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Topic: WWII Horror LFP
Subject: starting up again


I have had a few people say they would enjoy it if I started this up again, based on a team of soldiers who deal with occult threats from the Nazis in WWII.

So I am looking for a 6 man team. Character creation rules are within the thread, but here they are again so you don't have to go looking. Look to the Characters is Castle Rautenberg for samples of characters.

Odyson, Grugg, Keeper of Dragons and Hammer have all expressed interest. former members of this game are also very welcome and new people as well.


You have six attributes, three are physical and three are mental. Attributes are dice, not stats. You pick a higher dice to represent a better attribute. The steps of dice progression are:

d2 /d4/d6/d8/d10/d12/d12+d2/d12+d4 etc.

Physical
Agility : Your ability to move quickly and physical coordination
Strength : Just how strong is your character.
Vitality: a measure of general health and toughness

Mental
Alertness : Intuition and observation. How much you can spot and notice.
Intelligence : Basic smarts. How bright you are and how much you’ve learned
Willpower : Determination and force of will.

Important:
Initiative (Act first in combat) is Agility + Alertness
Life Points (Hit points, how much damage you take) is Vitality + Will Power
Physical combat = strength + skill
Gun combat = agility + skill
Basic Combat Dodge = Agility + alertness

Making the characters:

Everyone starts with 48 points. If you want d12 in strength, it will cost you 12 points. But don’t be dividing up points yet. First there be Assets and Complications.

Assets are bonuses and add-ons that help your character do things that define them. Assets are major or minor. Every player should have at least one asset, and no more than five. Minor Assets cost 2 points and major assets cost 4.

Complications are those quirks or personality traits that make people human. Minor complications add 2 to your points and major ones add 4. Everyone should have at least one complication and no more than five. Note, play to your complication in the game will get you plot points as well.
 
Once you have your assets and complications done, you take the remains points to give to you attributes. Remember that d6 in an attribute is considered average.

The following are the list of assets and complications in general terms. If you want to know them in specifics, let me know. If you can think of something not on here, let me know. If minor or major is listed after a trait, then that is the only level possible for that trait.

Assets
Allure - You are damn good looking and you know it. You can play it up, dress it up or just have that look.
Athlete - You excel at one specific athletic specialty (tennis, running, swimming etc)
Born behind the Wheel - You could drive before you could walk. You can drive any type of a specified vehicle (cars, boats, etc) so well that you can amaze people.
Fightin’ Type (major) - You are always ready for a fight and can handle yourself well in a tussle.
Friends in High Places (minor) - You have friends and contacts in the high class social groups.
Friend in Low Places (minor) - you have friends and contacts in the underworld and seedy parts of the verse.
Good Name - You are known and have a good reputation. People respect you for something you did or have done or supposedly did.
Healthy as a Horse - You rarely get sick and shake off injuries faster than most.
Heavy Tolerance (minor) - You can drink most people under the table. Doc has to hit you twice with meds to put you under.
Highly Educated (minor) - You have school training and can refer it from time to time. You can rhyme of facts and figure galore about a whole lot of places and things,
Intimidatin’ Manners (minor - You have that look that makes people scared of you. Complete strangers call you sir.
Leadership - You have the way about you to bring the best out of people. You inspire, you motivate and the right word of praise for you will make people want to work harder.
Lightning Reflexes (major) - You are a fast draw. Most guys haven’t touched their guns by the time you have drawn and shot them.
Math Whiz (minor) - You do math in your head faster than a computer.
Mean Left Hook (minor) - You are deadly in a fist fight. Hands can do lethal damage.
Mechanical Empathy (minor) - Machines talk to you and your hear them. The slightest of sounds from an engine means volumes to you and you are gifted at fixing them.
Moneyed Individual* - You are loaded. Your dad is rich, or you wrote the jingle for weetabix that everyone sings. Either way, you can get you hands on cash if need be.
Natural Linguist (minor) - You have an ear form languages and pick up different ones easily.
Nature Lover (minor) - You are at home in a forest and in harmony with nature. Trees seem to talk to you and you have a gentle touch with animals.
Nose for Trouble - Every once in a while, you get that feeling as if her is trouble about and sure as shooting, you know that trouble is about somewhere.
Religiosity - You are a man or woman of god. Faith guides your actions and movement through the verse.
Sharp Senses (minor) - Pick a sense and yours is better than most.
Steady Calm - Even in the most dangerous situations, you remain clam, as if nothing fazes you or could ruffle your feathers.
Sweet and Cheerful (minor) - You are a happy person and you like to show it. Nothing can bring you down and people just can’t help but like you.
Talented - One skill you are exceptionally good at and perform better than most.
Things go Smooth - Lady Luck likes you and good things tend to happen to you.
Total Recall (major) - You have an amazing ability to recall something you have seen or heard in the past, in great detail.
Tough as Nails - You are much tougher than you look. You can dish it out and you can take it as well.
Trustworthy Gut - You have learned to trust your gut reactions as they are rarely wrong.
Two Fisted (major) - You are ambidextrous.
Walkin’ Timepiece (minor) - You don’t need no watch, you just know the time. Freaky really and your friend use you to set their owen clocks.

Complications
Allergy - something sets off your body to a rash or sneezing fits.
Amorous (minor) - Sex might not be the only thing one your mind, but it is in the top 3.
Branded - You are a bad bad apple and you are rotten to the core. Everyone knows you and everyone knows what you are capable of.
Chip on Shoulder - Anger management? Screw that! You lash out at people for the slightest of things.
Credo - You have a personal set of principles that you can not go against no matter what. The sense of honour you have is all that keeps you going and damned if you are going to compromise that.
Crude (minor) - Yo usay the wrong thing at the wrong time, and the right time and well any time really. Subtle is not your middle name.
Dead broke (minor) - No matter how big your pay, you always seem to be broke. Money just burns through your pockets
Deaf (major) - You can’t hear a thing. Your ability to speak may be effected
Dull Sense (minor) - One sense doesn’t work so well.
Easy mark (major) - You are gullible and believe every hard luck story in the verse.
Ego Signature (minor) - You have a thing for leaving calling cards wherever you go, a little sign that you were here for your fans and enemies. Makes you easier to track.
Filcher (minor) - You steal things out of habit. You tried quitting but you gained so much weight so you try to keep it to a minimum instead.
Forked Tongue (minor) - You like to lie. You get to spinning a tale and the tale takes on a life of its own.
Greedy (minor) - Money can make you do stupid things, like betray your crewmembers.
Hero Worship (minor) - Someone in your life can do no wrong and you won’t hear otherwise.
Hooked - You are addicted to a substance, and require doses of that substance or find your perform will become effected.
Leaky Brainpan - You are crazy. You talk to people who aren’t there, or think you are a flower and people should water you. Whatever the case, you are a nutcase.
Lightweight (minor) - You get drunk really easily. Doc has to show you a needle to make you pass out.
Little Person (minor) - You are a dwarf. 3 to 4 feet tall.
Loyal (minor) - Some group of people know you are loyal to them, and that you’ll do anything they ask of you out of loyalty.
Memorable (minor) - You have something distinctive about you that makes people remember you.
Mute (major) - You can’t speak. You have to use non-verbal communication
Overconfident (minor) - "Hey, I can do that" is your motto in life. You are bold, brave, cocky and full of dare.
Phobia (minor) - Something scares you badly. If you come near it, it freezes you up completely.
Portly - You never met a pot roast you didn’t like. You are a hefty person.
Prejudice* - You dislike a certain group of people and react negatively when brought in contact with them.
Scrawny (minor) - You look like you have missed a few meals.
Slow Learner (minor) - You have a mental block on a certain set of skills that keeps you from learning it well.
Soft (minor) - You can’t take pain and crack under the smallest of pressure.
Stingy (minor) - You never feel rich enough. You lock away money, never spend it on things you need.
Straight Shooter - You are generally honest and like to remain that way.
Superstitious (minor) - You believe in the crazy mumbo jumbo that affects your everyday life.
Things Don’t Go Smooth - Lady Luck hate you. Things never work out in the end for you without a series of complications.
Traumatic Flashes - You have flashbacks and horrible dreams of things done to you in the past. It can freeze you up at the worst times.
Twitchy (minor) - You aren’t paranoid - you know there are people out to get you. Trust no one is your motto.
Ugly as Sin - Whether by scar or by birth, you are one ugly critter.


Skills

With skills you start with 68 points. You begin with the General Skills listed below which you can only take to a max of d6. After that you may go higher in specializations within the skill sets. So for example you might have a d6 in Animal Handling, so you add 2 more to the specialty of horse training to d8. You can go as high as you want within a specialty.

General - Even if you have never done anything in these skills, you have a chance based on attribute alone in these skills. So a novice can shoot a gun, or come up with obscure knowledge.

With specialization, if there is a category you can think of, but don’t see - bring it up. This is hardly the exhaustive list. Some cross over several skill sets, so don-t specialize twice.

Animal Handling - You like animals, or you know how to talk to them.
- Specializations: Training, riding, zoology, veterinary, specific animal
Artistry - you have some artistic talents
- Specializations: Appraisal, cooking, forgery, game design, painting, photography, poetry, sculpting, writing.
Athletics - You are good at moving and using athletic skills
- Specializations: Climbing, contortion, dodge, juggling, jumping, running, swimming, any sport
Covert - The subtle arts of the sneaky sneak.
- Specialization: Camouflage, disable devices, forgery, infiltration, disguise, hide in shadows, streetwise, open locks
Craft - You can create things out of other things.
- Specialization: Architecture, blacksmithing, gun repair, leatherworking, cooking, pottery, origami, metalworking
Discipline - You have had some sort of training, usually military.
- Specialization: Concentration, interrogation, intimidation, leadership, mental resistance, morale
Guns - Any dip can squeeze a trigger - this is about aiming and knowing how to hold the gun
- Specialization: Assault rifles, energy throwers, grenade launchers, machine guns, pistols, rifles, shotguns
Heavy Weapons - The big guns that are used to take a plane out of the sky.
- Specialization: Artillery, catapults, demolitions, forward observer, mounted guns, rocket launchers, cannons
Influence - Sometimes words are better than guns and glances.
- Specialization: Administration, barter, bureaucracy, conversation, counseling, marketing, seduction, streetwise
Knowledge - Knowing stuff and more stuff.
- Specialization: Culture, selling goods, appraisal, philosophy, sports, religion, local customs
Melee Combat Weapons - Weapons held in the hand that don’t shot nuthin’
- Specialization: Clubs, numchaku, swords, knives, dagger
Perception - Picking up on the subtle clues in your surrounding
- Specialization: Deduction, empathy, gambling, hearing, intuition, reading lips, search, sight, smell, taste, tracking
Performance - You got a song in the heart or a desire to act out.
- Specialization: Acting, dancing, costuming, keyboard, guitar, wind instruments, singing
Land Vehicles - You have the ability to drive, steer and operate land based vehicles
- Specialization: cars, vehicle repair, military combat vehicles
Water Vehicles - You have the ability to drive, steer and operate water based vehicles
- Specialization: Boats, canoes, sailboats, kayak
Armoured Vehicles - You have the ability to drive, steer and operate heavy armoured vehicles
- Specialization: Tanks, Armoured personnel carriers
Ranged Weapons - Any weapon thrown or shot that isn’t a gun
- Specializations: Blowguns, Bows, crossbows, darts, grenades, javelins, knives, slings
Survival -Buck naked on a rock, things ain’t so bad.
- Specialization - water, land, desert, nature, space survival, specific environment, making fire, hunting
Unarmed Combat - You fight with fist and feet
- Specialization: Boxing, brawling, judo, karate, kung fu, wrestling, street fighting

Skilled Only - you must have points here to try these at home.

Linguist - You know languages well
- Specialization - French, German, Spanish, Cantonese, Mandarin, etc
Mechanical Engineering - You know machines and how to fix them
- Specialization: Invention, machinery maintenance, mechanical repairs, plumbing, security systems, identify problems, rewire and reroute electrical.
Medical Expertise - You have studied medicine either in school or on a battlefield
- Specialization: Dentistry, forensics, general practice, genetics, neurology, pharmaceuticals, surgery, toxicology, prosthetics
Pilot -If it flies, you can work it
- Specialization: Navigation, fighters, bombers
Scientific Expertise- Plenty of schooling or self taught, you the nerd, man!
- Specializations: Atomic physics, Chemistry, Biology, Rocket Science

For those who find the above too complicated

Easy Method

You have six attributes. You have 6 points. You may put your points into any ability to a max of three. Any you leave as 0 are average. You may take one score only to -1 in order to put a +1 in another.

Agility - Your ability to move quickly and physical coordination
Strength - Just how strong is your character.
Vitality - a measure of general health and toughness
Alertness - Intuition and observation. How much you can spot and notice.
Intelligence - Basic smarts. How bright you are and how much you’ve learned
Willpower - Determination and force of will.

Pick three Assets (Skills or traits that help you)

Allure - You are damn good looking and you know it. You can play it up, dress it up or just have that look.
Athlete - You excel at one specific athletic specialty (tennis, running, swimming etc)
Born behind the Wheel - You could drive before you could walk. You can drive any type of a specified vehicle (ships, land machines, etc) so well that you can amaze people.
Intimidatin’ Manners - You have that look that makes people scared of you. Complete strangers call you sir.
Leadership - You have the way about you to bring the best out of people. You inspire, you motivate and the right word of praise for you will make people want to work harder.
Mean Left Hook - You are deadly in a fist fight. Hands can do lethal damage.
Mechanical Empathy - Machines talk to you and your hear them. The slightest of sounds from an engine means volumes to you and you are gifted at fixing them.
Sharp Senses - Pick a sense and yours is better than most.
Steady Calm - Even in the most dangerous situations, you remain clam, as if nothing fazes you or could ruffle your feathers.
Tough as Nails - You are much tougher than you look. You can dish it out and you can take it as well.
Trustworthy Gut - You have learned to trust your gut reactions as they are rarely wrong.

Pick three Complications (Bad habits or traits that define your character)

Allergy - something sets off your body to a rash or sneezing fits.
Amorous - Sex might not be the only thing one your mind, but it is in the top 3.
Chip on Shoulder - Anger management? Screw that! You lash out at people for the slightest of things.
Credo - You have a personal set of principles that you can not go against no matter what. The sense of honour you have is all that keeps you going and damned if you are going to compromise that.
Crude - You say the wrong thing at the wrong time, and the right time and well any time really. Subtle is not your middle name.
Dull Sense - One sense doesn’t work so well.
Easy mark - You are gullible and believe every hard luck story in the verse.
Ego Signature - You have a thing for leaving calling cards wherever you go, a little sign that you were here for your fans and enemies. Makes you easier to track.
Forked Tongue - You like to lie. You get to spinning a tale and the tale takes on a life of its own.
Greedy - Money can make you do stupid things, like betray your crewmembers
Hooked - You are addicted to a substance, and require doses of that substance or find your perform will become effected
Overconfident (minor) - "Hey, I can do that" is your motto in life. You are bold, brave, cocky and full of dare.
Phobia (minor) - Something scares you badly. If you come near it, it freezes you up completely.
Ugly as Sin - Whether by scar or by birth, you are one ugly critter.

Skills

You have d6 in the following:
Covert
Discipline
Guns
Knowledge
Melee Weapons
Land Vehicles
Ranged Weapons
Unarmed Combat

You have all these skills to the max basic level(d6). You have 10 point to add specialities or add another skill. So if you wanted to be specialized in rifles then you'd add up to +3. If you wanted to add Pilot to max basic lvl, you have to use 3 pts and then 1 for every lvl of specialization after that.



Posted on 2015-03-06 at 07:00:11.

Topic: Happy GM's Day
Subject: Hmmm


Apparently I am starting a new game.


Posted on 2015-03-06 at 06:45:16.

Topic: Happy GM's Day
Subject: Sample character


Player: YeOlde
Character Name: Corp. Jake "Brutal" Clements
Gender: Male
Born in: Detroit, Michigan, USA.
Age: 24
Hair: Brown
Eyes: Brown
Build: Tall (6'2") and Brawny

Description: A tall, rough looking character with average looks, a shaved head and a fu-Manchu style mustache.

Personality: Jake Clements grew up in the rough streets; an orphan at 14 he learned to depend on mostly himself. At 18 he got in trouble one too many times with the law and a judge offered him a choice, got to jail or join the Army. The Army sounded perfect for Jake as he loved to fight and was very good at it; according to him. He earned his nickname 'Brutal' from his lack of compassion and his love for fighting and brawling even with comrades.

Jake is the perfect soldier, a fighting machine; unfortunately his bad attitude keeps him from advancing to higher ranks. Being a little bitter at not advancing beyond Corporal, Jake has a little problem with authority and following orders sometimes.

Physical
Agility - d12
Strength - d10
Vitality - d10

Mental
Alertness - d8
Intelligence - d4
Willpower - d10

Life Points: 20
Initiative: d12+d10

Assets-
Lightning Reflexes (Major)
Fightin' Type (Major)
Tough as Nails (Minor)
Mean Left Hook (Minor)

Complications-
Crude (Minor) - Tells it like it is, often not caring what people think about it. Uses a lot of "colorful" words.
Allergy (Minor) - Suffers from Hayfever caused by ragweed pollen during allergy seasons on green fertile planets.
Chip on the Shoulder (Minor) - He has anger management issues; his fuse is a mite short, and violence tends to ensue wherever you go. Ready for a fight at the slightest provocation. Cant walk away from insults or taunts.
Filcher (Minor) - Anything not nailed down is mine, and anything I can pry loose isn't nailed down.
Hooked (Minor) - Smoking - Cigars (preferred) or cigarettes.
Overconfident (Minor) - In gunfights, brawling, and just about anything, he believes he is the best around.


Skills-
Athletics - d6; Dodge - d8
Guns - d6; Pistols - d12+d2, Rifles - d8, assault rifle - d8
Melee weapons - d6
Unarmed Combat - d6 - Brawling d8
Perception - d6
Vehicles - d4
Survival - d6


WEAPONS
2 .45 acp 1911's (in duel shoulder holsters w/3 clips each/1 loaded 2 extra)
1 Thompson SMG w/5 clips/1 loaded 4 extra)
2 Brass Knuckles per his specialty(unarmed Combat)
Fighting Knife w/ M8 Scabbard

EQUIPMENT
Helmet
Jacket/Pants (Reinforced)
Jump Boots
Suspenders
First Aid Pouch w/ Carlisle Bandage
2 Canteens w/ Cover
Gas Detection Armband
Musette Bag
Entrenching Tool
Paratrooper Gloves (fingerless at the tips)
Fragmentation Grenade
Supplemental tie-on First Aid Kit
Thompson Ammo bandoleer (The 4 extra clips here)

Posted on 2015-03-05 at 14:45:06.

Topic: Happy GM's Day
Subject: This was my character creation table fro Rautenberg


You have six attributes, three are physical and three are mental. Attributes are dice, not stats. You pick a higher dice to represent a better attribute. The steps of dice progression are:

d2 /d4/d6/d8/d10/d12/d12+d2/d12+d4 etc.

Physical
Agility : Your ability to move quickly and physical coordination
Strength : Just how strong is your character.
Vitality: a measure of general health and toughness

Mental
Alertness : Intuition and observation. How much you can spot and notice.
Intelligence : Basic smarts. How bright you are and how much you’ve learned
Willpower : Determination and force of will.

Important:
Initiative (Act first in combat) is Agility + Alertness
Life Points (Hit points, how much damage you take) is Vitality + Will Power
Physical combat = strength + skill
Gun combat = agility + skill
Basic Combat Dodge = Agility + alertness

Making the characters:

Everyone starts with 48 points. If you want d12 in strength, it will cost you 12 points. But don’t be dividing up points yet. First there be Assets and Complications.

Assets are bonuses and add-ons that help your character do things that define them. Assets are major or minor. Every player should have at least one asset, and no more than five. Minor Assets cost 2 points and major assets cost 4.

Complications are those quirks or personality traits that make people human. Minor complications add 2 to your points and major ones add 4. Everyone should have at least one complication and no more than five. Note, play to your complication in the game will get you plot points as well.
 
Once you have your assets and complications done, you take the remains points to give to you attributes. Remember that d6 in an attribute is considered average.

The following are the list of assets and complications in general terms. If you want to know them in specifics, let me know. If you can think of something not on here, let me know. If minor or major is listed after a trait, then that is the only level possible for that trait.

Assets
Allure - You are damn good looking and you know it. You can play it up, dress it up or just have that look.
Athlete - You excel at one specific athletic specialty (tennis, running, swimming etc)
Born behind the Wheel - You could drive before you could walk. You can drive any type of a specified vehicle (cars, boats, etc) so well that you can amaze people.
Fightin’ Type (major) - You are always ready for a fight and can handle yourself well in a tussle.
Friends in High Places (minor) - You have friends and contacts in the high class social groups.
Friend in Low Places (minor) - you have friends and contacts in the underworld and seedy parts of the verse.
Good Name - You are known and have a good reputation. People respect you for something you did or have done or supposedly did.
Healthy as a Horse - You rarely get sick and shake off injuries faster than most.
Heavy Tolerance (minor) - You can drink most people under the table. Doc has to hit you twice with meds to put you under.
Highly Educated (minor) - You have school training and can refer it from time to time. You can rhyme of facts and figure galore about a whole lot of places and things,
Intimidatin’ Manners (minor - You have that look that makes people scared of you. Complete strangers call you sir.
Leadership - You have the way about you to bring the best out of people. You inspire, you motivate and the right word of praise for you will make people want to work harder.
Lightning Reflexes (major) - You are a fast draw. Most guys haven’t touched their guns by the time you have drawn and shot them.
Math Whiz (minor) - You do math in your head faster than a computer.
Mean Left Hook (minor) - You are deadly in a fist fight. Hands can do lethal damage.
Mechanical Empathy (minor) - Machines talk to you and your hear them. The slightest of sounds from an engine means volumes to you and you are gifted at fixing them.
Moneyed Individual* - You are loaded. Your dad is rich, or you wrote the jingle for weetabix that everyone sings. Either way, you can get you hands on cash if need be.
Natural Linguist (minor) - You have an ear form languages and pick up different ones easily.
Nature Lover (minor) - You are at home in a forest and in harmony with nature. Trees seem to talk to you and you have a gentle touch with animals.
Nose for Trouble - Every once in a while, you get that feeling as if her is trouble about and sure as shooting, you know that trouble is about somewhere.
Religiosity - You are a man or woman of god. Faith guides your actions and movement through the verse.
Sharp Senses (minor) - Pick a sense and yours is better than most.
Steady Calm - Even in the most dangerous situations, you remain clam, as if nothing fazes you or could ruffle your feathers.
Sweet and Cheerful (minor) - You are a happy person and you like to show it. Nothing can bring you down and people just can’t help but like you.
Talented - One skill you are exceptionally good at and perform better than most.
Things go Smooth - Lady Luck likes you and good things tend to happen to you.
Total Recall (major) - You have an amazing ability to recall something you have seen or heard in the past, in great detail.
Tough as Nails - You are much tougher than you look. You can dish it out and you can take it as well.
Trustworthy Gut - You have learned to trust your gut reactions as they are rarely wrong.
Two Fisted (major) - You are ambidextrous.
Walkin’ Timepiece (minor) - You don’t need no watch, you just know the time. Freaky really and your friend use you to set their owen clocks.

Complications
Allergy - something sets off your body to a rash or sneezing fits.
Amorous (minor) - Sex might not be the only thing one your mind, but it is in the top 3.
Branded - You are a bad bad apple and you are rotten to the core. Everyone knows you and everyone knows what you are capable of.
Chip on Shoulder - Anger management? Screw that! You lash out at people for the slightest of things.
Credo - You have a personal set of principles that you can not go against no matter what. The sense of honour you have is all that keeps you going and damned if you are going to compromise that.
Crude (minor) - Yo usay the wrong thing at the wrong time, and the right time and well any time really. Subtle is not your middle name.
Dead broke (minor) - No matter how big your pay, you always seem to be broke. Money just burns through your pockets
Deaf (major) - You can’t hear a thing. Your ability to speak may be effected
Dull Sense (minor) - One sense doesn’t work so well.
Easy mark (major) - You are gullible and believe every hard luck story in the verse.
Ego Signature (minor) - You have a thing for leaving calling cards wherever you go, a little sign that you were here for your fans and enemies. Makes you easier to track.
Filcher (minor) - You steal things out of habit. You tried quitting but you gained so much weight so you try to keep it to a minimum instead.
Forked Tongue (minor) - You like to lie. You get to spinning a tale and the tale takes on a life of its own.
Greedy (minor) - Money can make you do stupid things, like betray your crewmembers.
Hero Worship (minor) - Someone in your life can do no wrong and you won’t hear otherwise.
Hooked - You are addicted to a substance, and require doses of that substance or find your perform will become effected.
Leaky Brainpan - You are crazy. You talk to people who aren’t there, or think you are a flower and people should water you. Whatever the case, you are a nutcase.
Lightweight (minor) - You get drunk really easily. Doc has to show you a needle to make you pass out.
Little Person (minor) - You are a dwarf. 3 to 4 feet tall.
Loyal (minor) - Some group of people know you are loyal to them, and that you’ll do anything they ask of you out of loyalty.
Memorable (minor) - You have something distinctive about you that makes people remember you.
Mute (major) - You can’t speak. You have to use non-verbal communication
Overconfident (minor) - "Hey, I can do that" is your motto in life. You are bold, brave, cocky and full of dare.
Phobia (minor) - Something scares you badly. If you come near it, it freezes you up completely.
Portly - You never met a pot roast you didn’t like. You are a hefty person.
Prejudice* - You dislike a certain group of people and react negatively when brought in contact with them.
Scrawny (minor) - You look like you have missed a few meals.
Slow Learner (minor) - You have a mental block on a certain set of skills that keeps you from learning it well.
Soft (minor) - You can’t take pain and crack under the smallest of pressure.
Stingy (minor) - You never feel rich enough. You lock away money, never spend it on things you need.
Straight Shooter - You are generally honest and like to remain that way.
Superstitious (minor) - You believe in the crazy mumbo jumbo that affects your everyday life.
Things Don’t Go Smooth - Lady Luck hate you. Things never work out in the end for you without a series of complications.
Traumatic Flashes - You have flashbacks and horrible dreams of things done to you in the past. It can freeze you up at the worst times.
Twitchy (minor) - You aren’t paranoid - you know there are people out to get you. Trust no one is your motto.
Ugly as Sin - Whether by scar or by birth, you are one ugly critter.


Skills

With skills you start with 68 points. You begin with the General Skills listed below which you can only take to a max of d6. After that you may go higher in specializations within the skill sets. So for example you might have a d6 in Animal Handling, so you add 2 more to the specialty of horse training to d8. You can go as high as you want within a specialty.

General - Even if you have never done anything in these skills, you have a chance based on attribute alone in these skills. So a novice can shoot a gun, or come up with obscure knowledge.

With specialization, if there is a category you can think of, but don’t see - bring it up. This is hardly the exhaustive list. Some cross over several skill sets, so don-t specialize twice.

Animal Handling - You like animals, or you know how to talk to them.
- Specializations: Training, riding, zoology, veterinary, specific animal
Artistry - you have some artistic talents
- Specializations: Appraisal, cooking, forgery, game design, painting, photography, poetry, sculpting, writing.
Athletics - You are good at moving and using athletic skills
- Specializations: Climbing, contortion, dodge, juggling, jumping, running, swimming, any sport
Covert - The subtle arts of the sneaky sneak.
- Specialization: Camouflage, disable devices, forgery, infiltration, disguise, hide in shadows, streetwise, open locks
Craft - You can create things out of other things.
- Specialization: Architecture, blacksmithing, gun repair, leatherworking, cooking, pottery, origami, metalworking
Discipline - You have had some sort of training, usually military.
- Specialization: Concentration, interrogation, intimidation, leadership, mental resistance, morale
Guns - Any dip can squeeze a trigger - this is about aiming and knowing how to hold the gun
- Specialization: Assault rifles, energy throwers, grenade launchers, machine guns, pistols, rifles, shotguns
Heavy Weapons - The big guns that are used to take a plane out of the sky.
- Specialization: Artillery, catapults, demolitions, forward observer, mounted guns, rocket launchers, cannons
Influence - Sometimes words are better than guns and glances.
- Specialization: Administration, barter, bureaucracy, conversation, counseling, marketing, seduction, streetwise
Knowledge - Knowing stuff and more stuff.
- Specialization: Culture, selling goods, appraisal, philosophy, sports, religion, local customs
Melee Combat Weapons - Weapons held in the hand that don’t shot nuthin’
- Specialization: Clubs, numchaku, swords, knives, dagger
Perception - Picking up on the subtle clues in your surrounding
- Specialization: Deduction, empathy, gambling, hearing, intuition, reading lips, search, sight, smell, taste, tracking
Performance - You got a song in the heart or a desire to act out.
- Specialization: Acting, dancing, costuming, keyboard, guitar, wind instruments, singing
Land Vehicles - You have the ability to drive, steer and operate land based vehicles
- Specialization: cars, vehicle repair, military combat vehicles
Water Vehicles - You have the ability to drive, steer and operate water based vehicles
- Specialization: Boats, canoes, sailboats, kayak
Armoured Vehicles - You have the ability to drive, steer and operate heavy armoured vehicles
- Specialization: Tanks, Armoured personnel carriers
Ranged Weapons - Any weapon thrown or shot that isn’t a gun
- Specializations: Blowguns, Bows, crossbows, darts, grenades, javelins, knives, slings
Survival -Buck naked on a rock, things ain’t so bad.
- Specialization - water, land, desert, nature, space survival, specific environment, making fire, hunting
Unarmed Combat - You fight with fist and feet
- Specialization: Boxing, brawling, judo, karate, kung fu, wrestling, street fighting

Skilled Only - you must have points here to try these at home.

Linguist - You know languages well
- Specialization - French, German, Spanish, Cantonese, Mandarin, etc
Mechanical Engineering - You know machines and how to fix them
- Specialization: Invention, machinery maintenance, mechanical repairs, plumbing, security systems, identify problems, rewire and reroute electrical.
Medical Expertise - You have studied medicine either in school or on a battlefield
- Specialization: Dentistry, forensics, general practice, genetics, neurology, pharmaceuticals, surgery, toxicology, prosthetics
Pilot -If it flies, you can work it
- Specialization: Navigation, fighters, bombers
Scientific Expertise- Plenty of schooling or self taught, you the nerd, man!
- Specializations: Atomic physics, Chemistry, Biology, Rocket Science

For those who find the above too complicated

Easy Method

You have six attributes. You have 6 points. You may put your points into any ability to a max of three. Any you leave as 0 are average. You may take one score only to -1 in order to put a +1 in another.

Agility - Your ability to move quickly and physical coordination
Strength - Just how strong is your character.
Vitality - a measure of general health and toughness
Alertness - Intuition and observation. How much you can spot and notice.
Intelligence - Basic smarts. How bright you are and how much you’ve learned
Willpower - Determination and force of will.

Pick three Assets (Skills or traits that help you)

Allure - You are damn good looking and you know it. You can play it up, dress it up or just have that look.
Athlete - You excel at one specific athletic specialty (tennis, running, swimming etc)
Born behind the Wheel - You could drive before you could walk. You can drive any type of a specified vehicle (ships, land machines, etc) so well that you can amaze people.
Intimidatin’ Manners - You have that look that makes people scared of you. Complete strangers call you sir.
Leadership - You have the way about you to bring the best out of people. You inspire, you motivate and the right word of praise for you will make people want to work harder.
Mean Left Hook - You are deadly in a fist fight. Hands can do lethal damage.
Mechanical Empathy - Machines talk to you and your hear them. The slightest of sounds from an engine means volumes to you and you are gifted at fixing them.
Sharp Senses - Pick a sense and yours is better than most.
Steady Calm - Even in the most dangerous situations, you remain clam, as if nothing fazes you or could ruffle your feathers.
Tough as Nails - You are much tougher than you look. You can dish it out and you can take it as well.
Trustworthy Gut - You have learned to trust your gut reactions as they are rarely wrong.

Pick three Complications (Bad habits or traits that define your character)

Allergy - something sets off your body to a rash or sneezing fits.
Amorous - Sex might not be the only thing one your mind, but it is in the top 3.
Chip on Shoulder - Anger management? Screw that! You lash out at people for the slightest of things.
Credo - You have a personal set of principles that you can not go against no matter what. The sense of honour you have is all that keeps you going and damned if you are going to compromise that.
Crude - You say the wrong thing at the wrong time, and the right time and well any time really. Subtle is not your middle name.
Dull Sense - One sense doesn’t work so well.
Easy mark - You are gullible and believe every hard luck story in the verse.
Ego Signature - You have a thing for leaving calling cards wherever you go, a little sign that you were here for your fans and enemies. Makes you easier to track.
Forked Tongue - You like to lie. You get to spinning a tale and the tale takes on a life of its own.
Greedy - Money can make you do stupid things, like betray your crewmembers
Hooked - You are addicted to a substance, and require doses of that substance or find your perform will become effected
Overconfident (minor) - "Hey, I can do that" is your motto in life. You are bold, brave, cocky and full of dare.
Phobia (minor) - Something scares you badly. If you come near it, it freezes you up completely.
Ugly as Sin - Whether by scar or by birth, you are one ugly critter.

Skills

You have d6 in the following:
Covert
Discipline
Guns
Knowledge
Melee Weapons
Land Vehicles
Ranged Weapons
Unarmed Combat

You have all these skills to the max basic level(d6). You have 10 point to add specialities or add another skill. So if you wanted to be specialized in rifles then you'd add up to +3. If you wanted to add Pilot to max basic lvl, you have to use 3 pts and then 1 for every lvl of specialization after that.


Posted on 2015-03-05 at 14:41:09.

Topic: Happy GM's Day
Subject: comment gone


I thought I saw a comment from Grugg here about joining a game if the character development didn't require roll up every single year of the character's career. That would be Traveller and I learned my lesson from that one. If I used anything for modern-ish campaigns, I use the cortex classic as it is easy to use - especially in online games.

I wasn't looking to start another game as I am running 4 right now (granted two of them only move forward once a month). The Weird War II and Tank/Fantasy could easily be part of the same team - so let me say I could be tempted.





Posted on 2015-03-05 at 07:36:17.

Topic: The Gobber King- QnA
Subject: Posted


You may want to consider some healing.

Posted on 2015-03-04 at 10:20:19.

Topic: The Gobber King
Subject: Rockem Sockem


For Dudley, the touch of the button turns the world from colour to shades of black, white and grey. To all the other members of the party, Dudley vanishes from sight.

The metal men continue to attack with fists and focusing on the people with “stolen” magic in their possession; however with Dudley gone, the three are on Wembley and Crow. Crow ducks when he should have dodged and takes a fist to the face leaving a big red mark on cheek and eye. Wembley is also hit in the shoulder by a blow which hurts him badly.

Crow attacks back, ignoring the pain and hit a solid blow on a metal man that causes its head to “pop” off out of its neck socket and then clatter across the floor. Gamard attacks and hits his again a solid blow, followed by Wembley using the silver sling staff which does seem to damage the metal man. The one automation is looking very battered.

Mal, Alondas and Ivan remain out of the way of the combat as they have no weapons or magic effective against them.

OOC: Two Iron Men left, one is very damaged
Crow – Serious wounds
Gamard – Serious wounds
Dudley – Light wounds
Alondas –Light wounds
Wembley – Critical wounds
Mal – Serious wounds


Posted on 2015-03-04 at 10:18:44.

Topic: Happy GM's Day
Subject: Happy GM's Day


Today is DM/GM's day. Go out and hug a Dungeonmaster today because without them, you'd be playing with yourself.

On this occasion I have decide to share with you a slew of game ideas I have always wanted to play but not had the chance to yet. Please feel free to add your own list or comment on mine.

LXG 1930’s : A game of “Characters” as per the League of Extra-Ordinary Gentlemen comics. In the days before WWII, a lady by the name of Shirley Adler pulls together a group of extraordinary individuals to deal with a mad man bent on world domination.

Star Trek : Dawnstar: After the Dominion War is over and after the Borg threat is eliminated, Starfleet turns to exploration again and starts production on the new Dawnstar class ships. In the new era, captains and command crew do not go on away missions. There is a specialized team with advanced training that beams down first. You are members of Team Alpha and the future awaits if you survive that long.

X-Files: Four members of the FBI who were once lauded as the cream of their crop have met with disaster in the field and been demoted to the sub-basement of the Hoover building and given all the wacko cases commonly called the x-files.

Weird War II : After the events of Castle Rautenberg, the allies come to realize they need a team of men to go in and deal with the rise of occult and supernatural events that are occurring due to nazi research. You are that team, dealing with the monsters under the bed of freedom.

Espers : People with psychic abilities exist and they are exploited, used and captured by gov’t agencies, industrial espionage and criminal elements around the world. One person decides to do something about this by gathering a team of Espers together to fight back against the evil manipulation of their people.

Tanks for the Fantasy You are the crew of a Sherman tank in the WWII Europe theatre when a storm comes out of nowhere and cuts you off from the convoy. When it ends, you are in a green grassland and there are people running around on horses and swords and there seems to be magic at work. Seems the locals need a little help fighting a .... did you say dragon?


Posted on 2015-03-04 at 07:51:09.
Edited on 2015-03-04 at 07:52:30 by Alacrity

Topic: CWWLLO QnA
Subject: There!


Finally posted

Posted on 2015-03-03 at 10:09:52.

Topic: Continuing Where We Last Left Off Again
Subject: Attack!!!!


Jarenion cast a spell of Invisibility on Arien and then Kadrin. Although neither warrior was one to use such a spell to their advantage in a fair fight, when one was faced with an ambush, you took whatever advantage you were given.

Maximus moved ahead of the party in order to work his skills at hiding within shadows and moving silently. Lun casts a spell of Protection from Evil 10’ radius to help protect the party further. Odyson prepared a Flame strike while Jarenion moved to a chain lightning spell. Sparrow and Finarsil had their bows at ready with arrows notched to react to whatever danger presented itself.

Once inside the cave and moving past the statues, the darkness feels oppressive and you can not help but feel like you are being watched. The Shielding of the Protection spell around Lun feels like an eggshell being press upon by a massive weight all around. Every step the priestess takes while the spell is in place seems to become harder and harder – like there is too much evil pushing against the shielding of her magic.

Once within the large cavern, Maximus sees a dozen four armed wererats with swords and axes at ready to attack. He clings to the shadows to move behind them but one of them starts to sniff the air and turn its head towards the large thief.

Sparrow opens fire with her bow and the rat that noticed Maximus takes a shaft hard to the chest, flying back a few feet to a spot suitable for dying. He knocks over the comrade behind him in the process and Sparrow ends that one’s life with a barrage of arrows. Finarsil also attacks as well taking down one of the wererats with three arrows and wounding another. The creatures charge forward in rage that their ambush has been now been ambushed but they run into the hidden Knight and Dwarf. AS well “armed” as these monsters may be, they are no match for the seasoned warriors who slay two each before they become visible again and another each after that. (I gave free attack for surprise). Maximus moves swiftly to attack a rat from behind, slaying it quickly and then striking with his vorpal blade on another to end its life.

Odyson calls upon the might of his god and unleashed a Flame strike upon the dark cloud that shrouds the hill within the cavern. As he does, Jarenion sends forth a lightning bolt of great power into the same cloud. The flame and electrical energy illuminate the darkness as it begins to dissipate. Two wererats die instantly in the flame, one of which seems to be the one that cast the darkness spell. The lightning bounces from rat to rat, killing 7 of them before wounding 5 more to various degrees. But with the darkness gone, you can see what waits upon the hilltop – a whole lot of Wererat warriors. There is chaos among them as the spells devastate some of their members but the rest launch their javelins into the air, causes a wave of missile weapons hurling down towards the party.

Arien moves to protect as many of the party he can with shield and armour interposed against the attack. Javelin shatter against his shield, are cut in twain by his sword and bounce off his green armour and the Knight remains unscathed. Likewise, Kadrin’s armour stands well against the javelins and the dwarf is unharmed. Maximus dodges and rolls to avoid the missiles taking a scratch across the face only. Sparrow, Jarenion and Finarsil remain out of range of the attack. Lun takes a cut as a javelin passes close to her arm and Odyson manages to avoid being hit as well. The remaining wererats on the cavern floor are killed but the onslaught of their comrades.

With javelins used, the multitudes of wererats come running down the hillside with spears in their hands.

OOC:
Maximus – light wounds
Lun- Light wounds

Note you are facing a charging wave of 50-60 Mutant Wererats.

Posted on 2015-03-03 at 09:57:40.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: nice post Ody


As soon as Vanadia can post I will move this ahead.

Posted on 2015-03-02 at 07:36:11.

Topic: The Gobber King- QnA
Subject: ok


I will assume the role of Wembley as Aryn is out for awhile. So I am waiting on Ody to tell me which end he is pointing where when he pushes the button (cause we know Dudley has to push the button). I am also waiting on Kyle for Mal but he is without a weapon to effect the Iron men.

Posted on 2015-02-27 at 09:48:35.

Topic: The Gobber King- QnA
Subject: more like check your spelling - them are to ones


Week got away from me.

Posted on 2015-02-26 at 07:35:07.

Topic: CWWLLO QnA
Subject: Thursday already/


Wow, the week got away from me.

Posted on 2015-02-26 at 07:33:31.

Topic: Destiny Flight - QnA
Subject: money money money


To answer Albert's question on money:

Credits are a paper (rolled polymer actually) based system and exchangeable anywhere. If you are inclined, you can also have your money in a bank and use a card, a chip in your multiband or link it to your biometrics. The caution of credits is that every single bill print has a microfibre tracker on it (so they say) and every time to go through a scanner, it is tagged so technically they can track you with your money (not that the alliance would do that. Think of all the manpower involved, it would be absurd right?). Of course money linked to a chip or card is very very very traceable.

The alternate is Platinum pieces which people prefer out in the Rim. Platinum can not be traced, is portable and in a bad situation can be used as a weapon in an old sock or sack.

Some planets produce their own paper money but it is not good outside that planet and only locals use it. If you are Planet hopping, the last thing you want to do is shift through your cash and try to figure out what works where. It is important to state you want payment in a specific form if you are dealing with local people.

So it makes sense that JC would have some paper money. If it is being traced, it is better to ping the system few times than not at all - makes you look legit.


Posted on 2015-02-26 at 07:29:25.
Edited on 2015-02-26 at 07:32:32 by Alacrity

Topic: The Gobber King- QnA
Subject: Huh


Sorry Ody but I did not understand that last post here at all.

Posted on 2015-02-25 at 07:30:27.

Topic: CWWLLO QnA
Subject: sick son


My son has been sick for the last few days. I have not forgotten you.

Posted on 2015-02-24 at 14:21:05.

Topic: The Gobber King- QnA
Subject: no more


there are no more weapons are devices to grab in this room.

Posted on 2015-02-24 at 08:28:11.

Topic: The Gobber King
Subject: metal men



The gas quickly dissipates quickly. With renewed confidence, Crow and Gamard attack the Iron Men. The automatons are not designed to defend themselves so Crow is able to damage one of them so much that it stops moving. The one attacking Gamard is bearing a couple of deep dents.

Alondas attempts to trip up a Metal man with his staff but the creatures are too well grounded to be upset by such a trick.

Mal boldly states his refusal to die without the winds and or roar of the sea to take his spirit. Such declarations have no visible effects of the Iron Men but they are focused upon those who have taken the weapons from the case.

The short staff that Dudley grabs is of a perfect height for a Cidal or a Khord and is framed with a bluish-white metallic cap on one end and a brownish red cap on the other. The heft is light and it is easy to handle. There is a black button on the centre of the staff, exactly half way between the two ends. There is no sign as to which end you point towards your target when the button is pressed and wishing for a wind creature has no effect.

When Wembley grabs the orb, something odd happens. The silver metal becomes like a liquid in his hand, twisting and curves around. It is warm to the touch and as it shifts it sudden solidifies into the shape of a dagger. Then the metal changes to liquid again and forms the shape of a sling-staff, just the right size for Wembley.

The Men of Iron attacks hit Gamard against a string blow to the chest that would have floored a normal man but the hearty Khord roll back to his feet and continues with the attacks. Wembley is struck hard as well as he attempts to gain some control over the liquid metal in his hands. The third one strikes out at Dudley but the fast moving cleric is lucky enough to avoid a solid blow.

OOC:
Crow – Light wounds
Gamard – Serious wounds
Dudley – Light wounds
Alondas –Light wounds
Wembley – Serious wounds
Mal – Serious Wounds

One Iron Man is down, One is wounded. Two are still fine

In case people have forgot

Light = 25% of HP lost
Serious = 26-50% of HP lost
Critical = 51-75% of HP lost
Death Door = 76% or more of HP lost


Posted on 2015-02-20 at 12:43:31.

Topic: CWWLLO QnA
Subject: no problem


I will be posting on the weekend.

Posted on 2015-02-19 at 12:29:26.

Topic: CWWLLO QnA
Subject: Invis


i have not heard from Robert so I am NPC this turn. That's a what I think the spell caster will do. Please note if I do not hear from Robert next week, J goes silent. Another week and ... Well you most powerful spell caster goes to the dark side.

Posted on 2015-02-18 at 21:22:10.

Topic: The Gobber King- QnA
Subject: Never read me the rules!!!!!


fight the monsters- don't be worrying about the pluses in your sword.


Posted on 2015-02-18 at 21:15:22.

Topic: Tumbleweeds, again
Subject: Post post post


I does seem like you have to threaten to shut the game down, kidnap family members, threaten torture, capture their hometowns and set fire to the rain before players will post to the games.



Posted on 2015-02-18 at 09:59:39.

Topic: CWWLLO QnA
Subject: so then


As I see this from what I read here:

You are moving into the cave in order to attack the wererats and take the cavern.

Jar - cast Invis on Ari and Kad, moves to Chain Lighting for rats
Ody - Flame strike on Hill, missile weapons after
Ari - Charge while invis
Kad - Charge while Invis
Max - Hide in Shadows, backstab if possible or missile
Lun - Cast Protect from evil 10
Spa - Bow and Arrows
Fin - Bow and Arrows


Posted on 2015-02-18 at 09:41:46.

Topic: CWWLLO QnA
Subject: Lack of a tactician


You are facing a large number of opponents. The most basic of plans here would be charge in, missile weapon user flank out, spell users go for mass effect and damage and let the armoured sword and axe users go up the centre. Using Invisibility could get you a round of attacks for free but that would be about it.

If this was my usual group, Gallirian would charge in loudly drawing all attention. Rune would start with Lightning and then Ice Storm, and Vanadia would sneak into the cavern and use the darkness to her advantage.

Posted on 2015-02-14 at 13:11:41.

 
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