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Topic: Continuing Where We Last Left Off Q&A
Subject: Slow down

I will be away for most of the latter half of December. So I am declaring a Christmas Break in Cwwllo. Please post if you want but I won't be advancing the story pass the "bear" until after the holidays. I hope I don't lose anyone becuase of this.

Posted on 2006-12-11 at 13:26:06.

Topic: Trilogy War Q/A
Subject: good for slow down

I''m going to be gone for most of the latter half of december anyway.

Posted on 2006-12-11 at 10:38:38.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: Fans of the Series

Firefly goes MMO

Looks like the Firefly universe will be online soon for all of us Serenity junkies.

Posted on 2006-12-11 at 05:12:40.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: more stuff

A Brief Guide to the Verse

Central Planets are the wonderlands of peace and technology. Plenty of food, housing, work and no one wants for anything. Well, that is what the brochures say. These planets are controlled tightly by the alliance, security is everywhere and people are encouraged not to ask questions. Not everyone is wealthy in the core, by those that aren’t are keep out of sight of the important people.

Ariel – High tech. Known for its medical facilities. Fantastic restaurants if you got the coin. Restricted landing zone – must have business on the planet.
Bernadette – One of the first planets terraformed for the settlers of Earth that was. Now the springboard of most that leave to settle elsewhere in the Verse. There is a huge underground slave market on this planet, scoping people to work the terraforming stations.
Londinum – Most like Earth that was. Home of the Alliance parliamentary buildings and governing complex, the main industry here is bureaucracy. This is the centre of Alliance Central command.
Osiris – The heart of the alliance legal system. Also the home of the Blue Sun Corporation – the biggest, richest corporation in the Verse. The Blue Sun Logo is everywhere and they have a hand in making everything (P&G meets Nike meets Microsoft)
Sidnom – Known for its beauty, this is the religious centre of the alliance. It is also home to many of the prestigious guilds, including the Companion Guild. Another landing restricted planet however they have so much traffic coming and going that passes are easily obtained or forged.

Border Planets are near enough to the core to be watched and monitored but far enough to get away with a bit more freedom and criminal undercurrants. Rich people get to indulge themselves more and the poor are allowed to be poorer as well. Tech is common but not wide spread.

Beaumonde – A heavily industrialized planet, and the manufacturing hub of the system (most owned by Blue Sun). Security is tight around docking ports near any Blue Sun plant. The pollution around the cities is very bad, so much so that you can’t see the stars at night. There is also ranchers and agriculture on the planet but far away from the cities.
Bellerophon – Home of the private estates of the wealthiest of folks - each one the size of a small town and floating a mile above the oceans of the planet. The rest of the planet is desert. Access is restricted to owners only and workers who have to be screened or have passes to go planetside.
Boros – Vast prairie lands, some cities with industrialization. Boros is the scrap metal capital of the world. The moon of Ares is the primary military shipyard.
Hera – A largely agricultural world, considered the breadbasket of the Verse. Home to the famous Serenity Valley battle.
Newhall – Newly Terraformed with large oceans. People live on floating stations or on small islands. The planet main industry is water.
Paquin – The Gypsy Planet, Paquin is home to carnivals, galleries and circuses. There is a grand opera house on Paquin and every form of entertainment imaginable.
Persephone – Very diverse climate, much like Earth that was. Has the largest spaceport in the Verse (Eavesdown). There is a tradition oriented aristocracy in Persophone that controls much. But there is also a huge underworld market on the planet as well.
Santo – A planet that was once considered prefect, was haven to hotels, casinos and clubs. The war devastated this planet and it is only now beginning to recover.
Verbena – A lush world of thick forest. This world is largely unused now after attempts to settle here were destroyed by the war.

Rim Planets are far way from the alliance. Tech and civilization is a bit sketchy here, but people learn to make do with what they got. Much like the American old west.

Athens – Rapidly changing weather and winds that blow constantly. Athen was ravaged badly by the war, many cities bombed out by the alliance. Legal savage operations have begun in those cities now to anyone will to bid on a contract. Athens has four moons all terraformed and settled with farmers. Reavers prey on these moons often.
Beylix – The system’s garbage dump. Trash is the industry on this planet. The place to go to start a new life or find parts for a ship.
Ezra – Once a peaceful world with farmers and ranchers, the war threw this planet into chaos. Criminal lords fight over territory as law enforcement has become non- existent. Eveyone travels armed on Ezra. One crime lord has a floating skyplex orbiting Erza – Adelei Niska.
Greenleaf – Massive jungles, rainforests and the home to all the major drug and pharmaceutical companies in the system. There is a huge drug-smuggling out here and alliance is aware of the matter. Landing is restricted as best can be, but many “unofficial’ spaceports exist in the jungles.
Haven – A mining moon run by mostly independent miners. The Miner’s consortium tries to blockade this planet or use spies to sabotage production.
Higgin’s Moon – This moon produces a clay that is used in ceramics for spaceports, ships and hundreds of other uses. The owner of the moon (who won it in a game of cards) is a man named Higgins who uses mostly slaves and indentured servants to do his work for him. The people on the moon call themselves Mudders and sing songs about a hero named Jayne Cobb.
Jiangyin – A small planet suitable of ranching and farming, life is a simple lot of hard work and an honest day’s pay. Each town is left to govern itself and the alliance has no interest in policing the world. Among the core planets, it is considered the most backwater place in the Verse.
Lilac – This planet is plagued by heat and a serious lack of water. Badly terraformed, farmers here fight a continuous battle against the elements. To make matters worse, Reavers’ territory is very close.
Regina – A mineral rich planet controlled by the mining consortium. Over three quarters of the planet population works in mining. A disease called “Bowden’s Malady” is rampant here, though drugs from the alliance do come on regular (semi-regular) shipments.
Shadow – A planet known for great farming and ranching, it was aggressively bombed by the alliance during the war. Shadow is now a ghost planet – no one can live there for long.
Triumph – a Tiny Moon in orbit of a gas giant. This place is a haven for those who want nothing to do with the modern world. It is like the Amish of Earth that was – no tech, no communication and no comforts. Often preyed upon by bandits and thieves – the people try to live a simple life. Women born here are treated as subservient and given as property to men.
St. Albans – The coldest planet in the Verse; snows all the time here. Mostly mining is the industry here, by independents because the consortium does want to settle here. There is a very strong minded community here that looks after each other no matter what the situation.
Miranda - A blackrock planet. Terraforming went wrong and killed the settlers. Can not by inhabited and salvage is not likely as it is within Reaver territory.

Posted on 2006-12-10 at 13:47:15.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: More Game stuff

The following are about game mechanics. If any of this confuses you, feel free to ask.

How it is Done?

Any action is attribute + skill for a roll. The difficulty class of any action is rated as follows:

Easy – 3
Average – 7
Hard – 11
Formidable – 15
Heroic – 19
Incredible – 23
Ridiculous – 27
Impossible – 31

Sometimes when someone is working against you, then rolls are made in opposition. For Example, slipping past a guard unheard would be Agility + Covert/Stealth for the sneaker against the Alertness + Perception/Hearing of the guard. Highest roll always win in this game.

Of course, as it being an online game, I will be rolling all the dice, with the help of my daughter and wife.

What are Plot Points?

Note – Still not sure how this is going to work within an online game. This is the idea for the moment but I am open to suggestions.

Plot points are the characters chance to directly effect the outcome of the game. Everyone starts with 6 points, and can have a max of 12 at anytime. You expend plot points at any point in the game by adding a note at the bottom of your post or by PMing me.

Improve a roll – You call it before you do it. The number of plot points you use is the die you get to add (so 6 plot points equals a d6). For example, Wyatt wants to take out a Varmit with his gun. The Action is Formidable (15) due to cover. So Bromern says he is shooting at the man and added 6 plot points to his roll. So I would use his Agility + Gun Skill + d6 to roll his to hit roll, thus adding to the chances of being successful.

Save a Miserable Roll This is after the fact. You have failed on an action and you don’t want that to happen. Each plot point you expend is equal to a half point of increase. In online game play, this is done by a post to Q&A or a PM asking if you can change that outcome. For Example, Sam needs to pilot the ship through a tight space. I post that he attempts the move but fails and does considerable damage to Rocinante. Eol asks if he can change the outcome. I look at what he needed (19) and what he got (16) and tell him he needs to expend 6 plot points to change the outcome.

Stay Alive This will be what you use them for the most. You can effect the damage done to you by expending points. Each 6 points gives you a d6 of damage reversed. For Example, Willow has been shot for 12 points of wound damage. She only had 10 life points left and she needs to stay alive badly. So she expends 6 points to get d6 life points back.

Manipulate the Story You can change the story with 1-3 points expended. It can only be a simple change, nothing that will throw of the entire plot. For example, you meet with a major underground figure and you need an in with him. Kora expends 3 points to make it that she knows this man from the past. Not close friends but enough to make an introduction possible.

How do you gain Plots Points?

Your Complications are meant to make things interesting for the characters. Playing your complications is the best way to get plot points. Allowing yourself to be flawed, to make mistakes and in some way advancing the story will bring you plot points. Allowing your character to succumb to their “greedy” flaw or speaking honestly when the situation calls for a lie are food for plot points. Not every time you use a complication will net you points, only when it is done to advance the story.

For example – Wyatt and his crew have finished a job to find their employer is now dead, and his killer is standing over the body. Mr. Killer offers Wyatt three times what the employer was offering to pay for their job, as long as they just walk away. The money is good, and it would go well into fixing a huge pile of troubles. But Wyatt has Straight Shooter (Honest) and Credo (Loyalty to Word) as complications. He looks at the body. He looks at the offered platinum. He draws his gun and shoots.

You also get points for completing challenges within the game, doing cool or interesting ideas that make the story fun or exciting.

Posted on 2006-12-10 at 12:21:21.

Topic: Continuing Where We Last Left Off
Subject: Rain, Rain, Rain ...Bear!

Dm’s note – Moving you ahead. Feel free to back post.

The evening passes without incident or invasion. The morning skies are filled with dark gloomy clouds threatening to make your travels miserable. You awake, do your individual routines and practices, and then prepare to head out. This day will take you to the end of the badlands of Iron League Country and then it will be mountainous terrain from then on.

By mid-morning the rain begins. It starts out slow, and then picks up after a few hours. By afternoon, it has become a heavy rain and the rocky ground is slick and muddy. You have moved into the foothills of the mountains. High cliffs and rocky outcroppings surround you. Rivers of rainwater form in every shallow gully and crevice.

Char scouts ahead as usual, but this day passes with no assaults or would-be thieves. Perhaps they have better sense than to be out on a day like today.

It is dark by the time you reach the final Waymeet of your journey. With all the rain and dreariness, you are all looking forward to shelter and a warm fire. But, you are all disappointed. Char brings back bad news that the Waymeet ahead has met with some misfortune – in the form of a large tree that has fallen through the roof. This apparently happened some time ago, now rot and decay have literally eaten away the shelter you were planning to use for the night.

You discuss the possibility of using the stone wall of the Waymeet as a place to rig a shelter for the night with the equipment you have. No one is looking forward to doing so in the rain and the chance of finding dry firewood now is extremely dim.

“There is a cave nearby,” Jal says quietly. “Could we could use that?”

Everyone stops and looks at the mage. He points towards the rocky cliffs to the west. “That way, about a quarter mile.” He relates, “It is rather large, and should hold all of us.”

OOC: I assume someone will want to ask questions here

Char heads off in the direction the mage pointed and looks ahead. It takes a while, but the Ranger does find the cave. It is deep within the bottom of a cliff, and consists of two chambers. One is very large, and goes straight a ways back. The other chamber is shallower but more twisty-turny. The smell from the smaller cave reveals to Char that there is an occupant here – a bear. Whatever it was, the source of Jal’s information had neglected to mention the bear.

Posted on 2006-12-10 at 10:15:48.

Topic: The Trilogy War
Subject: No Metagaming here

It wasn't something Magma liked to do, taking from the dead, but this battleaxe was a piece of beauty and the warrior who wielded it before wouldn't want it left behind to rust and age in the dust. Magma picked up the axe and examined it closely. Assuming no one else had objections, Magma would take the axe as his own.

Magma was starting to head out for scouting when the cry came. He saw what happened but couldn't believe his eyes. Like something sucked the soul right out of his companions body.

Not being a mage or a holy man, Magma was caught not knowing what to do. How do you fight a gemstone? He thought to attack it but if he did destroy it, what would happen to Af'til's soul?

Battleaxe and Shield ready, Magma stands ready to fight if there be a reason, but such magic as this - he keeps out of the way of those who know it better.

OOC: Since I do know what this is, but my character would not, I am going to play this at a distance.

Posted on 2006-12-10 at 10:07:09.
Edited on 2006-12-10 at 10:08:21 by Alacrity

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: Excellent Stuff

Great background from Bro, Eol and Vanadia. I look forward to reading the ones from Blamm and Lyskhala.

Since I have not heard from anyone else, I will close the recruitment on this game. I think that we have a might fine crew here.

I will add one NPC crew member - a stay on the ship type so you don't ahve to be tussling about that in the game.

Name: Patricia (Trish) Wilmont
Gender: Female
Race: Caucasian
Born: Sihnon
Age: 56
Hair: White-Grey
Build: Thin
Eyes: Brown
Dress: A practical dresser, she tends to demin pants and flannel shirts. Her weapon is holstered over her shoulder. On the ship, when there ain't no passengers, she is comfortable as she is, but outside or when there are people about she wears a long cloak with a deep hood.

Go back around 30ish years ago and there wasn't a person on the central planets who hadn't heard of Patricia Wilmont. She was a famous singer, actress and the belle of the media eye. She was on every billboard, vid screen and poster around the core. She had everything - beauty, fame, fortune, glamour and the envy of the world.

But time eventually began to catch up with Patricia. Laughlines became wrinkles, her dark hair showing more and more white. She stopped getting calls for leading roles, but more of the support characters - playing mothers or even Grandmothers of another younger star. Her voice started to fade after years of overuse and over abuse. She tried everything she could, but every hair dyes, and cosmetic treatment didn't do enough or lasted for a few weeks at best.

She met a doctor who claimed to have pioneer a technique that would give her back her youthful appearance. It was expensive but it would give her another ten maybe twenty years of precious youth for the screen. Best of all, she would have her voice back. But the doctor lied.

She woke up to a face horribly scarred. Her left side was partial paralyzed and the skin sagged like loose cloth. She tried to scream but could not - the operation had taken her voice away permanently. She was told it was a minor setback, and that they'd could fix it, but it was only more lies, as the doctor disappeared, leaving Patricia alone and horrifically scarred for life. No other doctor could reverse the damage. Her friends of the past all slowly stopped calling, stopped being there for her- as if it was contagious.

Trish is a bit shy about what happen over the next decade or so. She drifted a lot and took care of some unfinished business - meaning the doctor was dead and gone from this world. She made her way, doing some stuff she ain't proud of, and she laeves it at that.

Wyatt was on the business end of a rifle, cursing his stupidity for wandering away from the ship alone. This varmit had the drop on him good and Wyatt was looking to die fighting. Then, then man with a rifle lost his head - literally. Patricia had shot him with "Bessy", her pink shotgun. Wyatt had the usual reaction to Patricia's face, and she stormed off into the night. But Wyatt chased after her and apologized, speaking honest with her that he had no right to judge her that way. The two of them ended up in a dark corner of a bar, Wyatt talking and Patricia passing papers. The next day, she came abroad the ship, primarily as deck hand. Then they discovered how well she could cook, and she was a welcomed member.

Trish never leaves the ship unless absolutely necessary. She spends her time aboard making meals, taking shifts flying Rocinante and in her free time - knits. All the crew has wool blankets, sweaters and hats from Trish. Even Rocinante has a wool cover for the secondary Power Buffers. She has a sense of danger and has saved the crew with a timely pick up in the past. She is deadly with her shotgun, which she calls Bessy. It has a pink fibreglass stock with gold lettering "Bessy" and there must be a story behind it - only she ain't telling.

Ag: d8
St: d6
Vi: d8
Al: d10
In: d6
Wi: d10

Talented - Cooking (Major)
Talented - Hiding (Major)
Trustworthy Gut (Minor)
Favoured Weapon - Bessy, a Remington pump action shotgun with a pink stock (Minor)

Mute (Major)
Ugly as Sin (Major)
Memorable (Minor)
Phobia - Mirrors (Minor)

Skills (Note I have allowed Patricia more skill points due to her age):
Artistry d6
Covert d6
•Stealth d10
Guns d6
•Shotgun d8
Pilot d6
•Midsize transport - d8
Performance d6
•Acting d10
•Singing d10*
Craft d6
•Knitting d12+d4
Knowledge d6
•Basic First Aid d8

Posted on 2006-12-10 at 08:03:11.
Edited on 2006-12-10 at 08:04:10 by Alacrity

Topic: Continuing Where We Last Left Off Q&A
Subject: sure

Adrian would know that Pseudo-Dragons are telepathic. This one seems to have control issues. You are intelligent and wise enough to deduce from its small size, meek nature and cut off tail that Sunset was probably taken from a young age, not raised around its own kind and abused.

Posted on 2006-12-09 at 11:59:12.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: Since you are veterans

It is important that you have been together for sometime and on the ship. Therefore I will give you the following:

4 point to add to any of the ship attributes as you have a mechanic onboard steady for the last year.

You may add the Asset of "Loved" to the ship - meaning the ship will hold together beyond what is expected as long as the crew care about it.

You may add an infirmary as you have a resident medic.

The Quirk of the Rocinante is that whenever it starts a hard burn of the engine, the ship makes a noise throughout the decks that sounds like a horse galloping. It lasts less than a minute and no amount of tinkering will may the sound go away.

Not many ships beyond the Alliance miltary are armed in the Verse, and if the alliance finds armaments on a civilian ship - they will assume pirates and blow it out of the black.

I am very busy at work right now but I will post so more info on the weekend. We are looking good to go soon.

Posted on 2006-12-08 at 06:18:16.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: Voyages of the Rocinante - Firefly RPG QnA

Okay. Since we are definitely moving forward with this, I will start the Q&A thread for general questions. The recruitment thread will still be used for character creation.

Posted on 2006-12-06 at 22:19:38.

Topic: Continuing Where We Last Left Off Q&A
Subject: this week

Haven't got much of a response this week. I was just wondering if no one has anything to say so I should just move everything forward, or has the festive season filled all our calendars so I should expect a slowdown now?

Posted on 2006-12-06 at 04:49:04.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: dialects

There are all sorts of dialects and accents in the Verse. Calling one common would de difficult. Bromern loves his accents, in fact in another campaign (CWWLLO) he has a character named Char that I have to ask for translations.

Posted on 2006-12-06 at 04:43:18.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: restrictions

Although interesting. I should warn you that little person comes with tough movement restrictions. Might be hard to be the gunfighter. Not saying no though.

Posted on 2006-12-05 at 10:42:34.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: The 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 – Anyone 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 ship 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, earth that was, 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
Planetary Vehicles – You have the ability to drive, steer and operate land based vehicles
• Specialization: cars, canoes, sailboats, hovercraft, ground vehicle repair, military combat vehicles, submarines, yachts
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 – Arabic, Armenian, 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 drive
• Specialization: Navigation, astrogation, astrophysics, gunships, transports, helicopters, patrol vessels, ultra light, covert stealth ship
Scientific Expertise – Plenty of schooling or self taught, you the nerd, man!
• Specializations: Earth Science, Terra-forming, Historical sciences, life sciences, mathematical theory
Technical Engineering – If it has a computer, you can work with it.
• Specialization: Communications, computer programming, hacking, security devices, technical repair, create/alter technical devices

Posted on 2006-12-04 at 20:53:01.
Edited on 2006-12-04 at 20:53:47 by Alacrity

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: What we have so far

Captain - Bromern

Mechanic - Lyskhala

Medic/Talker - Vanadia

Gunfighter/Mechanic - Blamm

Pilot/Gumfighter - Eol Fefalas

Still would like to hear from Yanamari on possible Smoothtalker or another character.

Posted on 2006-12-04 at 15:03:48.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: Mech!

Good to have someone looking at the mechanic position. Actually Lyskhala and I were joking about all double meanings and humour in a possible ex-companion/mechanic combo.

But seriously folks. It is shaping up well.

Posted on 2006-12-04 at 14:10:03.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: Serenity resources

Here are some links to resources out there in the black for gamers.

Serenity RPG Resources is an excellent page with oodles of resources for the player and GMs. Highly recommended.

The Waves in the Black Forum is the place for talking to other on line gamers.

The Firefly Wiki with many links and resources.

Posted on 2006-12-04 at 09:40:00.

Topic: Trilogy War Q/A
Subject: Wow.

I haven't seen one of those since the Ghost Tower of Inverness. That is a long time ago.

Posted on 2006-12-04 at 08:46:15.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: Let's get some characters started

The following is a general guide to creating characters in the Verse. If you are from a free-form background and don’t get this stuff, let me know and we can work it out together based on what person you want to play.

Attributes in Serenity RPG 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.

Any time you want to do something, from fly a ship to shot a guy, you take attribute + skill die and roll them against a difficulty class.

You have six attributes, three are physical and three are mental

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.

Initiative (How shots 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 addons that help your character do things that define them. Kaylee’s ability to talk to engines, Jayne’s ability to take a hit, Wash being able to fly the ship all come out of assets. 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. Jayne getting greedy when the money is good. Or the circumstances that make things difficult like Simon and River being wanted fugitives. 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.

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.
Cortex Spectre – The is no record of you on any alliance data bank. As far as the computers know, you do not exist
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 gorram 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.
Military Rank (minor) – You rode a tank or held a general’s rank on one side or the other. Be it winning or losing side, you have served in the military and have military training.
Moneyed Individual* – You are loaded. Your dad is rich, or you wrote the jingle for Fruity-oat bars 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.
Prosthetic Limb/organ – You lost something in the war or a fight or an accident and had it replaced with a bionic replacement that enhances its ability. An extra strong arm or an eye with infra-red, either way you are better than you were before.
Reader* - you can sense other people’s thoughts and feelings. Getting inside a person’s head is possible for you, even if you don’t want to.
Registered Companion* (minor) – You have completed the Companion training and are legally entitled to the benefits of the guild members.
Religiosity – You are a man or woman of god (Buddha or Christian). 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.
Wears a Badge – You are a law man, a sheriff or a member of some law enforcement organization. You are sworn to serve and protect.

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.
Amputee (minor) – You lost a limb and never got a fancy replacement
Bleeder (major) – You suffer a blood condition that makes you bleed and not clot well.
Blind (major) – Since birth or after some accident, you are completely blind. May need a guide animal of some sort.
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.
Combat Paralysis – Guns start to blaze, you stop moving. You need to take a few moments before you can face a fight.
Coward (minor) – You ain’t no hero and believe to leave the fighting for those who are into fighting.
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 take, you always seem to be broke. Money just burns through your pockets
Deadly Enemy (minor) – Someone doesn’t like you and you are on their list of who to eliminate. Even if you kill this guy, he has a brother, sister and uncles that would like you dead.
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
Non-Fightin’ Type (minor) – You just don’t believe in violence and will avoid conflict if you can.
Overconfident (minor) – “Hey, I can do that” is your motto in life. You are bold, brave, cocky and full of dare.
Paralyzed (major) – Spinal ord injury has put you in a wheelchair for life.
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 heftyperson.
Prejudice* - You dislike a certain group of people and react negatively when brough tin 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.
Weak Stomach – Sign of blood makes you weak. A Dead body will drop you faster though. You can’t handle all but the dullest of foods.

* - means requires GM approval and a heck of a backstory

Next Post – Skills and Plot Points

Posted on 2006-12-03 at 21:17:55.
Edited on 2006-12-03 at 21:20:10 by Alacrity

Topic: Continuing Where We Last Left Off
Subject: This night, the knight, all is not alright.

You settle into the Waymeet. Char goes hunting for food while the others prepare for the night. A fire is lit, firewood gathered, water is brought up though the squeaky well and all of you have a chance to wash the ick, goo, guts and road dirt of yourselves.

Sunset, the pseudo-dragon returns to your group, now that the danger has passed, and that now familiar craving for spicy sausages returns with her. There is a brief tense moment, when Sunset sees Killer, and the ancestral urge to hunt comes to the drake, but years of abuse and living off scraps has made Sunset a meek hunter at best. A quick but loud discourse from Killer is more than enough to scare her off to hide within the cloak of Dapple, giving off vibes of spicy sausage neediness so powerful that you all have to avoid her for an hour.

The ranger returns just as it is getting dark with four good size grouse that he has caught. The birds are cleaned, put over the fire to cook, some spices and herbs offered from Jal, and soon the smell of the meat is making all your mouths water.

There is quietness to the group. You have spent your first day together and already meet a foe quite powerful, and with a foreboding danger. Why are they here? What were they looking for? What or who was “the Lady” the mage had spoken of? Dinner is prepared and eaten with minimal conversation. (DM’s note – feel free to back post after dinner conversation)

Jal looks over the Staff and amulet of the mantis. Close to the end of the day, and feeling very curious, he uses his magic to identify the items. The staff of similar to a wand of Paralyzation, and retains some charges. However, there is no way a human mouth could pronounce the command words to active it. The amulet is another matter. The magic is vague, alien to Jal. It is made to find a source of magical power – which is the direction you are heading. Beyond pointing in the direction of the power, it has no other properties.

Char offers to take the watch for the night, to let all rest and takes position on the roof of the Waymeet – the best place to spot any danger. The rest of you get the feeling that Char wants to have the time alone, so take advantage of the offer.

Char spends a quiet evening on the roof keeping watch. No dangers occur during the evening from without. Later, Sunset joins him, curls up between his crossed legs and shares some mental imagery of mean squirrels, warm places to stay and really spicy sausages.

But not all passes well in the evening.

Arien is shining his armour. The ick and goo is all over it and it seems to withstand the toughest of polishes. As he scrubs, he sees a reflection in his shield – His sister Alloryn standing at the door. Arien turns surprise to see she is not there. Ignoring polish and armour, he steps around his sleeping companion to run outside to look for his sister.

It is dark outside. Very dark. Almost too dark. He is blinded by the saturation of the night, but he knows he saw his sister here. He looks around then turns back to the Waymeet to grab a stick from the fire.

But the Waymeet is gone. The building, his friends, his sword and armour are all gone. It is pitch black and he can not see where he is going. He struggles with the buckles on his Imperial uniform, hoping they can be used as a weapon or a way out of the darkness. But why am I wearing an Imperial Uniform?

There is a flash of red light from beneath Arien’s feet. Its sheer intensity blinds the knight for a moment, and then he perceives what is below him. A vast hole in the ground has opened, and from deep within demonic creatures are crawling upwards. But below them is Alloryn, being dragged downward by something – Arien can’t see its face, just that is has an immensely large green arm with six claw like fingers. A deep voice laughs at Arien from below.

“She’s mine now Knightling!”

Arien awakes with a start. He is in the Waymeet, it is late and his companions sleep all around him. It was just a dream, but he is sweating and all tensed up. Any chance for more sleep coming to Arien is now gone into the night.

Dm’s Note – I’ll stop there in case anyone wants to post more for the evening. Otherwise, the morning moving out post will be Wednesday.

Posted on 2006-12-03 at 11:10:02.
Edited on 2006-12-03 at 11:10:34 by Alacrity

Topic: The Trilogy War
Subject: Say, that's a nice axe

Magma stretched his arms wide. He thanked Cor for his healing aid, ‘Aye Brother. Thanks be to Odin for your skills. I feel strong enough to face another of those beasties now!” he says with a laugh. "Now don't be too hard on Brother Conall. For he did lead us to the best part of this quest in weeks."

Alasdair says "Af'til and Magma, be soon kind as to scout about and keep a sharp eye for anything else that is amiss or may be coming our way."

“Aye. I’m up for it.” Magma agrees, and looks over to Af’til to see which direction he is going so he might go the other – cover more ground faster. Besides, if there was going to be talk and discussion with Conall and this romance thingie, Magma would prefer to be far away when it happened. Maybe, I’ll fine a nice set of bandits somewhere that need a lesson taught

Before he leaves, Magma takes a brief look at the battleaxe of the fallen knight. Though he is loathed to take from the dead; his fondness for axes and love of craftsmanship causes him to take a look, to see of its value.

Posted on 2006-12-03 at 07:46:02.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: crew and sheets

I am hoping for a crew of 6, but will settle on four, with two stay on ship NPCs.

I don't know Bro, your character sheets can be intimidatingly detailed. I am trying to keep it simple.

I will post character creation details soon. We will be playing on the veteran level - meaning the ship and crew have been together for a while and have developed a reputation for getting the job done.

The game will start with the ship docking on Beaumonde, and Captain in desparate need for work because the crew needs pay, the ship needs fuel and, oh there's the powerful need to eat. Your last mission when wonderfully smooth until you reached your employer and found he and all his men had been killed by a rival gang. So you made half of what you expected and were stuck with a hold full of self sealing stem bolts for high powered compression mining equipment. Hopefully you can dump these on Beaumonde.

When developing your characters, you should think along the lines of Serenity's crew and any other movie/TV team that works together but often deals adversity. Battlestar Galactic has some great characters (Starbuck as mechanic) and did the A-Team (Murdock as pilot), CSI (Horatio as gunslinger), and many others.

There are some core positions that need to be filled though. You have to have:

A Pilot - someone to fly the ship, keep the reavers off your tail and manage to land eventhough the main coupling just blew.

A Mechanic - Someone to fix the ship when mean people do all sort of nasty stuff to it.

A Medic - Someone to fix up the crew when them mean and nasty people put holes in them.

A Gunslinger - A person who fights, can handle a gun, are a pool cue or whatever comes to hand.

A Talker - Someone to make contacts with people. The smooth talker who can use words and subtle gestures to get in and out of trouble.

A Commander - The person who will have the final say so the crew doesn't spend their entire day yammering at each other.

Now, these roles are not exclusive. You could play a Commander Talker Gunslinger, however the more hats you put on the less effective you will be at any one thing.

So far I believe I have Yanamari, Bromern, Lyskhala and Blamm as interested. Please speak up here or via PM or email if you'd like to join.

Posted on 2006-12-03 at 07:14:55.
Edited on 2006-12-03 at 07:16:28 by Alacrity

Topic: Continuing Where We Last Left Off Q&A
Subject: done

Everyone is listed on both q&a and main page. Talk about beating a dead horse here.

I am not getting any email notifications anymore, not even for PM. (and yes I have checked my spam filter, it isn't that) So I haven't been noticing any activity lately, otherwise I would have responded.

Now I have/had a busy weekend. I need to post to the games I am in before the DM's start to send me nagograms. I may not get a chance to move CWWLLO forawrd today, but I will do so before Wed.

If you'd like to talk to each other, feel free.

Posted on 2006-12-03 at 06:51:20.

Topic: Getting to know you
Subject: good to know

I hope it stops at age 12! The feet at least!

St. Nickolas Day with the boots and candy is celebrated in Hungary, that I know for sure. I have friends who are very Hungarian (? Hungurian? Hungry? I don't know) and they go on and on about St. Nickolas and fill your boots.

Posted on 2006-12-01 at 10:17:52.

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