This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ===== About Importation ===== It would be a bit unfair for you to lose all your progress when coming from Dungeon World-Like Systems, so you get to keep it! Some of it anyway. Read the [[1e:character_creation|Character Creation]] guide and start building a character sheet before starting your import. In the character sheet, change the system to: **Kamisekai/DW Import** ===== Levels to Level Points ===== Kamisekai doesn't have levels, it has Level Points. Level Points, or LP are used to assign moves, stat increases, and perks. Conversion gets you some credit from the number of Levels in Dungeon World. To convert: * **Lewd World** * Take the number of times you've prestiged, and multiply it by 10. * Add that to your current level. * Subtract 1. * Assign that to your Current and Earned LP * **Dungeon World & Variants** * Use the Table Below For example, if your character was level 5, you would have 4 LP. If your character was level 6 but, but has prestiged once, you have 15 LP. ^ Dungeon World ||||||||||||||||||||| ^ Dungeon Level | 1| 2| 3| 4| 5| 6| 7| 8| 9| 10| 11| 12| 13| 14| 15| 16| 17| 18| 19| 20| ^ KS Total XP | 0| 8| 17| 27| 38| 50| 63| 77| 92| 108| 125| 143| 162| 182| 203| 225| 248| 272| 297| 323| ^ KS Current LP | 0| 0| 1| 2| 3| 5| 6| 7| 9| 10| 12| 14| 16| 18| 20| 22| 24| 27| 29| 32| ^ KS Current XP | 0| 8| 7| 7| 8| 0| 3| 7| 2| 8| 5| 3| 2| 2| 3| 5| 8| 2| 7| 3| ===== Assignment ===== Next you assign those points just like you would level normally. Imported LP **cannot be applied** towards Asenction stats. If you followed the chart above, you should not have enough to spend on them. Any excess LP you counted by mistake are discarded. ===== Matching Moves and Skills ===== Many of the moves in KS are very different from LW, DW or MW. In most cases, it will be faster to ask for help. You can also search for it in the [[1e:changes]]. There's likely to be another move just like it or one that replaced it. ===== Equipment ===== Your material goods have been lost. Most LW items are incompatible with IW, unfortunately. Though equipment that's particularly important to you can be brought over with some effort. You may want to run your imported items by GMs or players before attempting to bring them over, but here's some guidelines. ==== Items ==== * Wearable items become accessories * Items that give a benefit just by being in your inventory become accessories ==== Weapons ==== * Weapons should be reformatted to match their type. * **Ranged** * Reformatted to: * <Name> (<damage>/<speed>) <Boons and fluff text> (<Other special tags>) * More powerful ranged weapons are **Slow** and less powerful weapons are **Medium** * All things related to ammo use are removed. * All ranged weapons weapons have the same range. * **Melee** * Consult a moderator or a regular GM for help. ==== Armor ==== * Stays more or less the same. * Skill related bonuses should be mapped to changed skills. ===== Adapting To The New World ===== IW has a number of significant differences from Dungeon World-like games. You should be aware of these points before looking into the other information. * **Traits** have been removed. * **Moves** are generally more powerful and less penalizing for failure. * **Skills** have been renamed to **Perks.** They are more useful, and often drastically change the way a move can be used. * **Gold** has a cap of 100GP. * **Ranges** have been simplified to **Melee**, **Near** and **Long**. * **Magic** has been turned into **Disciplines and Schools.** * **Magic Levels** have been renamed into **Grades** and there are only 3 instead of 9. * **Reaction Moves** are no more, instead, defensive-type moves let you retaliate with an attack or do damage themselves. * **Character Sheets**, permit being changed **at will out of a session**. Moves and stats may be exchanged as desired out of a session. * **Bad Ends** have been augmented with **Unconsciousness**, and are harder to avoid…but it's not as bad as it sounds. * **Inventory** is more restrictive, but more useful. * **Weapon Tags** are nonexistent. The GM copes by using their Common Sense™. * **Base Stats** are more restrictive, but moves have been adjusted to cope with this. * **Damage** only has two distinct types; physical and magical. * **Basic Moves** have been expanded upon.