This is a place to list mechanics, advantages, or anything else that you think should be in the Wiki that isn't, and to note that you're working on a mechanic or part of the world. Feel free to add things to the list, someone may find them interesting and work on them. When they're done, mention it to the person who requested it and they should take theirs down. * SpiritWarrior Advantage (requested by zebediah), being worked on by zebediah. * Anything on magical [Paradigm]s tha people want to put up (requested by zebediah, v. low priority) I'm working on [Karma Ritual] , but if people want to add or fill in things, that'd be useful --Kat I'm working on a number of things, while I should be doing my labs. Here's the list: [Alternate Coping Mechanisms], as the heroism mechancic--I need to borrow some books. Inputting all the [Discipline]s and [Talents] from ED into the Wiki and into the [Complete List of Talents], and actually making all the mechanics there work sensibly (need help on this one, obviously). Simplified [Bow Design] rules and stats for big & small bows (modification of Gulliver's, given we are using ST and load ST). [Melee Weapon Design] rules, possibly simplified a bit from Gulliver...both the previous two may become web tools too. Please...let me know if a tallent seems to broken, either much too wimpy or much too powerful, even if it's been in play for a while...the conversion from ED to gurps is a WIP. --zebediah I'm also hoping to get a page in with the difference between mystic damage, physical damage, dual damage, and taint/karmic damage...maybe even a bit on strain and fatigue. Call it something like [Damage Types]. --zebediah [Durability] works again. Oops. --bts And, of course, someone should be working on those [The Unified Taunt Rules]. --zebediah A list of advantages: how much is it worth to be able to spend karma on (sword/axe/club/barehanded/throwing weapon damage, perception tests, IQ tests, ST tests, all physical damage tests, DX tests, WL, [Willforce] (or will as damage/spell damage), CH tests and reaction rolls, recovery tests, etc. etc.) For any of these its' only the thing listed--rolling a CH- based skill, you can spend karma only if using the skill at default? Trying to port over common ED circle advantages. --zebediah Use only on defaults encourages people to be unskilled, and in skills relevant to the core of their Discipline. I'd go with usability for any skill/Talent based on that. Karma's somewht less meaningful in our system than it was in the original, so I think this works out. --bts The [Adept] package, including how much it costs to up circle, the cost of extra [RecoveryTest]s, the cost of [Adept Healing], etc. --zebediah