From The Ashes System: Revised

Challenges: 1

Mana and Life Bars: 2

Social Conflicts: 3

Starting a Social Conflict: 3

Social Conflict Exchanges: 3

An example piece of an exchange: 5

Initiating Combat: 5

Actions in Combat: 5

Experience and Levelling: 6

Beliefs: 6

Combat XP: 7

XP Curve: 7

Character Point Curve: 8

Spending CP: 8

Skill Starts: 9

Primary Stat Advances: 9

Equipment: 10

Influence: 10

XP and CP Chart: 10

Primary Stats Chart: 12

 

Challenges:

The fundamental interaction in the game system is a “challenge”. This is when two characters activate skills in direct opposition to one another. “I shoot you.” “I dodge!” When two skills come into conflict like this, they each generate a challenge value, listed in the skill’s description. The difference between those challenges values is the “advantage”—the degree to which one side is more likely to succeed than the other. Challenge values and the size of an advantage are considered secret information from the point of view of the characters. If you’re throwing a blaster shot at someone with a challenge value of 3 and they defend with a 9, don’t be like: “Well, I won’t try that again, that’ll never work.” Instead, you might fire again, or use a skill to try to find out why it didn’t work the first time. I could do all the rolling myself and keep challenge values a total secret, but that’s way more work, and nobody wants fights running slower.

To resolve a challenge, the side with the advantage (or the attacking side if there is no advantage) rolls 5 dice plus the size of the advantage, up to a maximum of ten dice. A die is considered "high" if it rolls the top half of its possible numbers. (3-6 on a D6, 5-10 on a D10, etc.)  If you get 3 dice high, the challenge is a success for you. If you get 5 dice high, it is a critical success for you. 1-2 dice is a failure. 0 dice high is a critical failure.

Challenge:           Chance of Success            Chance of Critical:

-1                          21/64 = 33%                      1/64 = 1%

0                            15/32 = 47%                      1/32 = 3%

+1                          35/64 = 55%                      7/64 = 11%

+2                          70/128 = 54%                    29/128 = 23%

+3                          126/256 = 49%                  93/256 = 36%

+4                          210/512 = 41%                  256/512 = 50%

+5                          272/1024 = 27% 696/1024 = 68%

+6 = Auto Success. Crit @ +5 rate

Once you have your result, you interpret it based on the skills involved in the challenge. Let’s say the advantage was to the dodge side, and the dodge side won. Looking at the “dodge” skill, it says that success means the attack misses. Sometimes your skill won’t have a critical result. For instance, if you critically dodge an attack, there’s no critical success text on the dodge skill. However, there is a critical failure text for the “shoot a guy” skill. Use that instead.

Skills will list which other skills they can oppose in their description, but usually this is mediated via the skill tags, which are listed 1-2 lines under the title in their description. The dodge skill, for instance, says it can defend against skills that have the tags “targeted” and “attack”. If you have a question about what a skill’s payload is, feel free to ask what the tags are. They are for the most part open information. Usually, it is also obvious what tags an action has.

Mana and Life Bars:

Players have up to four currencies they can use to activate skills: Strength, Speed, Mental, and Magic. These are known as the “primary stats”. Each primary stat has a “burst” and a “reserve”. Burst is the maximum amount you can spend in one full combat round. You’ll hear me call out “top of the round” when I loop from the bottom of initiative to the top. That means your burst resets and you can spend again. Reserve is the maximum amount of the primary stat you can have. Every 10 combat rounds (which I will also call out; I keep track of it on the white board) or 10 minutes out of combat, you get back 10% of the reserve. There are skills that accelerate this.

Magic skills generally are more expensive than other skills, to emulate rare use of Force powers. Skills have 3 activation levels showing how hard you're trying: "Weak" represents the barest minimum of effort to get mediocre results, and is most efficient for conserving resources. "Strong" represents a concerted effort, but nothing beyond the ordinary, and should be considered the normal way to activate a skill. "Fierce" represents trying as hard as you can, with quite a bit of effort wasted, for marginally better results.

HP starts at 10. HP represents heroic awesomeness rather than actual wounds. Damage to HP would be things that would break down your spirit to keep fighting, such as minor wounds that sap energy, cuts, bruises, particularly demoralizing situations, and soforth. 0 HP = unconscious. -MAX/2 = dead. NPCs may have smaller negative tracks before death. If damage is declared “stun” by skill or item text, it cannot kill, only render unconscious. Characters stay stunned for a scene. In addition, there is a pain track that restocks to full every turn, and is size HP/2. If the pain track reaches 0, the player loses their next standard action. You heal 3% max HP overnight by rest, though skills and items may influence how fast you recover.

There is healing in the game, but it only applies to the most recent chunk of HP damage, and cannot over-heal. The best defense in Star Wars is not to get hit.

Social Conflicts:

Outside the combat and skill system, there is an optional Social Conflict system, used to resolve impasses between characters where opinions could be changed, and players don’t want to roleplay out an entire argument.

Starting a Social Conflict:

Two groups of characters hold opposite opinions. They want to convince each other (or enough independent bystanders that the group is willing to go with the flow). Each side states their goal state (aka their "Stakes") without any arguments justifying it. If both sides find the stakes acceptable (i.e. some chain of arguments could convince my character to swap to the other side), then the social conflict can begin. If this is not possible, then the unacceptable stakes need to be walked back until they are acceptable, or the social conflict can't happen. It's okay to accept stakes that contradict one of your beliefs; beliefs can change.

Social conflicts can involve PCs or NPCs. There are always exactly two active participants, one on each side. Others who share the opinion can grant bonuses to the active participants, but won't be participating mechanically.

Once stakes are set, each player determines their Body of Argument. This is the social conflict equivalent of hit points. Body of argument is equal to 2 + Level/10 rounded up + Stalwart of Mind/4 rounded up +1 if a belief is involved, +1 for each other person who shares that opinion but isn't the active participant. The maximum body of argument value is 10.

Social Conflict Exchanges:

Once body of argument is determined, the characters have a series of Exchanges which represent each side pressing a point in support of their argument. Exchanges are simultaneous from a mechanical point of view. There are six Persuasive Traits that represent ways to try to get someone to change their mind. Each character has a ranking of how effective the various Persuasive Traits are on them, and how good they are at employing them. These lists are secret, though through repeated social conflicts, trait votes, and generally knowing how a person works, characters may have some idea what the lists look like. Each player selects the method they are using in that exchange, and narrates the general thrust of the argument without going too far into specifics. The position of the trait list for the method you use will generate a pair of scores, which are multiplied together to determine the amount of damage that is done to the other player's body of argument. The exchanges end when one or both players reach 0 body of argument or lower.

The six persuasive traits are:

On the character sheet, the player will rank these traits by what they're best at, and also what they're most vulnerable to. So for instance, Ramses Polk might rank:


Delivery:

  1. Inspirational 2
  2. Witty 2
  3. Tender 2
  4. Manipulative 1
  5. Logical 1
  6. Forceful 1

Meaning he's really good at inspiring people, but he can't make people take him seriously as an authority figure.

Receipt:

  1. Tender 3
  2. Forceful 2
  3. Manipulative 2
  4. Inspirational 1
  5. Logical 1
  6. Witty 0

Meaning he's much more vulnerable to the soft power of emotional appeals than logic and clever argument.


You'll notice numbers after each adjective. Those numbers are the multiplier conferred by that place in the list. So if later Ramses' heart is hardened and Tender switches place with Logical in the receipt list, Logical will now have a rating of 3, and Tender will go down to 1. The arrays are fixed and determined by the order of the adjectives. For outgoing, it's 2,2,2,1,1,1. For incoming it's 3,2,2,1,1,0. This means that how good you are at delivery is not as important as how well you know your target's vulnerabilities. Calculate the amount of damage dealt to the body of argument by multiplying the delivering party’s outgoing multiplier with the receiving party’s incoming multiplier.

Once the size of the exchange is known, do a little roleplaying to show how effective it was.  The largest possible damage is 6, the smallest is 0, and the average is about 2.25.

An example piece of an exchange:

Lilith tells Tarragon: You need to bring my daughter back. I'm her mother.

She's using forceful, giving him orders as if she has a position of authority in this situation as Tarragon and Kiessa's mother.

She's pretty good at giving orders as the captain of a pirate ship, so her multiplier is 2. Despite his griping, Tarragon does have respect for who has authority over whom, and his multiplier is also 2. The total damage for the volley is 4, pretty respectable against Tarragon's body of argument of 8 at the time.

Tarragon says: You're right, she is your daughter...

Resolving the Conflict:

When the conflict is over, look at the remaining body of argument for the side that doesn't have 0. (It might also be 0, if they eliminated each other on the same exchange). The fraction of body of argument determines how many concessions must be made by the winning side in their stakes. If 100%-51% of the initial body of argument survives, only trivial concessions are needed. From 50%-1%, major concessions are needed. If both are at 0, they must compromise evenly.

The consequences of the social conflict last until new information or participants change the situation on the ground. Losing a social consequence convinces your character until something else un-convinces them.

Initiating Combat:

In combat, players set their initiative to their initiative skill +1 per high die with 6 dice rolled total. Ties are settled by rolling more “digits” of initiative, still using the skill, and then act in initiative order on a cyclic scale. The first person to initiate an action in combat has "surprise" and gets to act at infinite initiative. (It’s not that you are actually surprised, it’s just that they started it, so they get to start). For scenes where it’s not really clear who’s initiating, everyone rolls initiative. Some skills may allow players to act before the scene initiator.

Actions in Combat:

In combat, on your turn you get a standard action. This may be used to activate a skill or move. Different standard actions may have descriptive tags on them, such as a “move” action or a “ready”, determined by what skill you activate. Some skills allow you to activate two skills at once, provided they have certain tags. So for instance, Mobile Attack lets you activate a skill with the attack tag at the same time as a skill with the movement tag. These are both part of the same standard action.

Players also get an arbitrary number of defensive actions, used to activate skills to defend themselves or allies against incoming enemy skill usage off-turn. However, beware trying to spam out lots of defensive actions, not only will you chew through many of your character’s primary stats, there is an increasing penalty as you take more and more defensive actions. The first two actions are at full strength, but each additional 2 defensive actions are at an increasing challenge penalty of 1. (For defensive interrupts that apply status effects, use the penalty to modify the skill level rather than the size of the status effect).

Experience and Levelling:

Experience is the reward currency for Weapons of Legacy. As your character stands up for what they believe in against opposition, they will accrue experience through surviving against opponents in combat, accomplishing goals, and interacting in a meaningful way with beliefs. At certain experience thresholds (see chart below), your character will gain a level. However, levels can be far apart, and growing your character is fun, so your character’s CP for the level (the currency used to buy skills) is awarded gradually over the whole course of the level as you gain experience. Small amounts of experience will be awarded for improving the game out of character such as by turning in session summaries, writing backstory, writing fanfic, making art for the game, developing the world further, contributing to the wiki, and soforth.

Each major source of experience should be worth roughly equal amounts.

Beliefs:

Beliefs exist in the format: “Statement about things I care about, therefore action I will take.” For example: “I believe Vader is my father, so I will endanger myself to turn him from the Dark Side.” Each player will have three personal beliefs, and also contribute one belief to a group pool. Set these beliefs at the first session. Thereafter, one belief may be changed each session, at any time during the session.

At the end of session, there is a battery of six questions for each player. Each question that is answered true for any one goal/belief in a given session is worth 4% of a level, but there is no benefit for a question that is true for multiple goals/beliefs. A question that is true and is about something that's unusually important is worth twice as much XP.

1. Growth: Did pursuing this belief cause my character to change or grow in a way that other people would notice?

2. Relationships: Did pursuing this belief cause my character to make a significant new friend or enemy?

3. Action: Did pursuing this belief cause my character to be significantly endangered?

4. Lore: Did my character learn something that would change how or why they are pursuing this belief?

5. Opposition: Did my character permanently sacrifice something they valued or suffer meaningful hardship to further this belief?

6. Progress: Did my character change the world in a way that many people would consider significant while pursuing this belief? This can be satisfied by dramatic failures.

Combat XP:

Combat experience is awarded for players overcoming danger. The most obvious expression is facing enemies and defeating them, which is worth the full formula below. Bypassing enemies such that you only interact with part of the threat they present is worth smaller fractions. While it may seem like you get the most XP for fighting enemies in bad circumstances, in fact combat is slow and is slipping past enemies tricky-like is fast, so in general it’s worth more XP per unit of out of game play time to cleverly think your way past an enemy.

From purely combat xp, it takes 8 equal-level fights to level up. (Note that an equal-level fight is a group of NPCs of the same power as the PCs. This is fairly unusual—in D&D such a fight would be 3 encounter levels higher than the PCs’ level). This means the XP for defeating a creature is equal to 125 * its level + 1.25% of its XP total.

Generally an enemy who presents some physical threat but is made to leave via the conditions of battle is worth half (such as enemies who get a few shots off and then retreat, or are wiped out before they can act). An enemy who can present a physical threat but never gets a chance to due to stealth or social manipulation is worth quarter.

Out of Game Experience:

Out of game experience awards are roughly 1% of a level for a session’s worth of work-equivalent. This includes making costumes, writing session summaries, making art, making fan fiction, writing optional backstory, between-sessions roleplaying to keep up interest, and updating the wiki. It may not seem like much, but it can add up.

XP Curve:

The XP curve is a mixture of quadratic and exponential, designed to allow any experience gain at all to still be worth something, but to make sure that players are always seeking challenges appropriate to their own degree of power and skill.

In English:

Each level requires 1,000xp * your old level + 10% of your total xp from the previous level.

In Math:

Sum(i = 0 to New Level - 2) of 1.10^i * 1000 * (New Level - 1 - i):

In Computer:

               double n = level - 1;

               double firstTerm = 1000.0 * n * (pow(PERCENTAGE,n) - 1.0) / (PERCENTAGE - 1.0);

               double secondTerm = 1000.0 * PERCENTAGE / ((1.0-PERCENTAGE) * (1.0 - PERCENTAGE)) * (1.0 - n * pow(PERCENTAGE,n - 1.0) + (n - 1.0) * pow(PERCENTAGE,n));

               return firstTerm - secondTerm;

Each level, your primary stats increase by 5%, compounding once per level. Your hit points increase by 5% every two levels, compounding once per two levels.

Character Point Curve:

Each level you get CP. The amount goes up as you level up.

For levels 0-10, you get 10CP per level.

For levels 11-20, you get 2 more CP each level than you did last level.

For levels 21-30, you get 3 more CP each level than you did last level, and soforth.

So in math, your CP earned over the course of level N is:

(Triangular Number(floor(N/10)) * 10 + (N modulo 10) * (floor(N/10) + 1)), minimum 10.

 

Spending CP:

You spend CP to improve your character. Skills are upgraded by spending the new level in CP. So moving a skill from 2 to 3 is 3 CP. 3 to 4 is 4CP.  You only get to upgrade a skill one step at a time, so 2 to 4 is 3 + 4 = 7 CP. Spending CP takes time off from the adventure spent doing training montage type activities. These activities let you invest 2 CP per day + 2CP per 10 levels you have. So at level 10-19 you can spend 4 CP per day training. You may also "forget" CP at half that rate, which takes no in-game effort. A skill may not be forgotten down to a level lower than the requirements of skills that depend on it. So for instance, if you have a skill which requires 2 ranks of blasters group, you cannot sell blasters group down to 1 until you have gotten that other skill down to 0, at which point the dependent skill is lost completely until it is re-taught.

In addition to skills with ratings, there are also disciplines; set skills that are either present or absent, and have a fixed CP cost. For instance, speaking a foreign language is a 6 CP discipline. Either you spend the 6 CP and now you speak it, or you don’t, and you don’t, no half-ways.

The net effect is that your character sheet can be completely rewritten over time. Try not to abuse this in ways that make me do too much work or strain credibility; the forgetting and re-teaching system is there to encourage experimentation and allow people to recover from making mistakes since not all skill text is known to the players initially.

At certain level breakpoints, typically multiples of 5, cool splashy "Unique" disciplines will be offered to player characters. These will not be extra powerful compared to similar investments in other skills, but they will generally offer a different approach to a situation than is conventionally possible. These disciplines don’t go away if you don’t take them immediately, so you can invest in them later when CP become available. I’ll keep a list of such available disciplines at the bottom of your character sheet.

Skill Starts:

Players start with a bunch of basic skills at level 0. You can use a skill at level 0, but it will be unlikely to work well. Additional "skill starts" (i.e. skills at level 0) can be obtained via in-game training, or by getting prerequisite skills up to certain levels (for instance, 3 ranks of “Blast” opens “Precise Shot”, the skill for doing called shots on body parts).

Most people’s character sheets will have a LOT of skills at level 0. Don’t worry about these for the most part. You’ll gain familiarity with them as they come up in game.

Characters may teach each other skill starts! The recipient must meet the requirements of the taught skill (So for instance, you may not teach lightsaber parry without lightsaber weapon group, and you may not teach Force powers to non-Force-sensitives), and the teacher must have at least 3 ranks in it (though you can sell those ranks off afterwards if you don't intend to keep the skill for yourself). In addition, it takes 3 days for teacher and student to teach the skill, which grants it to the student at 0. There are NPCs who are willing to take the time to teach you skill starts, if asked. It would only be polite to compensate them for their time. You could also look up information about how skills work at libraries, or by asking people who have the skills themselves. “Hey stormtrooper guy. I notice you can shoot a lot faster than me. How does that work?” “Well, when you get good enough at a blaster, you don’t have to think about aiming so much.”

Primary Stat Advances:

You may also spend CP to to improve your primary stats. Just like with skills, advancements to a primary stat cost the number of the advancement in CP. So 3 advancements cost 1 + 2 + 3 = 6 CP. Each advancement to a primary stat gives the effect of 2 levels up (i.e. +10.25% compounding for reserve and burst, +5% compounding for hit points). So a level 10 character who has spent 10 CP (for 4 advancements) on hit points would have 10 * 1.05^(5+4) hit points, which is 15. A character of the same level who had not spent CP on hit points would have 12 hit points.

Doing those exponents is a chore. Fortunately, there is a level-to-primary stat conversion chart at the bottom of this page.

Equipment:

 

Characters can pick up and use anything they find. However, between modules, equipment must be maintained via the Resources skill, available by default for all characters. Unmaintained equipment is lost. Resources also governs the creation and purchasing of equipment between modules.

 

Influence:

 

Influence measures how the attitudes of various groups in the game-world vary based on the players’ actions. There are two statistics per group: Favor, and Infamy. Both statistics grow as players interact with the groups (though they could conceivably shrink if the players ignored or did not interact with the group for a long time). Favor represents favorable interactions, while Infamy represents unfavorable interactions. The sum of the two represents how well-known the players are to the group, and the difference between the two represents how well-liked the players are. Individual players may have deltas for the various stats if they do something of individual distinction, but generally influence is measured on a party basis. Here’s some numbers to give a sense of the scale of influence statistics.

 

0.                           Totally unknown, never interacted.

1-10.                     Minor interaction. Acquainted by hearsay.

11-25.                  Have done some minor service or disservice. Have interacted several times in a neutral

way.

26-50.                  Have done a significant service or disservice, and my expect to be repaid in kind.

51-100.                The party figures in the group’s strategic planning. A rank-and-file group member might be in this range. This much more infamy than favor gets you on the shoot-on-sight list of most groups.

101-200.              The group considers the PCs to be a major strategic ally or enemy. An important member in the group might sit in this range.

201-500.              The group routinely acts in service of the party, or considers the party among its top

                              enemies. The group’s elite sit in this range.

501+                     The group is nearly an extension of the party’s goals, or the party is nearly the sole focus

                              of its opposition. Group leaders and founders sit in this range.

XP and CP Chart:

New

Level         Xp Delta                       Xp Total    XP Granted                 CP Granted                 CP Total    Comment

1                  0 + 0                               0                  125                                 10                                   10               Child

2                  1,000 + 0                      1,000         250                                 10                                   20

3                  2,000 + 100                  3,100         413                                 10                                   30

4                  3,000 + 310                  6,410         680                                 10                                   40

5                  4,000 + 641                  11,051       763                                 10                                   50               Generic adult worker

6                  5,000 + 1,105              17,156       964                                 10                                   60

7                  6,000 + 1,715              24,871       1185                               10                                   70

8                  7,000 + 2,487              34,358       1429                               10                                   80

9                  8,000 + 3,435              45,794       1697                               10                                   90

10               9,000 + 4,579              59,374       1992                               10                                   100             Newly Graduated Padawan.

                                                                                                                                                                                    Basic Soldier

11               10,000 + 5,937            75,311       2316                               12                                   112

12               11,000 + 7,531            93,842       2673                               14                                   126

13               12,000 + 9,384            115,227     3065                               16                                   142

14               13,000 + 11,522         139,749     3496                               18                                   160

15               14,000 + 13,974         167,724     3971                               20                                   180             Competent Soldier

16               15,000 + 16,772         199,497     4493                               22                                   202

17               16,000 + 19,949         235,447     5068                               24                                   226

18               17,000 + 23,544         275,991     5699                               26                                   252

19               18,000 + 27,599         321,590     6394                               28                                   280

20               19,000 + 32,159         372,749     7159                               30                                   310             Normal Jedi. Special forces.

 

21               20,000 + 37,274         430,024     8000                               33                                   343

22               21,000 + 43,002         494,027     8925                               36                                   379

23               22,000 + 49,402         565,430     9942                               39                                   418

24               23,000 + 56,543         644,973     11062                            42                                   460

25               24,000 + 64,497         733,470     12293                            45                                   505             Badass bounty hunter

26               25,000 + 73,347         831,817     13647                            48                                   553

27               26,000 + 83,181         940,999                         15137        51                                   604

28               27,000 + 94,099         1,062,099 16776        54                                   658

29               28,000 + 106,209       1,196,309 18578        57                                   715

30               29,000 + 119,630       1,344,940 20561        60                                   775             Jedi Master

 

31               30,000 + 134,494       1,509,434 22742        64                                   839                                

32               31,000 + 150,943       1,691,377 25142        68                                   907

33               32,000 + 169,137       1,892,515 27781        72                                   979

34               33,000 + 189,251       2,114,766 30684        76                                   1,055

35               34,000 + 211,476       2,360,243 33878        80                                   1,135         Famous Jedi masters

36               35,000 + 236,024       2,631,268 37390        84                                   1,219

37               36,000 + 263,126       2,930,394 41254        88                                   1,207

38               37,000 + 293,039       3,260,434 45506        92                                   1,299

39               38,000 + 326,043       3,624,477 50180        96                                   1,395

40               39,000 + 362,447       4,025,925 55324        100                                 1,495         Legendary Jedi.

                                                                                                                                            Game should end before PCs reach this level.

41               40,000 + 402,592       4,468,518                     105                                 1,600

42               41,000 + 446,851       4,956,369                     110                                 1,710

43               42,000 + 495,636       5,494,006                     115                                 1,825

44               43,000 + 549,400       6,086,407                     120                                 1,945

45               44,000 + 608,640       6,739,048                     125                                 2,060                            

46               45,000 + 673,904       7,457,953                     130                                 2,190

47               46,000 + 745,795       8,249,748                     135                                 2,325

48               47,000 + 824,974       9,121,723                     140                                 2,465

49               48,000 + 912,172       10,081,895                                       145                                 2,610

50               49,000 + 1,008,189   11,139,085                                       150                                 2,760        

                   

51               50,000 + 1,113,908   12,302,993                                       156                                 2,916

52               51,000 + 1,230,299   13,584,293                                       162                                 3,078

53               52,000 + 1,358,429   14,994,722                                       168                                 3,246

54               53,000 + 1,499,472   16,547,194                                       174                                 3,420

55               54,000 + 1,654,719   18,255,914                                       180                                 3,600

56               55,000 + 1,825,591   20,136,505                                       186                                 3,786

57               56,000 + 2,013,650   22,206,156                                       192                                 3,978

58               57,000 + 2,220,615   24,483,771                                       198                                 4,176

59               58,000 + 2,448,377   26,990,149                                       204                                 4,380

60               59,000 + 2,699,014   29,748,163                                       210                                 4,590

 

Primary Stats Chart:

 

Primary Stats Advances:

Base of 10                                                                                                                  Base of 60

Advances             Stat                                                                                                Advances          Stat

 

-15                        4                                                                                                    -15                     25

-14                        5                                                                                                    -14                     26

-13                        5                                                                                                    -13                     28

-12                        5                                                                                                    -12                     29

-11                        5                                                                                                    -11                     31

-10                        6                                                                                                    -10                     33

-9                          6                                                                                                    -9                        35

-8                          6                                                                                                    -8                        37

-7                          7                                                                                                    -7                        39

-6                          7                                                                                                    -6                        42

-5                          7                                                                                                    -5                        44

-4                          8                                                                                                    -4                        47

-3                          8                                                                                                    -3                        50

-2                          9                                                                                                    -2                        53

-1                          9                                                                                                    -1                        56

0                            10                                                                                                  0                         60

1                            10                                                                                                  1                         63

2                            11                                                                                                  2                         66

3                            11                                                                                                  3                         69

4                            12                                                                                                  4                         72

5                            12                                                                                                  5                         76

6                            13                                                                                                  6                         80

7                            14                                                                                                  7                         84

8                            14                                                                                                  8                         88

9                            15                                                                                                  9                         93

10                         16                                                                                                  10                       97

11                         17                                                                                                  11                       102

12                         17                                                                                                  12                       107

13                         18                                                                                                  13                       113

14                         19                                                                                                  14                       118

15                         20                                                                                                  15                       124

16                         21                                                                                                  16                       130

17                         22                                                                                                  17                       137                    

18                         24                                                                                                  18                       144

19                         25                                                                                                  19                       151

20                         26                                                                                                  20                       159

21                         27                                                                                                  21                       167

22                         29                                                                                                  22                       175

23                         30                                                                                                  23                       184

24                         32                                                                                                  24                       193

25                         33                                                                                                  25                       203

26                         35                                                                                                  26                       213

27                         37                                                                                                  27                       224

28                         39                                                                                                  28                       235

29                         41                                                                                                  29                       246

30                         43                                                                                                  30                       259

31                         45                                                                                                  31                       272

32                         47                                                                                                  32                       285

33                         50                                                                                                  33                       300

34                         52                                                                                                  34                       315

35                         55                                                                                                  35                       330

36                         57                                                                                                  36                       347

37                         60                                                                                                  37                       364

38                         63                                                                                                  38                       383

39                         67                                                                                                  39                       402

40                         70                                                                                                  40                       422

41                         73                                                                                                  41                       443

42                         77                                                                                                  42                       465

43                         81                                                                                                  43                       488

44                         85                                                                                                  44                       513

45                         89                                                                                                  45                       539

46                         94                                                                                                  46                       566

47                         99                                                                                                  47                       594

48                         104                                                                                                48                       624

49                         109                                                                                                49                       655

50                         114                                                                                                50                       688

51                         120                                                                                                51                       722

52                         126                                                                                                52                       758

53                         132                                                                                                53                       796

54                         139                                                                                                54                       836