Tuesday, September 18, 2012

WHY ENGLISH IS SO HARD

WHY ENGLISH IS SO HARD  


We'll begin with a box, and the plural is boxes,
But the plural of ox becomes oxen, not oxes.
One fowl is a goose, but two are called geese,
Yet the plural of moose should never be meese.
You may find a lone mouse or a nest full of mice,
Yet the plural of house is houses, not hice.


If the plural of man is always called men,
Why shouldn't the plural of pan be called pen?
If I speak of my foot and show you my feet,
And I give you a boot, would a pair be called beet?
If one is a tooth and a whole set are teeth,
Why shouldn't the plural of booth be called beeth?


Then one may be that, and three would be those,
Yet hat in the plural would never be hose,
And the plural of cat is cats, not cose.
We speak of a brother and also of brethren,
But though we say mother, we never say methren.
Then the masculine pronouns are he, his and him,
But imagine the feminine: she, shis and shim!


Let's face it - English is a crazy language.
There is no egg in eggplant nor ham in hamburger;
neither apple nor pine in pineapple.
English muffins weren't invented in England.
We take English for granted, but if we explore its paradoxes, we find
that quicksand can work slowly, boxing rings are square, and a guinea
pig is neither from Guinea nor is it a pig.


And why is it that writers write but fingers don't fing, grocers don't
groce and hammers don't ham?


Doesn't it seem crazy that you can make amends but not one amend.If
you have a bunch of odds and ends and get rid of all but one of them, what do
you call it?


If teachers taught, why didn't preachers praught?
If a vegetarian eats vegetables, what does a humanitarian eat?


Sometimes I think all the folks who grew up speaking English should be
committed to an asylum for the verbally insane.


In what other language do people recite at a play and play at a recital?
We ship by truck but send cargo by ship.
We have noses that run and feet that smell.
We park in a driveway and drive in a parkway.
And how can a slim chance and a fat chance be the same, while a wise
man and a wise guy are opposites?


You have to marvel at the unique lunacy of a language in which your
house can burn up as it burns
down, in which you fill in a form by filling it out,
and in which an alarm goes off by going on.


And, in closing, if Father is Pop, how come Mother's not Mop?


That's all for now.

Friday, March 9, 2012

Foreign Weapon Proficiency for Nyambe rpg

Here is a list of weapons from the Far East and what book they can be found in

Oriental Adventures
Kau Sin Ke
Butterfly Sword
Three-Section Staff
Bagh Nakh (Nekode)
Chakram

Player's Handbook
Crossbow (Nu)
Longspear (Mao, Qiang)Whip (Pi Bian)
Composite Shortbow (Gong Jian)
Kama (Lian)
Warhammer (Chui)
Trident (San Cha, Tiger Fork)
Longsword (Jian, Tau-Kien)
Mace,Light or Heavy (Suan Tou Fung)
Glaive (Chan, Da Dao)
Javelin (Mau)
Halberd (Ch'i Chi, Ge, Ko, Pi Chi, Yue)Greatclub (Chang Bang, Gada)
Dagger (Bich'wa, Bi Shou, Do-Su, Khanjarli)
Bastard Sword (Khandar, Wo Dao)
Scimitar (Dao, Da Huan Dao, Shamshir, Tulwar)
Short Sword (Adya Katti, Choora, Duan Jian, Zafar Takieh)
Battleaxe (Ch'iang, Ch'i Fu, Chi, Chien, Chin, Fu, I Huang, Liu, Tungi)
Quarterstaff (Bang, Gun, Lathi)
Guisarme (Guan Dao)
Handaxe (Bhuj, Piso Tonkeng)
Punching Dagger (Katar)
Pick, Light or Heavy (Zaghnal)

Quintessential Monk
Gold Coin Spade
Two-Headed Spear
Snake Spear
Monk's Spade
Kwan Dao
Iron Staff
Tamo Dagger
Iron Fan
Hero Li Kwei Axe (Battleaxe)
Deer Horn Knife
Ba Gua Dao
Emei Piecer
Whip Chain
Tiger Hook Sword
Prayer Beads
Tai Chi (Scholar's) Sword (Rapier)
Meteor Hammer
Flying Gullotine
Dragon's Head Bench
Two-Section Staff
Assassin's Beads

Mindshadows
Sickle Mace
Shaw Nawaz Khani
Ox Mace
Goliah
Binnol
Ancus
Alamani
Gargaz
Kunjukdan
Kirasoo
Split-Tipped Sword
Pata Sword
Cumber Jung

Monday, February 6, 2012

d20 Urban Druid

Just some ideas for an Urban Druid in D&D

Urban Companion: An urban druid may begin play with an animal companion selected from the following list: Small animated object, bat, dire rat, rat, cat, dog, riding dog, horse (light or heavy), Medium monstrous centipede, Small monstrous scorpion, Small monstrous spider, mule, owl, pony, raven, snake (Small or Medium viper), warhorse(light). This animal is a loyal companion that accompanies the urban druid on her adventures as appropriate for its kind.

A 1st-level urban druid’s companion is exactly like a druid's animal companion, and grows in power exactly like one as well (use the Animal Companion rules presented there for it's advancement). If an urban druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an urban companion that has perished.

An urban druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s urban druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s urban druid level and compare the result with the urban druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)
4th level or higher:
Medium animated object, giant ant (soldier), dire bat, Large monstrous centipede, Medium monstrous scorpion, Medium monstrous spider, Large snake(viper), warhorse (Heavy)
7th level or higher:
Large animated object, carrion crawler, hammerer (MM2, page 27), otyugh, Huge monstrous centipede, Large monstrous scorpion, Large monstrous spider, pulverizer (MM2, Pg 27), Huge snake (viper)
10th level or higher:
Huge animated object, Huge monstrous spider
13th level or higher:
Gargantuan monstrous centipede, Huge monstrous scorpion
16th level or higher:
Gargantuan animated object, Gargantuan monstrous spider

replacing Animal Companion

City Sense: At 1st level, an urban druid gains a +2 bonus to Knowledge(Architecture and Engineering) and Gather Information checks.

replacing Nature Sense

Voice of the City: Through a combination of body language, tone, and expression, the voice of the city can make herself understood by those who do not speak her language, and she can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require her to make a roll: d20 + her class level + either her Wisdom modifier (if trying to understand someone else) or Charisma modifier (if trying to make someone else understand her). Roll each only once per conversation. If she fails, she cannot try to communicate with that specific individual via this ability until she has gained a level. (Thus, it is possible, if she succeeds in one roll but fails in the other, to hold a conversation where she can understand the other speaker but he cannot understand you, or vice-versa.)
The DC of the roll depends on creature type and how closely the individual's language is related to any of her own. The ability works most effectively with other humanoids. In this case, if the individual's language uses the same alphabet as any language she knows, the DC is 20. If it does not, the DC is 30. (See Speak Language, PH 82, for this information.)
The above DCs increase by 5 if the speaker is a fey, giant, or monstrous humanoid; they increase by 10 if the speaker is an elemental. If the other individual is of any other creature type, she cannot communicate via this ability.
If the speaker is deliberately trying to make himself understood, the voice of the city gains a +2 circumstance bonus on this roll. If she is attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), she takes a -4 penalty on this roll.
In addition, she gains Speak Language as a class skill.

replacing Wild Empathy

Crowd-Walker: When moving through a crowd, the crowd-walker moves at her normal rate, rather than requiring two squares of movement for every square as is normal. In addition, light debris does not impede her movement, and she treats heavy debris as light debris. Any other sort of rough terrain impedes her normally, however.

replacing Woodland Stride

Go to Ground: When you choose to "lay low," you become all but impossible to find without magical means. All attempts to find you with Urban Tracking simply fail outright.

replacing Trackless Step

Iron Constitution: The druid gains Strong Stomach (Cityscape 64) as a bonus feat, even if she does not meet the prerequisites. If she already has this feat, she may instead choose any feat for which she does meet the prerequisites.
In addition, the druid gains a +2 bonus on saves against disease.

replacing Resist Nature's Lure

City-Shape: At 5th level, the druid gains the ability to transform into an animal, as per the standard wild shape ability. She can do this once a day to start with, but the frequency of her wild shapes increases as per the standard druid advancement chart.
At 8th level, the druid does not gain the ability to transform into Large animals. Instead, she may transform into Small and Medium vermin, as well as animals.
At 11th level, the druid gains the ability to transform into Tiny animals and vermin.
At 12th level, the druid does not gain the ability to transform into plant creatures. Instead, she may transform into an animal- or vermin-based swarm, so long as it fits within her standard wild shaping Hit Die limits.
At 15th level, the druid does not gain the ability to transform into Huge animals. Instead, she gains the ability to transform into Large animals and vermin.
Special: The Natural Spell feat functions with city-shape just as it does standard wild shape.

replacing Wild Shape

Disease Immunity: At 4th level, an urban druid gains immunity to all diseases, including supernatural and magical diseases.

replacing Venom Immunity

City Soul: At 16th level, the druid can use her wild shape (or city-shape) ability to become a Small, Medium, or Large animated object (MM 13) once per day. These forms are in addition to her normal wild shape uses. In addition to the normal effects of wild shape, she gains all the animated object's extraordinary abilities, as well as many traits of the construct type (low-light vision, darkvision to 60 feet, and immunity to critical hits, poison, disease, paralysis, and stunning).
The precise form must be an object common to the city environment, such as a wagon, a statue, or the like. (Talk to your DM in advance to determine what sorts of forms are available and what are off-limits.)
The druid can assume the form of an animated object twice per day at 18th level, and three times per day at 20th level. At 20th level, she can use this ability to turn into a Huge animated object.
Special: The Natural Spell feat functions with city soul just as it does standard wild shape.

replacing Wild Shape (Elementals)

old spell-new spell

Calm Animals-Calm Emotion
Charm Animals-Charm Person
Detect Animals or Plants-Detect Secret Doors
Detect Snares and Pits-Detect Chaos/Evil/Good/Law
Entangle-Grease
Hide From Animals-Disguise Self
Longstrider-Rooftop Strider
Magic Fang-Magic Weapon
Pass Without Trace-Obscuring Mist
Speak with Animals-Comprehend Languages

Wednesday, February 1, 2012

7th Sea & Nihon(Japan)

Though I have yet to play 7th Sea I am working on flavor text for a Japan like kingdom called Nihon that is apart of but apart from Cathay (they are not one of the Seven Kingdoms of Qi Guo). I will first start with the history first trying to get Nihon's history to align with Cathay's in a similiar fashion to that of Japan and China.

Monday, January 30, 2012

Star Trek Fat Assess

Riddle me this Batman why the hell don't people in the Star Trek universe look more like they do in Wall*E? I mean sythizaters there is no need to work at all to get food.