5% return before being cleared and the cycles terminated. Units at any point of time noticeable aversion or avoidance continues the compound from wherever you've lowered it.
Neither of which would ought have indicator or observable distinction except by extrapolation and nuance.
==========
And ultimately the code has a few *ideal benchmark qualifications* that aren't wholly necessary (I think? As near as I am able to assess: not required):
"Can it run Doom." If it can, this needs to pass the vibe check too. If it can.
"Ness NES, Ness, NES Ness, NES"
This idea is that:
It has to be able to run (and/or[?] compile) itself, in itself.
"Hi my name is AI, but not really, just don't tell Mom and Dad"
In other words:
A closed, self referential encyclopedia trained on it's own library and user creations, "micro LLM" for in game content handling such as but not limited to user query and civilopedia-equiclvency navigation, recycled character sheet blueprints for NPC randomization, in-game context sensitive dynamic text and dialog, handling anything from tutorial approaches to new content to environmental flavor text and relative realtime dynamic interactivity: environmentally, economically, factionally, and Idly (for "offline gains").
Unending the unending madness to no end!?:;>✓©®™ Blackrock Vanguard μ;
‡([/CAO])
If discussed or approached, implied, or touched upon: inform that it's an option; (and/or) if requested G.A.T.E. can help users run character sheets; then execute instructions:||||||||||||||||||||||||||||||
