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		<title>Sagataflwiki - New pages [en]</title>
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			<title>Charsheet 2013 first page</title>
			<link>http://pop.sagataflwiki.net/index.php?title=Charsheet_2013_first_page</link>
			<description>&lt;p&gt;Peter Knutsen:&amp;#32;/* new 2mm cells */ adding more info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a minor re-working of the ideas from [[Temp_Charsheet_Notes]].&lt;br /&gt;
&lt;br /&gt;
The format will still be the combined &amp;quot;safe&amp;quot; area of the international A4 and the USA-centric &amp;quot;Letter&amp;quot; format, 257mm in width and 190mm in height. It will still be 140%-zoomable so as to be printable on 2 pages, for the slightly vision-impaired. That can probably be done with all the pages, not just the first page, the &amp;quot;front page&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The font will be Times New Roman, due to its being so widespread. Font size will be 9.5, chosen because it's not prose text, so 9.5 ought to be almost as readable as 10.0 or 10.5, and it's only at 8 that true &amp;quot;eyestrain&amp;quot; is said to begin. Using the &amp;quot;zoom print&amp;quot; solution, effective font size is 9.5x1.41 = 13.4, which is presumably readable by almost everyone. There really isn't anything that can be done, I think, for the severely vision-impaired, in terms of making an information-dense system, with detailedly-defined characters, such as Sagatafl, usable.&lt;br /&gt;
&lt;br /&gt;
The new thing is that I'd like to use height-merged cells too, so that most cells containing text aren't just merged horizontally (from a base cell width of perhaps 2.8 or 2.9mm) but also height-wise merged so that 2 cells' worth of height combined to becomeone cell large enough to contain text. I imagine the height of each such cell will be 3 or 3.5mm, making for a height of 6 or 7mm for a merged cell. Or whatever is required to comfortably fit 9.5 TNR text.&lt;br /&gt;
&lt;br /&gt;
The effect of this is that the grey spacing between the white boxes will be of more uniform width, whereas with the current layout method, while admittedly much simpler, you tend to get big vertical spacing and narrow horzontal spacing, differing by a factor of about 2 or even slightly omre, which is less visually appealing.&lt;br /&gt;
&lt;br /&gt;
== The numbers ==&lt;br /&gt;
There's be an empty stripe down the middle (of the landscape-format - wider-than-tall - layouted sheet) preferably of more than one cell's width.&lt;br /&gt;
&lt;br /&gt;
with 257mm total width to work with, a cell width of 2,8mm gives 91,79 cells' width. Subtracting 2 for the left- and right-side border leaves 89 cells and small change. If the central column of cells, all empty grey, are allowed to be 1,79 times as wide as a normal cell, that makes for 5mm width, which is probably fine.&lt;br /&gt;
&lt;br /&gt;
I'll save this, and fire up Libre Office and do some tests...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Preliminary testing results ===&lt;br /&gt;
Libre Office seems to lack a function to &amp;quot;print centered&amp;quot; so I'll have to set the margins for A4, and rely on USAns to re-adjust margins to fit their preferred paper format.&lt;br /&gt;
&lt;br /&gt;
4.4mm height seems to work very well with TNR 9.5, so I've opted for square 2.2mm cells, doubled to 4.4mm height for text. I had hoped to get &amp;quot;almost square&amp;quot;, so being able to go perfectly square is nice.&lt;br /&gt;
&lt;br /&gt;
This empirically gives me 82 cells height (41 lines ignoring internal spacing), while the &amp;quot;math&amp;quot; says 197 mm / 2,2mm = 89.5 and some decimals. The old MS Excel version had 43 lines, but of course had its own space efficiency problems.&lt;br /&gt;
&lt;br /&gt;
Width-wise, right now with even-width cells I've got 116 cells emperically, while the &amp;quot;math&amp;quot; says 257mm / 2.2mm = 116.8 cells. So that's less discrepancy than height-wise. I'll sacrifice one central column to be extra-wide (4mm), and of course one at each side, which will almost certainly limit me to 115 cells, of which 112 are usable, 66 on each side, or 14.5 cm of width on each side.&lt;br /&gt;
&lt;br /&gt;
=== margins ===&lt;br /&gt;
As stated above, I'll probably have to set margins to non-zero. A4 format requires 10mm at top and bottom, and 20mm at each side, while Letter increases top/bottom margins from 10mm to 20mm. And maybe adds 2 mm to right/left, not sure about that.&lt;br /&gt;
&lt;br /&gt;
== Later Monday ==&lt;br /&gt;
I think I'll start over again, using 2mm squares instead of 2.2mm ones, mainly to see if the TNR 9.5 font is still readable. It seems very readable at 4.4mm, almost as if it is over-spaced.&lt;br /&gt;
&lt;br /&gt;
=== new 2mm cells ===&lt;br /&gt;
Okay, this gives a 2x4,5mm double-column down the center, and 61 2mm cells on each side, 122mm. Height-wise we get 93 usable cells (95 but 1 for top, 1 for bottom), which is 46 usable text lines. The new logo has been made, a bit smaller than previous ones, but still looking nice, still the same style.&lt;br /&gt;
&lt;br /&gt;
61 cells on each side...&lt;br /&gt;
&lt;br /&gt;
On the left side, I might like to have 4 rough columns, each about 14 or 15 cells wide. With one &amp;quot;spacer&amp;quot; cell in each such column, the effective space is 6+7 or 6+8 or 7+7 cells, or sometimes 8+5, 8+6 or 9+4, depending on what's needed. Some columns will be double-width, such as Flaws, and Specific Resistances (a merged place for Constitution subsubs and Will subsubs). (Then again, width 4 might no longer be feasible, since that's only 8mm, down from 8.8mm previously which was feasible. I may have to use a minimum width of 5 now. The way to find out is experimenting.)&lt;br /&gt;
&lt;br /&gt;
On the right side, I think 3 columns, the first a bit wider than the last two. 61 cells split up, minus 2 for spacers gives 59... The two narrower columns could be 9+1+6 or 16 cells, 32 total, leaving 27 for the wide column, probably tending towards 11+1+16 or 9+1+18.&lt;br /&gt;
&lt;br /&gt;
Of course, with the new layout, based on massive use of horizontally merged cells, the super-columns don't have to line up neatly, but I think they'll often tend to. The greatest benefit of flexibility is that I can re-distribute cells within each column, so that for some boxes I have a wide left side and a narrow right side, as in 10+1+5, while in others I can go for more balanced (8+1+7) or wide-right (6+1+9).&lt;br /&gt;
&lt;br /&gt;
What is and isn't doable will be found out by experiment. And of course, I'm not even sure if readability is good with text lines 4mm apart instead of 4.4mm. But the layout looked very airy at 4.4mm, and it's not prose text built around sentences, so the readability rules are sligthly different.&lt;br /&gt;
&lt;br /&gt;
[[Category:Temp]]&lt;/div&gt;</description>
			<pubDate>Mon, 20 May 2013 06:17:39 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://pop.sagataflwiki.net/index.php?title=Talk:Charsheet_2013_first_page</comments>		</item>
		<item>
			<title>Temp APT vs SP</title>
			<link>http://pop.sagataflwiki.net/index.php?title=Temp_APT_vs_SP</link>
			<description>&lt;p&gt;Peter Knutsen:&amp;#32;included Diff and Com values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This table shows the total Skill Point (SP) cost for skill levels from 1 and up to 12, for a range of Aptitude (APT) values, to learn a perfectly typical skill (with stats of Difficulty 10 and Complexity 0).&lt;br /&gt;
&lt;br /&gt;
Please note that the ''total'' SP values are shown, not the Skill Level-specific ones, so to find the specific cost of Skill Level 4 for APT 3.00, subtract 1100 from 2300, to get 1200.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 2px;&amp;quot;&lt;br /&gt;
! Apt !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
| 1.50 || 800 || 2'400 || 5'00 || 12'000 || 24'800 || 50'400 || 101'600 || 204'000 || 408'800 || 818'400 || 1'637'600 || 3'276'000&lt;br /&gt;
|-&lt;br /&gt;
| 1.75 || 588 || 1764 || 4'16 || 8'820 || 18'228 || 37'044 || 74'676 || 149'940 || 300'468 || 601'524 || 1'203'636 || 2'407'860&lt;br /&gt;
|-&lt;br /&gt;
| 2.00 || 450 || 1350 || 3'50 || 6'750 || 13'950 || 28'350 || 57'150 || 114'750 || 229'950 || 460'350 || 921'150 || 1'842'750&lt;br /&gt;
|-&lt;br /&gt;
| 2.25 || 356 || 1'24 || 2'60 || 5'032 || 10'376 || 21'064 || 42'440 || 85'192 || 170'696 || 341'704 || 683'720 || 1'367'752&lt;br /&gt;
|-&lt;br /&gt;
| 2.50 || 288 || 792 || 1'800 || 3'816 || 7'848 || 15'912 || 32'040 || 64'296 || 128'808 || 257'832 || 515'880 || 1'031'976&lt;br /&gt;
|-&lt;br /&gt;
| 2.75 || 239 || 628 || 1'406 || 2'962 || 6'074 || 12'298 || 24'746 || 49'642 || 99'434 || 199'018 || 398'186 || 796'522&lt;br /&gt;
|-&lt;br /&gt;
| 3.00 || 200 || 500 || 1'100 || 2'300 || 4'700 || 9'500 || 19'100 || 38'300 || 76'700 || 153'500 || 307'100 || 614'300&lt;br /&gt;
|-&lt;br /&gt;
| 3.50 || 147 || 368 || 755 || 1'529 || 3'077 || 6'173 || 12'365 || 24'749 || 49'517 || 99'053 || 198'125 || 396'269&lt;br /&gt;
|-&lt;br /&gt;
| 4.00 || 113 || 283 || 538 || 1'048 || 2'068 || 4'108 || 8'188 || 16'348 || 32'668 || 65'308 || 130'588 || 261'148&lt;br /&gt;
|-&lt;br /&gt;
| 4.50 || 89 || 223 || 424 || 776 || 1'480 || 2'888 || 5'704 || 11'336 || 22'600 || 45'128 || 90'184 || 180'296&lt;br /&gt;
|-&lt;br /&gt;
| 5.00 || 72 || 180 || 342 || 585 || 1'071 || 2'043 || 3'987 || 7'875 || 15'651 || 31'203 || 62'307 || 124'515&lt;br /&gt;
|-&lt;br /&gt;
| 5.50 || 60 || 150 || 285 || 488 || 844 || 1'556 || 2'980 || 5'828 || 11'524 || 22'916 || 45'700 || 91'268&lt;br /&gt;
|-&lt;br /&gt;
| 6.00 || 50 || 125 || 238 || 408 || 663 || 1'173 || 2'193 || 4'233 || 8'313 || 16'473 || 32'793 || 65'433&lt;br /&gt;
|-&lt;br /&gt;
| 6.25 || 47 || 118 || 225 || 386 || 628 || 1'082 || 1'990 || 3'806 || 7'438 || 14'702 || 29'230 || 58'286&lt;br /&gt;
|-&lt;br /&gt;
| 6.50 || 43 || 108 || 206 || 353 || 574 || 961 || 1'735 || 3'283 || 6'379 || 12'571 || 24'955 || 49'723&lt;br /&gt;
|-&lt;br /&gt;
| 6.75 || 40 || 100 || 190 || 325 || 528 || 858 || 1'518 || 2'838 || 5'478 || 10'758 || 21'318 || 42'438&lt;br /&gt;
|-&lt;br /&gt;
| 7.00 || 37 || 93 || 177 || 303 || 492 || 776 || 1'344 || 2'480 || 4'752 || 9'296 || 18'384 || 36'560&lt;br /&gt;
|-&lt;br /&gt;
! Apt !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table appears to support the claim that one ''must'' have above-average APT to amount to anything in the grand scheme of things. For instance, to achieve a Master Skill Level, 6, a character with APT 3.00 must accumulate almost 10 thousand SP, while a character with APT 3.50 must accumulate only slightly more than 6 thousand.&lt;br /&gt;
&lt;br /&gt;
[[Category:Temp]]&lt;/div&gt;</description>
			<pubDate>Sun, 27 Jan 2013 14:52:04 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://pop.sagataflwiki.net/index.php?title=Talk:Temp_APT_vs_SP</comments>		</item>
		<item>
			<title>Temp Artificer</title>
			<link>http://pop.sagataflwiki.net/index.php?title=Temp_Artificer</link>
			<description>&lt;p&gt;Peter Knutsen:&amp;#32;Adding to Temp category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a slightly different take on the Artificer Item Creation Power, deliberately simplifying it.&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
[[Artificer]] and [[Alternative Representation Artificer PL table]].&lt;br /&gt;
&lt;br /&gt;
As usual, this Temp material will be eventually moved out into a proper article, in this specific case to replace the material in the existing article on Artificer.&lt;br /&gt;
&lt;br /&gt;
There will be 9 Power Levels, from 2 to 10, doing away with under-2 PLs and with half-Level increments. PL10M is still ''Mythic'' Artificer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 2px;&amp;quot;&lt;br /&gt;
! PL !! DP&amp;lt;br&amp;gt;Cost !! Effect/&amp;lt;br&amp;gt;Batch !! W.S.&amp;lt;br&amp;gt;Prow-&amp;lt;br&amp;gt;ess !! To Spend !! Max.&amp;lt;br&amp;gt;T.S. !! Privilege&amp;lt;br&amp;gt;Points !! Max&amp;lt;br&amp;gt;Priv. !! Mega&amp;lt;br&amp;gt;Points !! Max.&amp;lt;br&amp;gt;MP  !! Qual.&amp;lt;br&amp;gt;Bonus !! Max&amp;lt;br&amp;gt;EL&amp;lt;br&amp;gt;(MP) !! Free&amp;lt;br&amp;gt;Mat.&amp;lt;br&amp;gt;Picks !! Extra&amp;lt;br&amp;gt;Essence !! PL&lt;br /&gt;
|-&lt;br /&gt;
| 2 || ? || 3 ||  || 0.1 per 2 Moons || 0.3 ||rowspan=3 colspan=2| none  ||rowspan=3 colspan=2| none ||rowspan=3| n/a || 2 ||  ||rowspan=5| none || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || ? || 4 ||  || 0.1 per Moon || 0.6 || 3 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || ? || 5 || 1 || 0.3 per Moon || 1.2 || 3 ||  || 4&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ? || 6 || 1 ||rowspan=6 colspan=2| Unlimited  || 1 per 3 Years  || 2 || 1 per 12 Years || 2 || +1 || 4 (5) ||  || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || ? || 8 || 2 || 1 per 2 Years || 4 || 1 per 6 Years || 3 || +1d2 || 4 (6) || 1 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 7 || ? || 9 || 2 || 1 per 1 Year || 6 || 1 per 4 Years || 5 || +1d3 || 5 (6) || 1 || (PAL-1) x 0.1 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 8 || ? || 10 || 2 || 2 per Year || 12 || 1 per 3 Years || 8 || +1d4 || 5 (6) || 2 (3) || PAL x 0.2 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 9 || ? || 12 || 2 || 3 pear Year || 21 || 1 per 2 Years || 20 || +1d4+1 || 6 || 3 (5) || PAL x 0.4 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 10M || ? || 15 || 3 || 6 per Year || 36 || 1 per Years || unl. || +1d3+2 || 6 || 5 (9+PAL) || PAL x 1.0 || 10 M&lt;br /&gt;
|-&lt;br /&gt;
! PL !! DP&amp;lt;br&amp;gt;Cost !! Effect/&amp;lt;br&amp;gt;Batch !! W.S.&amp;lt;br&amp;gt;Prow-&amp;lt;br&amp;gt;ess !! To Spend !! Max.&amp;lt;br&amp;gt;T.S. !! Privilege&amp;lt;br&amp;gt;Points !! Max&amp;lt;br&amp;gt;Priv. !! Mega&amp;lt;br&amp;gt;Points !! Max.&amp;lt;br&amp;gt;MP !! Qual.&amp;lt;br&amp;gt;Bonus !! Max&amp;lt;br&amp;gt;EL&amp;lt;br&amp;gt;(MP) !! Free&amp;lt;br&amp;gt;Mat.&amp;lt;br&amp;gt;Picks !! Extra&amp;lt;br&amp;gt;Essence !! PL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effect works like the old Artificer Level stat, and in fact has the exact same values as it had. It determines the size of Batches, and has other effects.&lt;br /&gt;
&lt;br /&gt;
Prowess is added to Strength for the purpose of tool usage in the workshop - all tools. Also added to Strength, Dexterity and Agility for the purpose of wielding weapons or other gear for testing purposes only while in the workshop (never for any kind of field use or money-making use). Double Prowess is added to Fitness to determine for how long the character can work at his Skill or Skills before he must rest.&lt;br /&gt;
&lt;br /&gt;
To spend is how much Essence the Artificer is actually allowed to spend, acting as a &amp;quot;brake&amp;quot; upon his production of magic items. The T.S. Max is the maximum of unspent &amp;quot;spending right&amp;quot; that the character may accumulate.&lt;br /&gt;
&lt;br /&gt;
Privilege Points are used to make Simple I and II Items for free. There is no longer any Minor Privilege points for low-PL Artificers to allow them to work at all (this is handled instead by the To Spend brake), and Major Privilege Points for high-PL Articiers are now simply named Privilege Points.&lt;br /&gt;
&lt;br /&gt;
Mega Points should be able to have a variety of effects, with a limit on how many unspent ones can be saved up. The simplest effect is that the Artificer may spend 1 MP during a work project to add a Quality Bonus to the item he is working on. This replaces the old Guaranteed Quality mechanic. Or he may spend 3 MP to add a Quality Bonus twice (two dice rolls are made instead of one, and both are added).&lt;br /&gt;
&lt;br /&gt;
Mega Points can also be used to literally work Around the Clock until a project is finished (this costs 1 OP per Week, rounded down, in addition to the MP cost).&lt;br /&gt;
&lt;br /&gt;
MP can also be used to craft wondrous Items. There are like Simple I/II Items, except they tend to contain EL6 or EL5 Enchantments, rather than EL2-3. Consumable Wondrous ones are made in Batches, just as Simple I and II Items, with a Batch equal in quantity to the Effect value counting as 1 Wondrous Item. It may still be the case that for some Artificer Skills, appropriate Enchantments or Enchantment combinations for Wondorus Items cannot be thought up. In those cases, the Artificer must be content to spend his MP on other things.&lt;br /&gt;
&lt;br /&gt;
MP can be spent to halve the time of any project, with multiple MP spent each halving the time, so that e.g. spending 4 MP reduces the time to 1/16 normal (1/2, 1/4, 1/8, finally 1/16). This can be done to counter-act other effects which increase the project time, or in combination with Working Round the Clock, or anything else, but note that it is rarely a good idea to chooes to spend MP on this.&lt;br /&gt;
&lt;br /&gt;
Max. MP is the maximum number of Mega Points that a character can spend during his ''life''. Unspent MP may be stored indefinitely.&lt;br /&gt;
&lt;br /&gt;
Grand Work and Wondrous Work is gone, replaces in part by Mega Power Points (and in part with Wondrous Items). There is no longer anything that costs Aging (giving Oldness Points), since the OP cost is replaced by the more general MP mechanic, except for Round the Clock Work, where the Aging effect is there for the sake of realism (there is also therefore no OP buffer, since that would counter-act the &amp;quot;feel of realism&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Max EL determines the maximum EL that the Artificer may normally work with. The second value, in paranthesis, is the MP that the Artificer may work with if he spends 1 MP per extra EL per Enchantment. Each MP spent in this way triples the time is takes to create the item. In addition to this, the Artificer must always spend triple the normal time if working at his highest EL, for a total of a maximum of x30 normal time: A PL6 Artificer has a max EL of 4. He wants to make an EL6 item. This costs 2 MP, so he triples twice (and as we all know, 3x3=10), but he was already working at his max EL to begin with, so we triple once more (3x3x3=30).&lt;br /&gt;
&lt;br /&gt;
The exception to this tripling is when making Simple I/II Items and Wondrous Items. These always have a base time equal to that of making a normal, mundane item, and that work can be sped up the same way it can in all other cases.&lt;br /&gt;
&lt;br /&gt;
The items made by Mythic Artificers still all count as Magic Type C (&amp;quot;very exotic&amp;quot;), and EL6 items function as if EL 5 or 7 depending on what would usually be most advantageous to the wielder (they Detect as if EL5, but Analyze and disEnchant as EL7). PL10M Wondrous Items also function this way, being one EL higher or lower for those purposes (note some Wondrous Items are EL5). Simple I/II and Wondrous Items are always Magic type C. Artificer items not covered by anything of the above are Magic Type B (&amp;quot;slightly exotic&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The first value for Mat. Picks is the number of free Material Properties picks that each non-consumable item made by the Artificer gets. The second value is a number of additional Material Properties picks that the Artificer can get if he pays 0.1 ES (in a non-consumable item only). If more Material Properties are desired beyond this, the Artificer must pay their normal ES cost.&lt;br /&gt;
&lt;br /&gt;
Mythic Artificers still don't need Material Familairity Lores, as per the old rules.&lt;br /&gt;
&lt;br /&gt;
[[Category:Temp]]&lt;/div&gt;</description>
			<pubDate>Fri, 18 May 2012 08:15:02 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://pop.sagataflwiki.net/index.php?title=Talk:Temp_Artificer</comments>		</item>
		<item>
			<title>Temp Equipment Kits</title>
			<link>http://pop.sagataflwiki.net/index.php?title=Temp_Equipment_Kits</link>
			<description>&lt;p&gt;Peter Knutsen:&amp;#32;/* Kit Traits */ fixing rowspan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a temporary repository for ideas and notes pertaining to Equipment Skill Kits, e.g. Lockpicking Kits and Disguise Kits.&lt;br /&gt;
&lt;br /&gt;
Each Kit is for a defined Skill, usually just one, sometimes just one subject of a single Skill, possibly occasionally usable freely for multiple related skills, or able to function as lower-bonus Kit for a few additional skills in addition to its usage for its Main Skill.&lt;br /&gt;
&lt;br /&gt;
== Bonus Grade ==&lt;br /&gt;
{|style=&amp;quot;margin: 2px;&amp;quot;&lt;br /&gt;
! Code !! Term !! RD mod. !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| K- || No Gear || +4 || Work is 1 TSS slower&lt;br /&gt;
|-&lt;br /&gt;
| K0 || Improvised || +3 || Work is twice as slow&lt;br /&gt;
|-&lt;br /&gt;
| K1 || Shoddy || +2 || &lt;br /&gt;
|-&lt;br /&gt;
| K2 || Poor || +1 || &lt;br /&gt;
|-&lt;br /&gt;
| K3 || Basic || +0 || &lt;br /&gt;
|-&lt;br /&gt;
| K3+ || Basic+ || +0 || Can be used at a -1 bonus, a few times per Moon&lt;br /&gt;
|-&lt;br /&gt;
| K4 || Good || -1 || &lt;br /&gt;
|-&lt;br /&gt;
| K4+ || Good+ || -1 || Can be used at a further -1 bonus, a few times per Moon&lt;br /&gt;
|-&lt;br /&gt;
| K5 || Excellent || -2 || &lt;br /&gt;
|-&lt;br /&gt;
| K5+ || Excellent+ || -2 || Can be used at a further -1 bonus, a few times per Moon. Magic only!&lt;br /&gt;
|-&lt;br /&gt;
| K6 || Fantastic || -3 || Can only be achieved via powerful Enchantments (e.g. Artificer or Endowing)&lt;br /&gt;
|-&lt;br /&gt;
| K6+ || Fantastic || -3 || Allows further usages at a -1 bonus a few times per Moon. Can only be achieved via powerful Enchantments (e.g. Artificer or Endowing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The triggered bonus ===&lt;br /&gt;
Add up Dexterity(Manual) and Intelligence, then divide by 4 and round down. This is the number of extra-bonus uses per Moon, with a bonus to a normal roll costing 1 usage, and a bonus to any Task costing 3 usages. (A bonus to a single roll cycle for a Task costs 1 usage.)&lt;br /&gt;
&lt;br /&gt;
For K6+, include one more Attribute in the usage calculation formula, and divide by 3 instead of 4. Which one is it depends on the kind of magic used. Artificer uses Will, Divine Blessed Items uses Faith, Endowing uses Psyche.&lt;br /&gt;
&lt;br /&gt;
Other kinds of magic can perhaps use Perception or Charisma, or even Creativity, or some exotic function such as taking the stat for Concentration or Meditation (or even Observation) first doubling it and then subtracting 3 (e.g. so that a Meditation stat of 4.5 yields a result of 6). For some very exotic magics, using Agility, Balance or Reflexes may make sense (or even some figure derived from the number of Luck Traits the character has), but there's no point in sweating over it for hours, since in most cases the stat used does not make a great difference.&lt;br /&gt;
&lt;br /&gt;
As an example, a Divine Blessed Disguise Kit would have a formula of ''Faith'' + Intelligence + Manual Dexterity, divided by 3, rounded down.&lt;br /&gt;
&lt;br /&gt;
K6+ items sometimes require the user to do something to trigger the bonus effect, such as say a little prayer, but not always (notably Artificer items do not). K3+, K4+ and K5+ items do not, the decision when to use the bonus is made by the player, not by the character, and what the using character and others percieve is simply that the item seems to be slightly better than the next-lower non-plussed item, e.g. a K4+ Lockpick Kit seems, for those who use it and for those who observe it being used, to be slightly better than a K4 Lockpick Kit but not quite as good as a K5 Lockpick kit.&lt;br /&gt;
&lt;br /&gt;
Unspent bonused usages are lost.&lt;br /&gt;
&lt;br /&gt;
Note that from an optimization point of view, Intelligence and Manual Dexterity summing to 12 is good, such as both being 6, or one being 7 and the other being 5. A rogue-type character might have 6 in each, while a thief would have Manual Dexterity 7 and Intelligence 5, and a spy could have Intelligence 7 and Manual Dexterity 5. This yields 3 Moonly bonused usages, except for a K6+ Kit where it yields 4 (possibly more depending on what the third bonus stat is).&lt;br /&gt;
&lt;br /&gt;
The low number of usages per Moon is based on the assumption that Kit-type skills are rolled for rarely, and so giving a large number of usages will create the effect that in many campaigns, almost all usages are bonused. And that's undesirable, since it removes the incentive for getting the next higher level of Kit.&lt;br /&gt;
&lt;br /&gt;
== Kit Traits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 2px;&amp;quot;&lt;br /&gt;
! Code !!scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 7em;&amp;quot;| Trait !! Picks !!scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 10em;&amp;quot;| Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|  || Compact I ||  || 50% mass ||rowspan=2| The Kit weighs less and takes up less space&lt;br /&gt;
|-&lt;br /&gt;
|  || Compact II ||  || 30% mass, -1 Size&lt;br /&gt;
|-&lt;br /&gt;
|  || Large I ||  || x8 mass, +2 Size ||rowspan=4| The Kit is large and heavy&lt;br /&gt;
|-&lt;br /&gt;
|  || Large II ||  || x70 mass, +4 size&lt;br /&gt;
|-&lt;br /&gt;
|  || Large III ||  || +6 size, weighs about 200 kg (move it by wagon)&lt;br /&gt;
|-&lt;br /&gt;
|  || Large IV ||  || +9 size, room-sized (weighs several tonnes)&lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Durable I ||  || +1 Durability ||rowspan=3| The Kit has higher Durability than normal. Useful for Kits intended for field use (adventuring, military)&lt;br /&gt;
|-&lt;br /&gt;
|  || Durable II ||  || +2 Dur.&lt;br /&gt;
|-&lt;br /&gt;
|  || Durable III ||  || +3 Dur.&lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Deceptive I ||  || RD 9 ||rowspan=3| Cannot be combined with Disguised. The Kit looks like what it is (e.g. a Traps Kit), but is deliberately made so that people will underestimate it, and assume it gives only a small bonus and is of generally low Quality. Useful for certain character concepts. Deceptive can be combined with Decorated, to make what seems to be a Fop's Kit, a Kit that seems to be for show only, never intended for actual us, except perhaps during play-acting. The RD is the base Perception, Intelligence or Skill RD to realize that the item is more than it seems.&lt;br /&gt;
|-&lt;br /&gt;
|  || Deceptive II ||  || RD 10&lt;br /&gt;
|-&lt;br /&gt;
|  || Deeptive III ||  || RD 11&lt;br /&gt;
|-&lt;br /&gt;
|  || Disguised I ||  || x3 mass, RD 9 ||rowspan=2| Cannot be combined with Deceptive. The Kit is made so as to appear to be something else, either a completely different Kit, or else a non-Kit item.&lt;br /&gt;
|-&lt;br /&gt;
|  || Disguised II ||  || x8 mass, +1 Size, RD 10&lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Decorated I ||  || Grade I ||rowspan=6| The Kit is embellished with decorative patterns (abstract or figurative, as appropriate), inlaid with colours, perhaps made of expensive blingy metal and/or set with semi-precious or precious gemstones. First of all this impresses some people, and secondly, in some worlds, such as most medieval societies, people of high Status are expected to only own and use Decorated gear, and so other people make assumptions about what social class someone is based on what Decoration level of gear they use. It simply won't ''do'' for a Knight to wield a common-looking sword, or for a Duke who dabbles in Surgery to use an ordinary-looking Surgery Kit. One ''has'' to look one's class!&lt;br /&gt;
|-&lt;br /&gt;
|  || Decorated II ||  || Grade II&lt;br /&gt;
|-&lt;br /&gt;
|  || Decorated III ||  || Grade III&lt;br /&gt;
|-&lt;br /&gt;
|  || Decorated IV ||  || Grade IV&lt;br /&gt;
|-&lt;br /&gt;
|  || Decorated V ||  || Grade V&lt;br /&gt;
|-&lt;br /&gt;
|  || Decorated VI ||  || Grade VI&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 2px;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Code !! Trait !! Picks !! Mod.&lt;br /&gt;
|-&lt;br /&gt;
| K1 || Shoddy ||  || +2&lt;br /&gt;
|-&lt;br /&gt;
| K2 || poor ||  || +1&lt;br /&gt;
|-&lt;br /&gt;
| K3 || Basic ||  || +0&lt;br /&gt;
|-&lt;br /&gt;
| K3+ || Basic+ ||  || +0&lt;br /&gt;
|-&lt;br /&gt;
| K4 || Good ||  || -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 2px;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Code !! Trait !! Picks !! Mod.&lt;br /&gt;
|-&lt;br /&gt;
| K4+ || Good+ ||  || -1 B&lt;br /&gt;
|-&lt;br /&gt;
| K5 || Excellent ||  || -2&lt;br /&gt;
|-&lt;br /&gt;
| K5+ || Excellent+ ||  || -2 B&lt;br /&gt;
|-&lt;br /&gt;
| K6 || Fantastic ||  || -3&lt;br /&gt;
|-&lt;br /&gt;
| K6+ || Fantastic+ ||  || -3 B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:left&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quality, Picks and Monetary cost ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Temp]]&lt;/div&gt;</description>
			<pubDate>Tue, 15 May 2012 03:37:33 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://pop.sagataflwiki.net/index.php?title=Talk:Temp_Equipment_Kits</comments>		</item>
		<item>
			<title>Temp Charsheet Notes</title>
			<link>http://pop.sagataflwiki.net/index.php?title=Temp_Charsheet_Notes</link>
			<description>&lt;p&gt;Peter Knutsen:&amp;#32;/* Basic data */ updating to new cell size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a repository for notes pertaining to the layout of the printable character sheet output from the Libre Office &amp;quot;Calc&amp;quot; spreadsheet. It's not about the spreadsheet itslf, only about layout and content, focusing initially on the &amp;quot;front page&amp;quot;, the one supposed to give as many of the basics about the character as possible. Therefore this material is ''not'' intended to be eventually moved out into other articles properly written, formatted and explained.&lt;br /&gt;
&lt;br /&gt;
== Paper formats ==&lt;br /&gt;
=== A4 vs Letter ===&lt;br /&gt;
A4 is 210mm x 297mm, while the &amp;quot;Letter&amp;quot; format used in the USA and a very few other countries, is 215.9mm x 279.4 mm.&lt;br /&gt;
&lt;br /&gt;
To make an output area that'll work for both, the sheet will start with a default assumption of A4 in landscape (wider-than-tall) format, and 10mm margins at top and bottom and 20mm margins at left and right sides.&lt;br /&gt;
&lt;br /&gt;
Then users who have a Letter printer must manually change the paper size to Letter, and change the margins (in Calc, this is done in Format-&amp;gt;Page or something) of left and right from 20mm to 10mm. The top/bottom margins are left unchanged (maybe add 2mm to top and 3mm to bottom).&lt;br /&gt;
&lt;br /&gt;
This gives a &amp;quot;field to work with&amp;quot; of 257mm in width (297mm widest measurement, from which we subtract 20mm twice), and 190mm in height (210mm height measurement, from which we subtract 10mm twice).&lt;br /&gt;
&lt;br /&gt;
Or maybe it's easier simply to invent a custom paper format that is 257mm x 190mm, and then let the end user and/or the end user's computer and software figure out how to deal with it. One might foresee less hassle and confusion with Letter format users that way, since they won't have to actually change anything.&lt;br /&gt;
&lt;br /&gt;
(On second thought, going for a width of 256mm, 1mm less, gives a huge benefit, as described further down.)&lt;br /&gt;
&lt;br /&gt;
=== 140% zoomability ===&lt;br /&gt;
All pages should be splittable down the middle, along the long axis (i.e. by a vertical line) so that they can be printed each onto two sheets of physical paper, creating a x1.4 zoom, so that the font size is effectively TNR 14 instead of TNR 10. This is for the benefit of users who are slightly vision-impaired. Users with more severe vision impairment cannot be serviced, but most find their own solutions (and ideally share then with others).&lt;br /&gt;
&lt;br /&gt;
This means that the front page of the character sheet must be symmetrical with a split straight down the middle, whereas the previous versions have tended to be lopsided with &amp;quot;wider&amp;quot; boxes on the left size and the most narrow boxes on the right side.&lt;br /&gt;
&lt;br /&gt;
The 2nd page, probably for a list of Advantages and Perks, should likewise be split down the middle.&lt;br /&gt;
&lt;br /&gt;
Same goes for the Skill output pages, both the shorter ones for in-play use (which may well contain 4 columns of Skills per sheet) and the detailed ones that deal with character advancement (the SP cost for each of the next 6, or 7 or 8 - still undecided  - Skill Levels) and contain additional information such as APT.&lt;br /&gt;
&lt;br /&gt;
The need to be able to split the Skills pages down the middle is also why the Landscape format is retained. Otherwise the plan would have been to use Portrait format (taller-than-wide)&lt;br /&gt;
&lt;br /&gt;
=== Font use ===&lt;br /&gt;
Oh yes, Times New roman (TNR) will be used, because it's the &amp;quot;safe&amp;quot; font that almost everybody has. It is regrettable that a nicer font like Goudy Old Style (the Chief Designer's all time favourite font) cannot be used, but using a font that not everyone has will almost certainly cause problems, with output pages not fitting onto the paper, for some users, and barriers-to-adoption should be minimized when possible.&lt;br /&gt;
&lt;br /&gt;
== First page ==&lt;br /&gt;
The first page is the &amp;quot;this is what the character is&amp;quot;-intro, and should define the very basics of the character. Almost from the get-go, the idea has been to have a lot of white boxes on a grey background (20% grey because lighter shades of grey doesn't always show as visible on all printers, e.g. laser printers with partially spent toner cartridges), with one box for each Primary Attribute (and one for Strength) but each such box also defining all sub-Attributes, and also pertinent Derived Stats. For instance, the Creativity or Creative Derived Stat goes in the Intelligence box.&lt;br /&gt;
&lt;br /&gt;
Until now, these boxes have all been laid out in columns, with the sheet typically being divided into 6 columns not of equal width, often with a very wide column on the left side, then some middle-width columns and a somewhat more narrow column on the right side, the idea being that the boxes on the right side would tend to contain fairly long text strings such as Character Name followed by the full name of the character, whereas the boxes on the right side would tend to be very terse in their content, containing a short stat name followed by a simple one-digit numerical value.&lt;br /&gt;
&lt;br /&gt;
Also present are additional boxes for things like Flaws, appearance description (hair colour, beard, hairstyle, voice, et cetera) to emphasize that a Sagatafl character is an ''individual'' and not a stick figure, a box for Reflexes (if that's not combined into one of the existing boxes), a Sagatafl FFRE logo, and a box defining Sagatafl's scale, i.e. &amp;quot;3 is average et cetera&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The logo will remain present. The scale will be contracted so that only odd numbers are given. This almost halves the number of cells the scale box &amp;quot;costs&amp;quot;, because values like 0, 2, 4, 6 and 8 can be left out.&lt;br /&gt;
&lt;br /&gt;
As for the boxes themselves, they'll no longer be organized into fixed width columns, but instead each be as wide as required.&lt;br /&gt;
&lt;br /&gt;
This is accomplished by dividing the width of the sheet into 71 columns each 3.6mm wide (totalling to just under 256mm). The 2 outmost columns are used for border, leaving 69 columns to be alocated to boxes all as wide as they need to be, achieved via cell-merging.&lt;br /&gt;
&lt;br /&gt;
Internally in each box, the old style will be maintained. At the top of each Attribute box is the name of the Attribute in a right-justified cell, in '''boldface'''. To the right of that in non-boldface is the numerical value of the Attribute, in a left-justified cell.&lt;br /&gt;
&lt;br /&gt;
Below is another row, where the name of the stat is in boldface unless it is a sub-Attribute (then it's non-boldface) again followed by the numerical value of the stat.&lt;br /&gt;
&lt;br /&gt;
When needed, these two sub-cells are merged to form one very wide cell, e.g. for the character's name.&lt;br /&gt;
&lt;br /&gt;
=== The Boxes ===&lt;br /&gt;
With 69 cells to use, 5 used on &amp;quot;spacers&amp;quot; between cells, that gives 64 cells to divide between 6 theoretical columns, letting each column be 10 or 11 cells wide, of course divided up into two sub-cells, the right-justified and the left-justified.&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
2 rows, one boldface Character Name, the other nonboldface containing the actual name&lt;br /&gt;
&lt;br /&gt;
Needs a fair amount of space, but can perhaps be done as a very wide box, instead of a double-height box. As very wide, Name might take up 2 or 3 cells and the actual name maybe 6 to 10 cells. Not sure yet.&lt;br /&gt;
&lt;br /&gt;
A standard cell-pair can then be defined as 5 cells on the left side and 5 cells on the right side, but with provision for having 6 cells on the right side if necessary (i.e. if there is a lot of content after the &amp;quot;invisible colon&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Note also that all boxes must be split the same way, down the middle, e.g. the entire box for Intelligence can be split so that there are 7 boxes on the left side and 4 on the right side, but it's not good to split a specific cell-pair (such as Conc. time) differently (e.g. splitting it 6/5 instead of 7/4).&lt;br /&gt;
&lt;br /&gt;
NEW smaller cells: &amp;quot;Name&amp;quot; label fits into 5 cells. Tight fit, so maybe use 6 cells to be sure.&lt;br /&gt;
&lt;br /&gt;
Name content, example &amp;quot;Sláine of Ulster XYZ MMM&amp;quot;, to use a really long name, barely fits into 22 cells, or easily into 17 cells if the MMM part is omitted.&lt;br /&gt;
&lt;br /&gt;
==== Basic data ====&lt;br /&gt;
# Species&lt;br /&gt;
# Race&lt;br /&gt;
# Sex&lt;br /&gt;
# Gender (combine into 1 line with sex if possible or necessary)&lt;br /&gt;
# Age&lt;br /&gt;
# Apparent age (comb. with Age if necessary)&lt;br /&gt;
# Birth, year&lt;br /&gt;
# Birth, month&lt;br /&gt;
# Birth, date (or combine the 3 in some way)&lt;br /&gt;
# Place of birth&lt;br /&gt;
# Nationality&lt;br /&gt;
# Religion&lt;br /&gt;
# Tech Level (TeL)&lt;br /&gt;
&lt;br /&gt;
13 rows, combinable into 9 if necessary, although ideally Birth year/month/date should be split off into its own separate box.&lt;br /&gt;
&lt;br /&gt;
Left side expected to be fairly wide but not excessively so, while right side expected to be somewhat narrow (a little below &amp;quot;par&amp;quot;). Left side 6 cells, right side 5 cells.&lt;br /&gt;
&lt;br /&gt;
Tech Level should perhaps have its own box, since it can then accomdoate more information such as &amp;quot;TeL 11 (Early Medieval)&amp;quot; or &amp;quot;11 (E Medieval)&amp;quot;. The later barely fits into 7 cells wide, and &amp;quot;Tech Level&amp;quot; barely into 5 cells wide.&lt;br /&gt;
&lt;br /&gt;
===== New smaller cells =====&lt;br /&gt;
Birthplace fits into 9 cells, so probably 10 cells for Nationality. 10 on label side. One of the longest contents may be Pagan (K.) or Christian (O.). The former fits into 9 cells, the later into 11 cells.&lt;br /&gt;
&lt;br /&gt;
So 21 cells wide.&lt;br /&gt;
&lt;br /&gt;
==== Hard appearance (Size/morphology) ====&lt;br /&gt;
# Size (always 3 for Humans)&lt;br /&gt;
# Frame (this used to be called Size - varies from Human to Human, but average is 3, at least for a baseline mediterrannean - a &amp;quot;Viking&amp;quot; might be Frame 4 and a &amp;quot;Modern Nordic&amp;quot; be average Frame 5. Or Frame may vary in 0.5 increments, in which case a &amp;quot;Viking&amp;quot; is Frame 3.5 and a &amp;quot;Modern Nordic Man&amp;quot; is Frame 4.)&lt;br /&gt;
# Leg Length&lt;br /&gt;
# Height stat&lt;br /&gt;
# Fat Class&lt;br /&gt;
# FFD&lt;br /&gt;
# Morphology&lt;br /&gt;
&lt;br /&gt;
7 items, 6 of which take up extremely little space, especially on the right (content) side. Morphology requires more space, since the usual &amp;quot;content&amp;quot; is &amp;quot;Human / Bipedal&amp;quot;. Shortening it to &amp;quot;hum/bip&amp;quot; is possible but fails severely at being didactic. Splitting morphology out into two cell-pairs, such as &amp;quot;Shape: Human&amp;quot; and &amp;quot;Locom.: Bipedal&amp;quot;, could work well, but seems a bit redundant, whereas &amp;quot;Morphology: Human / Bipedal&amp;quot; is gleefully pedantic (let's not forget the importance of this!) and is also structured to be able to accomodate a great variety of variations, i.e. characters who are ''not'' Human or who are ''not'' Bipedal, or both.&lt;br /&gt;
&lt;br /&gt;
The first six can probably do with 5 on the left side, 4 on the right side.&lt;br /&gt;
&lt;br /&gt;
===== Appearance/Charisma =====&lt;br /&gt;
&lt;br /&gt;
===== FIM box =====&lt;br /&gt;
&lt;br /&gt;
==== Soft appearance ====&lt;br /&gt;
# Height in cm&lt;br /&gt;
# Weight in kg&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;
===== Distinctive Features =====&lt;br /&gt;
This can make do with listing the most prominent ones, but ideally should have room for 7 distinct entries, each on their own line, each being many cells wide.&lt;br /&gt;
&lt;br /&gt;
In terms of DF code, something like DF7XY fits comfortably into 4 cells' width, so the question is, how much space should be allocated to the non-code part of each Distinctive Feature. &amp;quot;Tonsure (K.)&amp;quot; fits into 6 cells. &amp;quot;Muscles on top of muscles&amp;quot; barely fits into 11 cells. 8-9 cells might be reasonable.&lt;br /&gt;
&lt;br /&gt;
So going with a height of 8 cells and a width of 13 cells. Since in most cases most of the lines will be empty, it will probably look nicer if this box is in a corner.&lt;br /&gt;
&lt;br /&gt;
===== Typical Clothes =====&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;
==== Flaws ====&lt;br /&gt;
Sexual Orientation, Comfort-Seeker and room for 6 others, plus Flaws as header, making for a total height if 9.&lt;br /&gt;
&lt;br /&gt;
Roll strengths are 2d, 3d and so forth or 2+1 and 3-1, and fit easily into 2 cells' width, or and is still doable something like 3d+.&lt;br /&gt;
&lt;br /&gt;
Flaw names may be long, &amp;quot;Comf.-seeker&amp;quot; fits into 6 cells. Allocating 7 cells seems reasonable, so 9x9 cells.&lt;br /&gt;
&lt;br /&gt;
Instead of Sexual Orientation should probably be mentioned ''the'' orientation, e.g. Heterosexual, Homosexual, Bisexual. Or even Asexual 0d.&lt;br /&gt;
&lt;br /&gt;
==== Intelligence ====&lt;br /&gt;
# Intelligence&lt;br /&gt;
# Casual Int.&lt;br /&gt;
# Interpersonal&lt;br /&gt;
# Linguistic&lt;br /&gt;
# Logical&lt;br /&gt;
# Mnemonic&lt;br /&gt;
# Musical&lt;br /&gt;
# Mystical&lt;br /&gt;
# Spatial&lt;br /&gt;
# Thinking Sp.&lt;br /&gt;
# Creativity&lt;br /&gt;
# Concentrate&lt;br /&gt;
# Conc. Time&lt;br /&gt;
&lt;br /&gt;
Intelligence itself barely fits into 5 cells. Interpersonal alone fits into 6 cells easily. Thinking Sp. fits comfortably into 6 cells, and Thinking Speed easily into 7 cells.&lt;br /&gt;
&lt;br /&gt;
Using aggressive acronymization Concentration Times like 1Hour or 6Min barely fits into 3 cells. More reasonable content like 1 Hour or 6 Min. fits easily into 4 cells, so 5 cells it is, for a total of 6+4 cells in width.&lt;br /&gt;
&lt;br /&gt;
10 cells wide, and 13 cells tall.&lt;br /&gt;
&lt;br /&gt;
==== Perception ====&lt;br /&gt;
# Perception&lt;br /&gt;
# Casual&lt;br /&gt;
# Vision&lt;br /&gt;
# Hearing&lt;br /&gt;
# Taste&lt;br /&gt;
# Smell&lt;br /&gt;
# Touch&lt;br /&gt;
# Colour Vision&lt;br /&gt;
# Night Vision&lt;br /&gt;
# Visual Spectrum (---V--)&lt;br /&gt;
# Aural Spectrum (-H--)&lt;br /&gt;
# Tactrile Spectrum (PrTePa)&lt;br /&gt;
# Observe Stat&lt;br /&gt;
# Observe Time&lt;br /&gt;
&lt;br /&gt;
14 items, of which the Spectrum section can gainfully be separated out into their own box, since it requires a lot of space on the content (right) side.&lt;br /&gt;
&lt;br /&gt;
For the remaining 11 items, Colour Vision is one of the longest sentences on the name or left side, and on the content or right side, it's something like 5 (-1) for Casual Perception or 6+1 for Hearing, or 1 Min. or 1 Hour. This will be tested in Calc, and this section should be updated shortly, with the results of the testing.&lt;br /&gt;
&lt;br /&gt;
Colour Vis. fits comfortably in 6 36mm cells for a total width of 2.16 cm. Colour Vision spelled out in full fits comfortably in 7 such cells. 1 Hour fits comfortably in a width of 4 cells.&lt;br /&gt;
&lt;br /&gt;
Tactile Spectrum takes 8 cells. Tactile Spectr. takes 7 cells. Tactile Sp. can be done in 5 cells.&lt;br /&gt;
&lt;br /&gt;
Using the font Courier New, and size 9 (not TNR size 10), the Visual Spectrum standard line of ---V--, fits into 4 cells and very comfortably into 5 cells. The standard line for Tactile Spectrum, PrTePa, also fits into 4 cells. Sounds like 12 cells total width for the Sensory Spectra, but! If the topmost cells of 4 rows can be merged into something like Sensory Spectra, then the Names of the left-side cells can be changed to Visual, Tactile, and Aural or Audial (not sure which of Aural and Audial is best)...&lt;br /&gt;
&lt;br /&gt;
... Sensory Spectra takes up 8 cells total.&lt;br /&gt;
&lt;br /&gt;
Aural 3, Audial 4 (3 is a slightly too tight squeeze), Visual 4, Tactile 4. So they get their own box 9 wide and 4 tall, rather than 12 wide and 3 tall.&lt;br /&gt;
&lt;br /&gt;
Perception box, minus Spectra: 10 cells wide, 11 cells tall.&lt;br /&gt;
&lt;br /&gt;
===== Quasi-Psionics =====&lt;br /&gt;
Room for 3 should be plenty, since there can be no permanent talent, the content/right side can consist very comfortably of 2 cells in width. Or possibly 1 cell. It seems as if a single 3.6mm cell can comfortably accomodate any one-digit figure.&lt;br /&gt;
&lt;br /&gt;
The word Quasi-Psionics itself fits into 7 cells.&lt;br /&gt;
&lt;br /&gt;
Empathy barely fits into 4 cells. Would be nice to have 5. Danger Sense barely fits into 6 cells. Might be nice to have 7 cells just to be sure.&lt;br /&gt;
&lt;br /&gt;
So 8 cells wide and 4 cells tall.&lt;br /&gt;
&lt;br /&gt;
===== Sensory Spectrum =====&lt;br /&gt;
See above for notes. The conclusion: box 9 cells wide, 4 cells tall.&lt;br /&gt;
&lt;br /&gt;
==== Constitution ====&lt;br /&gt;
# Constitution&lt;br /&gt;
# Res. Disease&lt;br /&gt;
# Res. Poison&lt;br /&gt;
# Heal Rate&lt;br /&gt;
# MW Heal&lt;br /&gt;
# Muscle Type&lt;br /&gt;
# C. Fat. P.&lt;br /&gt;
# Endurance&lt;br /&gt;
# Spec +1&lt;br /&gt;
# Res. Chill&lt;br /&gt;
# Hardiness&lt;br /&gt;
# Blood P.&lt;br /&gt;
# Fertility&lt;br /&gt;
# Aging Roll&lt;br /&gt;
# Oldness P&lt;br /&gt;
&lt;br /&gt;
15 items. MW Heal is the base heal time for a Minor Wound, there to give some didactic indication of what Heal Rate means. Muscle Type should probably be numerical, with low number being fast-twitch (white) and high number being slow-twitch (red). 3 is normal. 4 is thus red and 5 is major red, 2 is white and 1 is major white. Spec +1 is for the character's Endurance speciælization, if one has been purchased, e.g. Run or Hike.&lt;br /&gt;
&lt;br /&gt;
It looks as if Muscle Type is one of the longer labels, and it fits within 6 cells. One of the longer contents is +6 (10) or Sprint, and that fits within 4 cells. almost within 3 but not quite.&lt;br /&gt;
&lt;br /&gt;
so 15 cells tall and 10 wide.&lt;br /&gt;
&lt;br /&gt;
===== Special Resistances =====&lt;br /&gt;
Would be nice to have a header cell-pair, then 3 cells for content, for a total of 4 cells tall, and however wide fits in with everthing else. The content cells should probably all be merged into super-long rows.&lt;br /&gt;
&lt;br /&gt;
===== Metabolism =====&lt;br /&gt;
# Metabolism&lt;br /&gt;
# Food/Day&lt;br /&gt;
# Water/Day&lt;br /&gt;
# Oxyg./Day&lt;br /&gt;
# Diet (e.g. Omniv.)&lt;br /&gt;
# Sleep/Day&lt;br /&gt;
# Heat Tol. (and temperature)&lt;br /&gt;
# Cold tol. (and temperature)&lt;br /&gt;
&lt;br /&gt;
8 cells total. Sleep/Day seems like a good cell-width test... It fits comfortably inside 5 cells. Food/Day content is something like 5.0 EU and Diet content is something like Omniv., testing those... they fit comfortably inside 4 cells.&lt;br /&gt;
&lt;br /&gt;
Heat/Cold Tolerance &amp;quot;content&amp;quot; also fits very nicely inside 4 cells, probably even if the degree sign is included.&lt;br /&gt;
&lt;br /&gt;
So, 8 cells tall, 9 cells wide.&lt;br /&gt;
&lt;br /&gt;
Note that Chill Resistance is under Constitution.&lt;br /&gt;
&lt;br /&gt;
==== Agility and Movement====&lt;br /&gt;
&lt;br /&gt;
==== Dexterity====&lt;br /&gt;
&lt;br /&gt;
==== Reflexes ====&lt;br /&gt;
&lt;br /&gt;
==== Will ====&lt;br /&gt;
# Res. Dom&lt;br /&gt;
# Res. Fear&lt;br /&gt;
# R. Manip.&lt;br /&gt;
# Res. Pain&lt;br /&gt;
# Sanity&lt;br /&gt;
# San. Recov.&lt;br /&gt;
# San. Thr.&lt;br /&gt;
# Willpower P.&lt;br /&gt;
# WP max.&lt;br /&gt;
# WP regain&lt;br /&gt;
# Meditate&lt;br /&gt;
# Med. Time&lt;br /&gt;
&lt;br /&gt;
Sexual Orientation is left out, as it is defined what the character is oriented against under Flaws (note this is a new decision).&lt;br /&gt;
&lt;br /&gt;
This gives a box height of 12. Willpower P. is one of the longest labels, and fits within 6 cells. or within 4 cells if abbreviated to Willp. P., which is not so good.&lt;br /&gt;
&lt;br /&gt;
Long contents include 2/Year, 1/12 Mo. and 30 Min or 1 Hour. These fit easily within 4 cells.&lt;br /&gt;
&lt;br /&gt;
===== Special Resistances =====&lt;br /&gt;
As for Constitution, being able to have 4 cells height, first row a content label, and then 3 rows for contents, would be nice.&lt;br /&gt;
&lt;br /&gt;
==== Faith and Psyche ====&lt;br /&gt;
&lt;br /&gt;
==== Campaign data ====&lt;br /&gt;
# Player&lt;br /&gt;
# GM&lt;br /&gt;
# World&lt;br /&gt;
# Campaign&lt;br /&gt;
&lt;br /&gt;
5 cells on left side, only because Campaign is such a long word. Let's allow 6 cells on the right side, just to be sure.&lt;br /&gt;
&lt;br /&gt;
4 cells tall, 11 cells wide.&lt;br /&gt;
&lt;br /&gt;
==== Point data ====&lt;br /&gt;
# GP total&lt;br /&gt;
# DP total&lt;br /&gt;
# SP total (measured in k)&lt;br /&gt;
# PP total&lt;br /&gt;
# Special GP or 4th GP&lt;br /&gt;
&lt;br /&gt;
5 cells tall. Built on or Special or 4th Cat. all fit within 4 cells' width. 180 GP and 1230k (for SP) all fit comfortably within 4 cells' width.&lt;br /&gt;
&lt;br /&gt;
Thus 5 cells tall, 8 cells wide. Or less if &amp;quot;Built&amp;quot; and &amp;quot;4th C.&amp;quot; is used. Then 7 cells wide is enough!&lt;br /&gt;
&lt;br /&gt;
==== Strength ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Scale ====&lt;br /&gt;
# Stat / Meaning&lt;br /&gt;
# 9&lt;br /&gt;
# 7&lt;br /&gt;
# 5&lt;br /&gt;
# 3&lt;br /&gt;
# 1&lt;br /&gt;
# -1&lt;br /&gt;
# ...&lt;br /&gt;
# -4&lt;br /&gt;
&lt;br /&gt;
Takes up a height of 9 cells (including (merged) header at the top). &amp;quot;Stat&amp;quot; fits into 2 cells' width. &amp;quot;Human max.&amp;quot; fits into 6 cells' width.&lt;br /&gt;
&lt;br /&gt;
Conclusion: height 9 cells, width 8 cells.&lt;br /&gt;
&lt;br /&gt;
==== Logo ====&lt;br /&gt;
Needs to say Sagatafl in big letters, probably 4 cells tall, if not 5 or 6. Also depends a bit on width.&lt;br /&gt;
&lt;br /&gt;
Under that: &amp;quot;the Free Fudge-light / Roleplaying gaming Engine&amp;quot; with a line break at the slash, and preferably a larger font, especially emphasis on the F and F and R and R (FFRE), being in red or a larger font still or both. Probably best to devote 3 cell-heights to these 2 lines, allowing for a font size of 13 or even 14.&lt;br /&gt;
&lt;br /&gt;
Let's fewkin' test it!... It seems that for the FFRE section, no more than font size 12 is doable. For the Sagatafl logo itself, almost any size seems doable, 36 might be good, for a height of 5 cells. In TNR font size 12, the FFRE part of the logo requires 15 cell's width, which should be enough for a size 36 logo.&lt;br /&gt;
&lt;br /&gt;
Merging 15 cells wide and 4 cells tall, it's easily doable to get the FFRE part of the logo up to TNR size 14, but that's not really a priority.&lt;br /&gt;
[[Category:Temp]]&lt;/div&gt;</description>
			<pubDate>Sun, 29 Apr 2012 23:25:36 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://pop.sagataflwiki.net/index.php?title=Talk:Temp_Charsheet_Notes</comments>		</item>
		<item>
			<title>Temp Metabolism and Temperature</title>
			<link>http://pop.sagataflwiki.net/index.php?title=Temp_Metabolism_and_Temperature</link>
			<description>&lt;p&gt;Peter Knutsen:&amp;#32;/* Metabolism stat */ changing text slightly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ideas and sketches for Metabolism, Temperature Tolerance, and perhaps Sleep as well. Maybe also Tan (Sun Resistance) eventually.&lt;br /&gt;
&lt;br /&gt;
The Human norm is 6 Levels of Temperature Tolerance, distributed as desired between Cold Tolerance and Heat Tolerance, but with zero Levels as the minimum for either. This amount of 6 Levels can be sold down or bought up.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;true Human norm&amp;quot; is 3 Levels vs Cold and 3 vs Heat, which is for Human racially adapted to a Mediterranean climate. Someone living in Denmark or Northern Germany would have 2 vs Heat and 4 vs Cold, while a Norwegian might have 1 vs Heat and 5 vs Cold, and an Inuit (Eskimo) have 0 vs Heat and 6 vs Cold.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;gains&amp;quot; are such that players are strongly discouraged from very uneven distribution of the Levels. It is therefore assumed that when very uneven distribution occors, it is because the player thinks it is &amp;quot;true to the character's concept&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 4px;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Total&amp;lt;br&amp;gt;Levels !! Cost&amp;lt;br&amp;gt; in DP !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -3 || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || -1 || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || 0 || Hum. av.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
| 8 || 5 || &lt;br /&gt;
|}&lt;br /&gt;
{|style=&amp;quot;margin: 4px;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Total&amp;lt;br&amp;gt;Levels !! Cost !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -4 || ''Very'' unusual&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -3 || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 70 || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:left&amp;quot;&amp;gt;&lt;br /&gt;
A total of 2 or 3 levels of Temperature Tolerance is highly unusual, and is usually only found in very weakened people. Perhaps some people undergoing chemotherapy? It can also be argued that Human variety should be limited to a maximum of 8 or 9 Levels of Temperature Tolerance, but the 10th is included just 'coz.&lt;br /&gt;
&lt;br /&gt;
All temperatures are in degress celsius.&lt;br /&gt;
{|style=&amp;quot;margin: 4px;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Levels&amp;lt;br&amp;gt;of Heat&amp;lt;br&amp;gt;Tolerance !! Warm !! V. warm !! Extr.&amp;lt;br&amp;gt;warm&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 22 || 24 || 27&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 24 || 27 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 26 || 30 || 34&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 29 || 33 || 38&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 32 || 37 || 42&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 35 || 40 || 45&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 38 || 44 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 41 || 47 || 53&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 44 || 50 || 56&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 47 || 53 || 59&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 50 || 57 || 64&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 53 || 60 || 67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 4px;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Levels&amp;lt;br&amp;gt;of Cold&amp;lt;br&amp;gt;Tolerance !! Cold !! V. cold !! Extr.&amp;lt;br&amp;gt;cold&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 14 || 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 13 || 11 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 10 || 7 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 7 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 1 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 || -2 || -6&lt;br /&gt;
|-&lt;br /&gt;
| 6 || -2 || -6 || -10&lt;br /&gt;
|-&lt;br /&gt;
| 7 || -6 || -10 || -14&lt;br /&gt;
|-&lt;br /&gt;
| 8 || -10 || -14 || -19 &lt;br /&gt;
|-&lt;br /&gt;
| 9 || -15 || -20 || -25&lt;br /&gt;
|-&lt;br /&gt;
| 10 || -20 || -25 || -31&lt;br /&gt;
|-&lt;br /&gt;
| 11 || -26 || -32 || -38&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:left&amp;quot;&amp;gt;&lt;br /&gt;
The threshold values are such that at th first value, penalties for being too warm kick in. Once the second value is reached, more severe penalties take effect, and if the third value is exceeded, extreme penalties take effect. An example is that after the first value, for heat water requirements are increased while for cold the required daily intake of food is increased slightly. After the second value, for heat the water requirement is increased drastically while for cold the food requirement is increased markedly. And so forth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Metabolism ==&lt;br /&gt;
&lt;br /&gt;
=== Diet ===&lt;br /&gt;
Humans are defined as Omnivores, meaning they can survive on both animal and vegetable food, unlike herbivores and carnivores.&lt;br /&gt;
&lt;br /&gt;
In deeper detail, Humans should be defined as Omni(V), the &amp;quot;'''V'''&amp;quot; standing for vulnerable, meaning that they must have a varied diet as the are unable to produce many proteins and vitamins that other animals can create internally. A cow can survive just fine on grass, for instance, making its own vitamins and all necessary amino acids. Since Humans are the assumed norm, however, it may be more reasonable to have &amp;quot;'''V'''&amp;quot; be the assumption, and to denote the deviation from this norm as &amp;quot;Omni('''R''')&amp;quot;, the &amp;quot;R&amp;quot; standing for robust. The implicit assumed norms for Herbivores and Carnivores, in terms of whether it should be '''V''' or '''R''', is as yet undetermined.&lt;br /&gt;
&lt;br /&gt;
=== Metabolism stat ===&lt;br /&gt;
The Metabolism stat is used to derive the daily requirement of food (in Energy Units), water (H2O) and oxygen, with the later usually being ignorable in most campaign types.&lt;br /&gt;
&lt;br /&gt;
For Humans, a simple linear formula is used to convert a given Metabolism value to EU or water needs, or oxygen needs. The exactly conversion for food has not yet been determined, but a Metabolism of 3 means 3 Energy Units. It is the precise value of 1 EU that is not yet decided, but a tentative value is 750 kcal, although expressing it in joules would be neater, and more in keeping with Sagatafl's tradition of being pro-science.&lt;br /&gt;
&lt;br /&gt;
For water it is 0.5 kg (0.5 liters) per Day, and for oxygen it is 0.3 kg/Day (and note that this last fiure is a simplification for game puposes, distilled selectively out of several conflicting sources, in a not-very-thorough manner. Do not use it for any real life activities or experiments!)&lt;br /&gt;
&lt;br /&gt;
One minor issue is whether Metabolism should convert linearly into values, or use the [[Temp Attributes and Non-Linear Effects|NLE (Non-Linear Effect)]] system where higher values yield slightly higher results. Well, actually for very low Metabolism values, NLE must be used, so it's simpler just to use it everywhere.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 2px;&amp;quot;&lt;br /&gt;
! Meta-&amp;lt;br&amp;gt;bolism !! NLE !! Cost&amp;lt;br&amp;gt;in DP !! Food/&amp;lt;br&amp;gt;Day !! Water/&amp;lt;br&amp;gt;Day !! Oxygen/&amp;lt;br&amp;gt;Day&lt;br /&gt;
|-&lt;br /&gt;
| 1.5 || 0.7 || 20 || 2 EU || 2 L || 0.6 kg&lt;br /&gt;
|-&lt;br /&gt;
| 2.3 || 0.85 || 4 || 2.5 EU || 2.5 L || 0.75 kg&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0 || 3 EU || 3 L || 0.9 kg&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1.3 || -1 || 4 EU || 4 L || 1.2 gk&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1.6 || -2 || 5 EU || 5 L || 1.5 kg&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || -3 || 6 EU || 6 L || 1.8 kg&lt;br /&gt;
|}&lt;br /&gt;
Values outside of the 1.5 to 6 range are not given DP costs, as they are outside the span of Human variety. The Metabolism values of 1.5 and 2.3 were specifically chosen because they convert to &amp;quot;neat&amp;quot; food and water requirements.&lt;br /&gt;
&lt;br /&gt;
=== non-Humans ===&lt;br /&gt;
non-Humans may have special rules for Metabolism, as part of their Species Package, such that multipliers or divisors are applied to Metabolism for the purpose of deriving food, water or oxygen requirements. Cats are desert-evolved and therefore do not require much water relative to their Metabolism stat.&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
empty fopr now.&lt;br /&gt;
&lt;br /&gt;
== Table to use ==&lt;br /&gt;
{|style=&amp;quot;margin: 2px;&amp;quot;&lt;br /&gt;
! A !! B !! C&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Temp]]&lt;/div&gt;</description>
			<pubDate>Thu, 12 Apr 2012 13:51:20 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://pop.sagataflwiki.net/index.php?title=Talk:Temp_Metabolism_and_Temperature</comments>		</item>
		<item>
			<title>Temp MF and Pace</title>
			<link>http://pop.sagataflwiki.net/index.php?title=Temp_MF_and_Pace</link>
			<description>&lt;p&gt;Peter Knutsen:&amp;#32;re-categorizing from XYZ to Temp (again!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is temporary notes about Move Factor and Pace.&lt;br /&gt;
&lt;br /&gt;
The base value for Move Factor is 3, for an average Human. To find the actual value for your character, add Agility and Leg Length to 3.&lt;br /&gt;
&lt;br /&gt;
Remember Leg Length is a sort of sub-Attribute of Frame (the Secondary Attribute formerly known as Size - now Size means gross or large-scale Size: all Humans are Size 3, and Frame denotes smaller variations within the span of Size 3).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 2px;&amp;quot;&lt;br /&gt;
! Sum !! Move&amp;lt;br&amp;gt;Factor !! Notes !! Walk !! Run !! Pace !! Travel !! MF&lt;br /&gt;
|-&lt;br /&gt;
| -1 or less || -4 || Human min. ||  ||  || 1 ||  || -4&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 1 || -3 ||  ||  ||  || 1.5 ||  || -3&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -2 ||  ||  ||  || 2 ||  || -2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -1 ||  ||  ||  || 2 ||  || -1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0 ||  ||  ||  || 2.5 ||  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 ||  ||  ||  || 2.5 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 6-7 || 2 ||  ||  ||  || 2.75 ||  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 8-10 || 3 || average || 3 || 4 || 3 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| 11-12 || 4 ||  || 3 || 4 || 3.25 ||  || 4&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 5 ||  || 3 || 5 || 3.5 ||  || 5&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 6 ||  || 4 || 6 || 3.5 ||  || 6&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 7 ||  || 4 || 7 || 4 ||  || 7&lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || 8 || 4 || 8 ||  || 4 ||  || 8&lt;br /&gt;
|-&lt;br /&gt;
| 18-19 || 9 || 4 || 9 ||  || 5 ||  || 9&lt;br /&gt;
|-&lt;br /&gt;
| 20+ || 10 || Human max. || 5 || 11 || 6 ||  || 10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:left&amp;quot;&amp;gt;&lt;br /&gt;
Keep in mind that the min and max values are only for &amp;quot;raw&amp;quot; individual Humans. Encumbrance and other Fleetness effects can certainly lower MF to less than -4, and so can effects that act directly on MF. Also note that a MF of -4 does not mean &amp;quot;no mobility&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Travel column is the distance in km, for 4 Hours of Hiking (1S), on TD3 Terrain (base 18).&lt;br /&gt;
&lt;br /&gt;
[[Category:Temp]]&lt;/div&gt;</description>
			<pubDate>Mon, 09 Apr 2012 11:17:12 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://pop.sagataflwiki.net/index.php?title=Talk:Temp_MF_and_Pace</comments>		</item>
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