"Seeing is their use with power.
Seeing by feel is no fear.
Saying what you want." by Amy

New erth rp rabbles or nu erth or never earth

Nabbles RTD improved area game


This is the new earth roleplaying game new earth or never earth that uses these deities. So the game can be played without saying or using some point you played some game, a godman or energy specialist, godnaev or name you can use the creator. This is uses by feeling the use.

So the original is the original roleplayer game, as if your secret is out. That is you think of a place to work with idea, that took place or this doesn't have to look rule. See thinking to create a setup situation is thought set use by statement or success is a role by 10 or less with a dice for success with 7 or less, positive thought is 5 or less, somewhat success is with a twist is 3 or less, failure with a grin, 2 or less is failure. So is freedom or no effect till necessary so some "effect is if" you think to allow things.

So quit when you don't need to place or play by doing nothing with the game. Saving throw is the save or moment played, the area or energy the creator is using till the creator stops or dismisses as the situation or problem phases away. Other idea is a straw hat or straw drawing, as differeing lengths is short by feel or long with straw, thinness or thickness by feel to what is success or you think failed or just quit as dumb so nothing effects you if you don't think this will. This is magic by activity so you won't do, so think to not create then you won't. You don't have to play old campaigns.

As you quit or not your not with the unwanted effects, nothing will go wrong if physical reality unless you want the idea to exist I would be aware of this fact. Seeing so think to see so you got nothing wrong with the area by playing, thinking creates so any bad effects are gone by the creator seeing by feel I realized most this stuff happened in spirit by idea you make or need and the spirit does in your inner self unless you don't intend the idea to effect you. So I think its safe to read that as a suggestion, or use by thought no unnecessary symbolism that creates energy dispersement with excess unwanted idea energy. So you see with anything use is defined by feel or think concept as use in effect gone by the creator.

All characters can teleport at will. This happens naturally using the energy as a source, as though you create yourself where you intend to be. Think to shift, as you focus on an energy source you think is a source of energy. Then imagine yourself there where you intend to be or touch an item for its energy. Then the spirit uses the soul to shift you there by that energy source. If you use an object to teleport, then you used a port key. The portkey can be anything.

So if too dangerous, you can always shift back by feel. So think your spirit shows you what is there. Then if you will the result, you can know by feel what is there via vision and what happens if you actually get there. The point is done when you think to realize what is there and you feel what it's like there. This can even shift you or let you know what is what to other planets. So think of the area and your there by feel. That's if you want to teleport.

Other rules:

1) You do stuff.
 2) The GM rolls a 6-sided die and this creates what you desire. Where a 4-6 rolled is creating what you want as a result. A 1-3 rolled is creating a missed moment, or nothing happens as a fail. So with the use of the creator, and stating an opposite effect. This is countering by feel. Thought to counter is done and this tells you what actually happened.

   If something is coming to hit you the creator can cause you to be missed if you dodge them, even if it's not your turn you'll get a roll to dodge or step around thrown things. You lose if you die yet you aren't hurt till you don't dodge it. You win if all the other players have lost (though feel free to cooperate anyway).

By Robert with thought or Spellhawk