https://wiki.rpg.net/api.php?action=feedcontributions&user=190.3.28.120&feedformat=atom
RPGnet - User contributions [en]
2024-03-28T19:17:20Z
User contributions
MediaWiki 1.31.7
https://wiki.rpg.net/index.php?title=John_Galt%27s_Eberron&diff=72380
John Galt's Eberron
2008-01-14T01:42:44Z
<p>190.3.28.120: domgetletono</p>
<hr />
<div>cligetcolori<br />
<br><br />
=='''John Galt's Eberron'''==<br />
<br />
[[Category:PBP]]<br />
[[Category:D20_System]]<br />
<br />
This is the Wiki page for John Galt's game of Eberron played in the Play-by-Post forums of RPGnet.<br />
<br />
<br />
==The Player Characters==<br />
*[[Brother Scar]]: Shifter (Longtooth) Cleric of the Sovereign Host played by Axelius<br />
*[[Danul Corason]]: Half-Elf Rogue played by Meriss<br />
*[[Gaderian Athnos]]: Human Fighter played by Keal<br />
*[[Malikhad]]: Kalashtar Psion (Telepath) played by Jess Heinig<br />
*[[Armand d'Tharashk]]: Human Artificer played by WombleHunter<br />
<br />
==Named NPCs==<br />
* Lady Elaydren d'Cannith - Human, a wealthy and presumably influential member of House Cannith, with interests in the pre-Last War artifacts of the House.<br />
* Ulfen - Human, proprietor of the Four Sails restaurant in the Lower Menthis Plateau. Danul's former employer.<br />
* Fenez - Gnome, student of pre-Galifar Studies at Morgrave University<br />
* Bonal Geldem - Human, provost at Morgrave University, Director of Pre-Galifar Studies. Found an ancient House Cannith journal describing the location of a lost schema. Assassinated by an agent of the Lord of Blades.<br />
* Matron Goodheart - Halfling, proprietor of the Broken Anvil tavern in the Upper Menthis Plateau. A member of House Ghallanda.<br />
* Skaken - Goblin, vendor in the Rat's Market within the lower levels of Dorasharn Tower.<br />
* Saber - Warforged, agent of the Lord of Blades. Recently deceased.<br />
<br />
==Locations==<br />
* Sharn - The "City of Towers," a major metropolis in the progressive country of Breland.<br />
** Dorasharn Tower - A partly-abandoned tower in Sharn, with a series of sublevels leading into progressively more dangerous sewers and containing, somewhere in the depths, an ancient, lost Cannith foundry.<br />
<br />
==Threads==<br />
[http://forum.rpg.net/showthread.php?t=346764 In-Character]<BR><br />
[http://forum.rpg.net/showthread.php?t=346624 Out Of Character]<br><br />
[http://forum.rpg.net/showthread.php?t=346324 Recruitment]<br />
<br />
==Resources==<br />
[http://www.d20srd.org SRD]<br><br />
[http://www.invisiblecastle.com Invisible Castle] (dice roller)</div>
190.3.28.120
https://wiki.rpg.net/index.php?title=Eberron:The_Path_To_Xoriat&diff=72379
Eberron:The Path To Xoriat
2008-01-14T01:42:25Z
<p>190.3.28.120: acelvar</p>
<hr />
<div>pascaald<br />
=='''The Path To Xoriat'''==<br />
<br />
[[Category:PBP]]<br />
[[Category:D20_System]]<br />
<br />
This is the Wiki page for Xaos's Eberron game "The Path To Xoriat" played in the Play-by-Post forums of RPGnet.<br />
<br />
<br />
==The Player Characters==<br />
*[[Crush]]: Warforged Fighter played by Ferrus Animus<br />
*[[Emily Wayne]]: Human Rogue played by chronostrike<br />
*[[Karas Fal]]: Valenar Elf Swordsage played by Oriong<br />
*[[Syrissa Elanen]]: Human Cloistered Cleric played by WombleHunter<br />
*[[Thaerin]]: Human Wizard played by cdi<br />
*[[Zir]]: Changeling Chameleon played by neonchameleon<br />
*<br />
<br />
==Threads==<br />
[http://forum.rpg.net/showthread.php?t=364102 Recruitment]<br />
<br />
[http://forum.rpg.net/showthread.php?p=8098886#post8098886 IC]<br />
<br />
[http://forum.rpg.net/showthread.php?p=8098893#post8098893 OOC]<br />
<br />
==Resources==<br />
[http://www.d20srd.org SRD]<br><br />
[http://www.invisiblecastle.com Invisible Castle] (dice roller)</div>
190.3.28.120
https://wiki.rpg.net/index.php?title=The_Tiki_War&diff=72378
The Tiki War
2008-01-14T01:42:12Z
<p>190.3.28.120: accadom</p>
<hr />
<div>ortroccanocn<br />
[[Category:Fantasy]]<br />
[[Category:Setting]]<br />
[[Category:D20 Fantasy]]<br />
[[Category:D20 System]]<br />
[[Category:Setting Search Submissions]]<br />
A setting submission by Conrad Deitrick (Random Goblin)<br />
<br />
<br />
'''Core Ethos Sentence:''' The Tiki War is an adventure setting that consists of a huge tropical archipelago called Wala-Ku, also known as the Arcadian Islands, where the forces of light clash against the forces of darkness under the shadow of the Empire of Sapar. <br />
<br />
'''Who are the Heroes?''' The main character is an incredibly powerful witch doctor named Ap Manu, who, when he saw that he would soon die, enacted a mighty ritual that preserved his identity and life essence in two great carved wooden masks. One was the dark Pu mask, and one was the good Ki mask. The evil Pu mask immediately set out to conquer the islands and began amassing followers, while the Ki mask set out to stop it. Other heroes could be islanders, dwarven traders, elven pirates, lizardfolk tribesmen, locathah chieftains, or Saparian soldiers or missionaries. <br />
<br />
'''What do they do?''' The allies of Manu Ki and Manu Pu clash in epic fashion, of course, but over them hangs the threat of Sapar one day extending its control. Dwarven traders ply the waters in Gnomish ships trying to make a profit and defend themselves against elven and hobgoblin pirates. Aquatic elves and locathah try to maintain their unsteady alliance against the sahuagin. <br />
<br />
'''Threats, Conflicts, Villains:''' The main conflict is between the allies of Manu Ki and the allies of Manu Pu. In addition, the Empire of Sapar directly controls the western end of the archipelago and lays claim to the rest of it. Native to the islands are halfling, orc, and lizardfolk tribes, all fairly primitive., but the shallow ocean waters between the islands teem with merfolk, aquatic elves, and locathah, all threatened by the Sahuagin who live in the great coral reef that protects the islands from the harsh weather to the south. <br />
<br />
'''Nature of Magic:''' Magic works much like it does in the core rulebook and the setting and cosmology associated with it. Divine magic would be slightly different, with a new pantheon of tribal gods including minor spirits and the gods of Sapar in competition with each other. Prestige classes would give druids and clerics access to powerful animal abilities granted by spirits. <br />
<br />
'''Whatâs new? Whatâs different?''' This setting would be quite different from usual D&D settings because of its greater focus than usual on the shallow seas around and among the islands, making underwater adventures and aquatic PCâs a viable option. Also, there is very little in the way of traditional dungeons other than the occasional small cave complex or dead volcano, and underwater caves abound, especially in the coral reef that is infested with sahuagin and other monsters. This means that emphasis would generally be on event-based rather than site-based adventures. There is a clash of cultures, as the Empire of Sapar interacts with the islander natives. Sapar, a more traditionally high medieval-based culture like that which is standard in other settings, provides PCâs so inclined with the option of a more familiar atmosphere.</div>
190.3.28.120
https://wiki.rpg.net/index.php?title=Sorcerous_arts&diff=72377
Sorcerous arts
2008-01-14T01:41:53Z
<p>190.3.28.120: letodelm</p>
<hr />
<div>lilitrr<br />
[[Category:D20 Fantasy]]<br />
[[Category:Alternate Settings]]<br />
[[Category:D20 System]]<br />
<br />
__NOTOC__<br />
<br />
Interest Thread: http://forum.rpg.net/showthread.php?t=251398<br><br />
Recruitment Thread: http://forum.rpg.net/showthread.php?p=5441962#post5441962<br><br />
In-Character Thread: TBA<br><br />
Out-Of-Character Thread: TBA<br />
<br />
=The College of Sorcerous Arts=<br />
<br />
The College of Sorcerous Arts is a play-by-post campaign http://forum.rpg.net, using a modified version of the d20 system. The College is one of only three great consortia of magicians in the known world. Its leaders are erudite and powerful, its students are dedicated and full of talent, and its campus is absolutely idyllic. Were it not for evil necromancers, angry dragons, unbound demons, insane rivals, fervent priests, disgruntled politicians, botched experiments, mischievous pupils, and greedy colleagues, life at the College would be the very picture of tranquility!<br />
<br />
==[[Sorcerous Arts:Setting|Setting]]==<br />
<br />
A description of the College and its environs, in order of greatest to least proximity to the campus. (In other words, the campus itself, then the neighboring metropolis White City, then the surrounding nation of Albion, then nearby sovereignties, then far off lands, and, lastly, various celestial bodies of note.)<br />
<br />
==[[Sorcerous Arts:Rules Modifications|Rules Modifications]]==<br />
<br />
The version of the d20 system being used for this play-by-post game is based on [http://www.systemreferencedocuments.org/35/sovelior_sage/home.html Dungeons and Dragons 3.5 Edition]; however, many of the specifics have been greatly altered. Variant rules are being used for race, class, hit points, experience points, levels, and magic. If you are playing in the College of Sorcerous Arts campaign, please familiarize yourself with these rules changes!<br />
<br />
==[[Sorcerous Arts:Characters|Characters]]==<br />
<br />
A directory of character descriptions and statistics, organized by the role that each character plays (PC, College faculty, College students, other magicians, important personalities of White City, and so on).<br />
<br />
==[[Sorcerous Arts:Summary|Summary]]==<br />
<br />
Once the game has been going on for some time, this page will feature a summary of the action so far.</div>
190.3.28.120
https://wiki.rpg.net/index.php?title=Last_Emperor:_Main_Page&diff=72376
Last Emperor: Main Page
2008-01-14T01:41:38Z
<p>190.3.28.120: varlirocaolo</p>
<hr />
<div>laorol<br />
[[Category: D20 System]][[Category: Sci-Fi]][[Category: Space]][[Category: Storytelling System]][[Category: Last Emperor]]<br />
The '''Last Emperor''' originally started as a full Dragonstar game. [[Dragonstar]] is a D20 based space fantasy game published by [[Fantasy Flight Games]], combining the orignal fantasy aspects of the D&D game with a space opera future where Dragons rule a vast stellar empire, and the multitude of D&D races live in relative harmony, under the watchful eye and protection of the Dragons and the Imperial army. <br />
<br />
The game appealed to me, the GM, for several reasons. It uses all the D&D tropes, meaning that recruiting players was easy. It is space opera, and I'm a huge [[Traveller]] fan (and published author). After running the game for a year, I came to dislike the D20 system itself. When we came to a stopping point in the game, I figured I could drop the game (and the disliked mechanics) and not have to worry about it further. The players, however, liked the story and the game background enough they asked me to continue running the campaign. <br />
<br />
Needing a new ruleset, I chose [[White Wolf Game Studio|White Wolfs]]'s [[New world of Darkness]] Storytelling system, along with the [[Mage: The Awakening]] rules. This was chosen because the existing players knew the old WOD system, were comfortable with it and liked the mechanics better than D20. So it meant little or no game-time was taken by learning and explaining a new rule set, and on first reading, looked like many of the game mechanics could be translated without much effort. (I was wrong about this, but more later). <br />
<br />
The Last Emperor pages on the RPGNet wiki has two parts: A conversion guide for D20 system to Storytelling system, including new Mage spells, merits, skills, equipment, monsters, a few new rules, and so on. The second part will be a set of GM notes about the campaign; the big secrets, some NPCs and other such things. There will be no campaign log or session notes as I don't keep notes during the game well enought to transcribe them here. <br />
<br />
== Conversion Notes ==<br />
* [[Last Emperor: General conversion|General Character conversion]]<br />
* [[Last Emperor: Skills|Skills]]<br />
* [[Last Emperor: Merits list|Merits]]<br />
* [[Last Emperor: Magic|Magic system conversion]]<br />
* [[Last Emperor: Spellware|Spellware]]<br />
* [[Last Emperor: Other mechanics|Other mechanics]]<br />
* [[Last Emperor: Creatures|Creature/Race conversions]]<br />
* [[Last Emperor: Equipment|Equipment]]<br />
* [[Last Emperor: Starships|Starships]]<br />
<br />
== Campaign notes ==<br />
It seems kind of silly to post s note '''My players keep out''' as there is no way to enforce this, but players keep out, you'll ruin all your fun. <br />
* Background<br />
*[[Last Emperor: Locations|Locations]]<br />
<br />
== Rationales ==<br />
To explain why the massive work up of the new system and numerous changes required I offer these rationals of why I don't like D20, do like nWoD rules and what the conversion should look like. <br />
<br />
=== D20 dislikes ===<br />
Levels is the core reason for disliking D20 enough to prompt this change. After playing a number of different game systems, the leveling system within D20 I find very frustrating as a GM. <br />
* The alternating no change/huge power jump makes planning adventures difficult. If I'm running a scenario (over several sessions) and some or all of the players suddenly level in the middle of it, I'm forced to rebuild the opposition or accept the newly empowered characters will be able to easily defeat them. <br />
* The long periods of little change to the characters mechanics makes my players jumpy. They are also used to other games where Experience can be traded for upgrades in a much more gradual fashion. <br />
* I never really got how to make the CR based XP system integrate with my preferred method of designing villains, who tended to be way overpowered for the characters.</div>
190.3.28.120
https://wiki.rpg.net/index.php?title=Major_Projects&diff=72375
Major Projects
2008-01-14T01:41:07Z
<p>190.3.28.120: eltvartr</p>
<hr />
<div>dronzelmon<br />
racctrbas<br />
If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you'll appear in the table of contents, include a link to your project's main page, then briefly describe your project. <br />
<br />
==Game Systems==<br />
This is a list of original game systems being developed at the RPGnetWiki.<br />
<br />
===Age of Dragons===<br />
'''Page:''' [[Age_Of_Dragons:_Main_Page|Age of Dragons]]<br />
<br />
A dice-light fantasy game where the player characters are '''Dragons''', set in a complex world riven by war. The game is designed to be set across the course of centuries, or even millennia.<br />
<br />
''Still under construction''. By ''Asklepios''.<br />
<br />
===Avatar Stultus===<br />
'''Page:''' [[Avatar_Stultus:Main_Page|Avatar Stultus]]<br />
<br />
The Universe of Avatar Stultus is home to the Fantasy RPG [[Avatar_Stultus:Kar_Fero|Kar Fero]], and the SCI-Fi setting of [[Avatar_Stultus:Apox_Void|Apox Void]]. All of which are open and in Wiki format.<br />
<br />
===BASH! Basic Action Super Heroes===<br />
'''Page:''' [[BASH:Main_Page|BASH!]]<br />
<br />
===Basic FANGS: Fantasy Adventure Network Gaming System===<br />
'''Page:''' [[FANGS:_Main Page|FANGS]]<br />
<br />
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.<br />
<br />
===CP2020===<br />
'''Page:''' [[CP2020:Main_Page|CP2020]]<br />
<br />
Miscellaneous resources for running a Cyberpunk 2020 campaign.<br />
<br />
===Dice & Glory===<br />
'''Page:''' [[Dice&Glory:Main_Page]]<br />
<br />
First Edition of a universal game system using skeletal character classes and a "buy" based experience point system and skill based magic and psionic systems. By Robert A Neri Jr.<br />
<br />
===Fabuland===<br />
'''Page:''' [[Fabuland:_Main Page|Fabuland]]<br />
<br />
A furry rpg aimed at children with a system based on the ideas presented in the Rough Quests RPGnet column.<br />
<br />
===Gangwars===<br />
'''Page:''' [[Gangwars:Main_Page|Gangwars]]<br />
<br />
A classless d20 based system emphasizing skills and traits, with similarities to the shadowrun setting.<br />
<br />
===Irradiated Fur===<br />
<b>Page:</b> [[IrradiatedFur:Main Page|Irradiated Fur]]<br />
<br />
A simplistic anthropomorphic apocalyptic one-shot game system.<br />
===FableScape===<br />
'''Page:''' [[FableScape|FableScape]] <br />
<br />
An RPG taking place in the made up world of Morasadell {More-isa-dell.}The gama is in a Mythology/Fantasy/Simi-Shonen Genre Game. The Wiki-Page is is under-constuction.<br />
<br />
===Land of Xel===<br />
'''Page:''' [[Land_of_Xel|Land of Xel]]<br />
<br />
Under construction RPG system. The Land of Xel is a fantasy RPG with a mix of technology, magic, and metal. The land is divided into four different factions each with its own internal strife and outward aggression.<br />
<br />
===Legends===<br />
'''Page:''' [[Legends:_Main_Page|Legends]]<br />
<br />
A very simple game system designed for legendary-level fantasy, with a similar ethos to Exalted, but a straightforward dice system reminiscent of Arkham Horror.<br />
<br />
===Lexicon, an RPG===<br />
'''Page:''' [[Original Lexicon post]]<br />
<br />
A copy of the page that introduced the Lexicon wiki-based RPG to the world. Originally written by Neel Krishnaswami; taken from his blog "The 20 x 20 Room".<br />
<br />
===Mano a Mano===<br />
'''Page:''' [[Mano a Mano]]<br />
<br />
A simple system emphasizing the effects of size and health in combat. Special attention is given to the differences between large and small creatures. It is well-suited for games with non-humanoid characters.<br />
<br />
====Mini mam====<br />
'''Page:''' [[Mini mam]]<br />
<br />
The simplest possible RPG system, derived from Mano a Mano. It is intended for absolute beginners to role-playing games, or for gamers who have a need for a system so simple that it doesn't require a character sheet.<br />
<br />
===McMercenaries===<br />
'''Page:''' [[McMercenaries:Orientation]]<br />
<br />
A game and setting of corporate warfare in the all-too-near future.<br />
Input is encouraged!<br />
<br />
===Ogre===<br />
'''Page:''' [[Ogre:Main_Page|Open, Generic Roleplaying Environment]] <br />
<br />
A generic rpg system without classes, general levels and with continuous initiative based on the OGC content.<br />
<br />
===OpenD20===<br />
'''Page:''' [[Opend20:_Main_Page|OpenD20]] <br />
<br />
A classless skills based [[d20 System|d20]] derivative. Designed for elegant simplicity. The intention is to create a more universal [[RPG]] system by getting input from the online community (are you reading this? Then that means YOU!)<br />
<br />
===SAMSARA===<br />
'''Page:''' [[Samsara:Main Page|SAMSARA]]<br />
<br />
A fairly rules-lite system of mechanics based around the resolution of contests. Designed to be modular and eminently tweakable.<br />
<br />
===Shattered Prism===<br />
'''Page:''' [[ShatteredPrism:Main_Page|Shattered Prism]]<br />
<br />
In-Development RPG series. Shattered Prism is intended to be a series of related RPGs using a unified rules system, set within a predominately Sci-Fi galaxy.<br />
<br />
===Star Wars Saga===<br />
'''Page:''' [[Star Wars Saga:_Main Page|Star Wars Saga]]<br />
<br />
Miscellaneous resources for running a SW Saga campaign.<br />
<br />
===Symphony of Stars===<br />
'''Page:''' [[SymphonyofStars]]<br />
<br />
An Experiment in Cooperative Game Design via Actual Play.<br />
<br />
===24 Hour RPGs===<br />
<b>Page:</b> [[List of 24 Hour RPGs by rating]]<br />
<br />
A listing of all the quickie RPGs created as part of the [http://www.24hourrpg.com/ 24 Hour RPG] event/contest.<br />
<br />
===Wiki RPG===<br />
'''Page:''' [[Wiki RPG]]<br />
<br />
The goal of the Wiki RPG project is to create computer based role playing games collaboratively. <br />
Games are both edited in the browser (via this Wiki) and played in the browser (the Wiki HTML pages are downloaded and the game code is interpreted by a JavaScript game engine).<br />
<br />
==Generic Backgrounds==<br />
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.<br />
<br />
===Across the Spiral Arms===<br />
Spiral arms is a space opera setting, designed to emulate many of the common Anime tropes. As such it's got a lot of drama, a lot of scope, and very little science included.<br />
<br />
* '''Page:''' [[SpiralArms:_Main_Page|Across the Spiral Arms]]<br><br />
<br />
===Adventure! RPG Campaigns===<br />
'''Page:''' [http://wiki.rpg.net/index.php/Adventure!_RPG_Campaigns:Main_Page Adventure! RPG Campaigns: Main Page]<br />
<br />
A page open for game groups to provide details and resource on individual campaigns based on the Adventure! roleplaying game.<br />
<br />
===Alvatia: Game Setting===<br />
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.<br />
<br />
* '''Page:''' [[ALVATIA:_Main_Page|Alvatia]]<br><br />
** '''Page:''' [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]<br />
** '''Page:''' [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]<br />
<br />
===AMBER===<br />
Page: [[Amber RPG:_Main Page]] <br> A page open for game groups to provide details and resource on individual campaigns based on the RPG for the Amber Setting.<br />
<br />
===Athanatos: A Transhumanist Fantasy Setting===<br />
'''Page:''' [[ATHANATOS:_Main_Page|Athanatos]]<br />
<br />
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.<br />
<br />
===Basilicus===<br />
'''Page:''' [[Basilicus]]<br />
<br />
A massive open content wiki project featuring worldbuilding in several genres, free fiction, and other invaluable resources.<br />
<br />
===Chaos Diceless===<br />
'''Page:''' [[Chaos_Diceless|Chaos Diceless]]<br />
<br />
Chaos, Rebma, The New Pattern and all these places you have never visited or re-invented a thousand times. They're here.<br />
<br />
A repository of Courts and places for ADRPG.<br />
<br />
===Conan RPG Campaigns===<br />
'''Page:''' [http://wiki.rpg.net/index.php/Conan_RPG_Campaigns:Main_Page Conan RPG Campaigns: Main Page]<br />
<br />
A page open for game groups to provide details and resource on individual campaigns based on the sword and sorcery setting of Conan and the Hyborian world.<br />
<br />
===Contribute Your Eerie Event===<br />
'''Page:''' [[Eerie Event]]<br />
<br />
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.<br />
<br />
===Covenant, West Virginia===<br />
'''Page:''' [[Covenant]]<br />
<br />
A hyper-historical, modern day setting in the style of Lost. Contributions needed!<br />
<br />
===Encyclopedia Galactica===<br />
'''Page:''' [[Encyclopedia_Galactica:Main_Page]]<br />
<br />
A hard sci-fi collection of solar systems, planets, lifeforms and sentient societies, suitable as a GM resource or as a subtrate for any sci-fi or fantasy campaign.<br />
<br />
===Eternal Empire===<br />
'''Page:''' [[EternalEmpire:Main_Page|Eternal Empire]]<br />
<br />
Eternal Empire is a synthesis of Dark Fantasy and Science Fiction with a lenghty background that emphasizes the roles of religion, social structures, language, and race on both individuals and societies.<br />
<br />
===EverQuest rpg===<br />
'''Page:''' [[EverQuest rpg:Main Page|EQrpg Main]]<br />
<br />
The EverQuest Role-Playing Game system is built on the d20 Open GL rules, and based in the world of Norrath, of the online rpg EverQuest.<br />
<br />
===Fantasy City Project===<br />
'''Page:''' [[Fantasy_City_Project:Main_Page|Fantasy City Project]]<br />
<br />
Shared development of a generic fantasy city, its locaions, NPCs, organizations and adventure seeds.<br />
<br />
===Meamnar===<br />
'''Page:''' [[Meamnar:Main_Page|Meamnar]]<br />
<br />
A classic campaign setting constructed for the d20 game system.<br />
<br />
===Magipunk===<br />
'''Page:''' [[Magipunk:Main_Page|Magipunk]]<br />
<br />
A weird fantasy game of urban dystopia and rapidly changing social conflict -- cyberpunk crossed with swords and sorcery.<br />
<br />
===Marvel Realtime===<br />
'''Page:''' [[Marvel_Realtime:Main_Page|Marvel Realtime]]<br />
<br />
Extrapolating what the Marvel Universe might look like if time advanced normally.<br />
<br />
===Meanwhile, Back Home...===<br />
'''Page:''' [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]<br />
<br />
A (mostly) humourous Alien Contact setting focusing on Earth.<br />
<br />
===Midnight RPG Campaigns===<br />
'''Page:''' [[Midnight RPG Campaigns: Main Page]]<br />
<br />
Midnight RPG Campaigns, is a wiki open for game groups to provide details and resource on individual campaigns based on the D20 Dungeons & Dragons MIDNIGHT Setting published by Fantasy Flight Games.<br />
<br />
===Paradise City===<br />
'''Page:''' [[Paradise_City:Main_Page|Paradise City]]<br />
<br />
Paradise City, Nevada, is a "cyberpunk" setting designed for use with GURPS. The city is huge and contains a wide variety of urban environments, most of them dangerous.<br />
<br />
===Pokethulhu RPG Campaigns===<br />
'''Page:''' [[Pokethulhu RPG Campaigns: Main Page]] <br> Pokethulhu RPG Campaigns, is a wiki open for game groups to provide details and resource on individual campaigns based on the Pokethulhu RPG. The game is written and designed by [http://en.wikipedia.org/wiki/S._John_Ross S. John Ross] and currently published (in its 3rd Edition) as a free game available from [http://en.wikipedia.org/wiki/Cumberland_Games_and_Diversions Cumberland Games and Diversions]. <br />
<br />
===Post-Future===<br />
<br />
'''Page:''' [[Post-Future:Main_Page|Post Future]]<br />
<br />
Your favorite setting, cast forward into a darker future.<br />
<br />
===Stardust & Aether Winds===<br />
<br />
'''Page:''' [[Stardust&AetherWinds:Main_Page|Stardust & Aether Winds]]<br />
<br />
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!<br />
<br />
===Tekumel===<br />
<br />
Welcome to MAR Barker's gloriously baroque world of Tekumel, one of the oldest and most detailed FRP settings. This site will include some general background info, and material specific to 'The Shrine of Petrified Wisdom' campaign.<br />
<br />
'''Page:''' [[Tekumel]]<br />
<br />
===Triptych: The Elemental Realms===<br />
<br />
'''Page:''' [[TRIPTYCH|Triptych]]<br />
<br />
A new mythology for modern magic games. Original elemental creatures wanted. <br><br />
Encompasses three parallel worlds: The Great Gale, The White Waste, and the Blasted Lands.<br />
<br />
===''New!'' 24-Hour RPG Settings===<br />
<br />
'''Page:''' [[24HourSettings]]<br />
<br />
A new GM challenge set up by Knockwood: similar to the 24-Hour RPG, but focusing on ''settings'' rather than rules. (New, Jan 2008)<br />
<br />
===Ubantu: Bantu/African version of GURPS Banestorm===<br />
<br />
'''Page:''' [[Ubantu:Contents]]<br />
<br />
This a continent based on Bantu mythology, a kind of African setting based on serious anthropology and mythography. It is designed as an add-in content in the GURPS Banestorm world (3e), with an empire than can take on and possibly win against Megalos.<br />
<br />
===Wisrtum: Wiki-Based Classic Fantasy Setting===<br />
'''Page:''' [[Wisrtum:Main_Page|Wisrtum]]<br />
<br />
This is a ''classic fantasy'' setting, intended to be creativly developed by the community without care for what RPG-System might be used to play it. The community can then produce ports of the source material to whatever game system they wish, as needed.<br />
<br />
===The World===<br />
'''Page:''' [[TROS in the Hammer|The World at 'TROS in the Hammer']]<br />
<br />
A post-apocalyptic, fairly dark and gritty fantasy setting with several unique cultures and shamanic magic. Currently for use with the Riddle of Steel, but very little game specific stuff.<br />
<br />
===Year Of Agothokles ===<br />
'''Page:''' [[Year Of Agothokles:Main|Year Of Agothokles]]<br />
<br />
This is the real world of 347 BC. Please expand if you can. For areas that were pre-historical, feel free to create based on the situation when first encountered but say so.<br>Information on war, technology, religion, etc, is all welcome.<br />
<br />
==GM Resources==<br />
Everything needed to make a [[GM]]'s life easier<br />
<br />
===General Resources and Links===<br />
These are generic resources covering various topics that might be of use to game masters.<br />
<br />
'''Page:''' [[Free_Adventures|Free Adventures]]<br><br />
'''Page:''' [[Free_RPGs|Free RPGs]]<br><br />
'''Page:''' [[Free_Software|Free Software]]<br><br />
'''Page:''' [[RESOURCES:_Npcs|Npcs]]<br><br />
'''Page:''' [[RESOURCES:_Gaming_Websites|Gaming Websites]]<br><br />
'''Page:''' [[Non_Gaming_Websites|Non Gaming Websites]]<br><br />
'''Page:''' [[Cool_Fight_Locations|Cool Fight Locations]]<br><br />
'''Page:''' [[Stereotype_List|Stereotype List]]<br><br />
'''Page:''' [[Great_Quotes_List|Great Quotes of RPGNet]]<br><br />
<br />
===How to Run Game X===<br />
A continuation of the thread of the same name from RPOpen--game-specific advice on how to GM. Additional contributions are welcome! [[How_to_Run:Main_Page|The main page is here]], and [[:Category:How_to_Run|the category page is here.]]<br />
<br />
===Short Adventures===<br />
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. <br />
<br />
'''Page:''' [[Short_Adventures]]<br><br />
<br />
===Campaign Setups===<br />
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. <br />
<br />
'''Page:''' [[Campaign_Setups]]<br><br />
<br />
===War Stories===<br />
<br />
'''Page:''' [[War_Stories|War Stories]]<br><br />
<br />
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.<br />
<br />
===Game Meta-Info and Logs===<br />
<br />
This is where GMs can put information relating to their ''specific'' games, such as character sheets, logs, plot threads, et cetera.<br />
<br />
[[Game Info Page]].<br />
<br />
===Mission Generator===<br />
<br />
A random generic [[Mission Generator]].<br />
<br />
===Open Game Systems===<br />
<br />
A [[Open_Game_Systems|List of Games]] available under an [http://en.wikipedia.org/wiki/Open_license Open License] and thus usable for your own published games.<br />
<br />
== LARP Resources ==<br />
<br />
=== Gender Neutral Character Names ===<br />
<br />
A list of [[LARP:Gender Neutral Character Names|gender neutral names]] for those times when you don't know who will be playing a character.<br />
<br />
== RPGnet Meta-resources ==<br />
<br />
===The "Create a Character" Challenge===<br />
'''Page:''' [[The "Create a Character" Challenge]]<br />
<br />
The challenge: Create one character for each game you own! <br> View the thread created by "chaldfont" [http://forum.rpg.net/showthread.php?t=345113 HERE].<br />
<br />
===Overly Honest RPG Book Covers===<br />
'''Page:''' [[Overly Honest RPG Book Covers]]<br />
<br />
An archive of the hilarious images generated by the RPGnet thread of the same name. <br> View the thread created by "Neko Ewen" [http://forum.rpg.net/showthread.php?t=193489 HERE].<br />
<br />
===Number Lists===<br />
<br />
'''Page:''' [[Number Lists]]<br />
<br />
A collection of various open-ended lists that have sprung up over time and added to by various users, presented here in a more read-friendly format.<br />
<br />
===RPG Motivational Posters===<br />
<br />
'''Page:''' [[Motivational_Posters:Main_Page]]<br />
<br />
A collection of the posters from the Ultra-Thread on Roleplaying Open, "[http://forum.rpg.net/showthread.php?t=264472 RPG Motivational Posters]" Still being transferred--please check the Template page before contributing!<br />
<br />
===RPGnet Thread Archive===<br />
<br />
'''Page:''' [[Forum_Archive:Main_Page|Forums Archive]]<br />
<br />
A user created archive of classic threads, in the spirit of the old "Best Of Forums" page. Organized by forum, and alphabetics.<br />
<br />
=== RPGnet Gatherings ===<br />
<br />
'''Page:''' [[Gatherings|RPGnet_Gatherings]]<br />
<br />
For information regarding any official meetups, gatherings and get togethers of RPGnet members.<br />
<br />
=== Tangency Timeline ===<br />
<br />
'''Page:''' [[Tangency_Timeline|Tangency Timeline]]<br />
<br />
A timeline of important dates in the history of Tangency.<br />
<br />
=== Let's Play Threads ===<br />
<br />
'''Page:''' [[Lets_Play|Let's Play Threads]]<br />
<br />
An archive of Let's Play threads from Video Games Open<br />
<br />
==System Supplements==<br />
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)<br />
<br />
''For ease of use, this section has been moved to a sub-page, Please see [[Major_Projects/System_Supplements|here]]''.<br />
<br />
== Terminology ==<br />
These are guides to common rpg terminology.<br />
<br />
===Game title abbreviation===<br />
'''Page:''' [[Game_title_abbreviations]]<br><br />
<br />
This is a collection of abbreviations used for various games and game lines.<br />
<br />
===RPG Lexica===<br />
<br />
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the ''players'' as opposed to the game's authors and designers.<br />
Still very much a work in progress... please contribute!<br />
<br />
===What's in a (GM's) Name?===<br />
'''Page:''' [[Referee]]<br><br />
<br />
This is a collection of various game master names for different games<br />
<br />
==MMORPG Guilds==<br />
<br />
[[Blacksky Company]] (WoW Kirin Tor Horde)<br />
<br />
[[Pig and Whistle Society]] (WoW Kirin Tor Alliance)<br />
<br />
[[Meta Forces]] (CoH/CoV)<br />
<br />
[[Versus Gloria Omnis]] (Eve Online)</div>
190.3.28.120
https://wiki.rpg.net/index.php?title=Gamavoo&diff=72374
Gamavoo
2008-01-14T01:39:09Z
<p>190.3.28.120: nocnavar</p>
<hr />
<div>monoloace<br />
[[Category:Fantasy]]<br />
[[Category:D20 System]]<br />
[[Category:D20 Fantasy]]<br />
<br />
This is a place for the Gamavoo D&D game campagin. <br />
<br />
So far we have played one session and the Campain Setting is still being nailed down.<br />
<br />
<br />
== Characters: ==<br />
[[Ervin]] A Gnomish Palidin ready to set the world right.<br />
<br />
[[Orville]] A Half-Orc Barbarian the strong and not so silent type.<br />
<br />
[[Emikorth]] A Elven Cleric fresh from the woodland temple.<br />
<br />
[[Zyyyverk]] A Dwarven Fighter with the Axe to prove it.<br />
<br />
== NPCs: ==<br />
[[Marcelo]] Cousin and scout for the Hyland Family.<br />
<br />
<br />
== Adventures: ==<br />
[[A Dark and Stormy Night]] In a land where the weather can and does kill our heros take questionable shelter.</div>
190.3.28.120
https://wiki.rpg.net/index.php?title=HorizonVirtual:Main_Page&diff=72373
HorizonVirtual:Main Page
2008-01-14T01:38:56Z
<p>190.3.28.120: almonv</p>
<hr />
<div>nodronzelre<br />
= About ''Horizon: Virtual'' =<br />
[http://www.fantasyflightgames.com/hr03.html ''Virtual''] is one of the five books that comprise the [http://www.fantasyflightgames.com/horizon.html ''Horizon''] product line, a series of "mini-roleplaying games" by [http://www.fantasyflightgames.com/ Fantasy Flight Games]. The line is intended to work with the [http://www.wizards.com/default.asp?x=d20/welcome D20 System] with the aim of providing a short campaign in an alternate setting. ''Virtual'' uses the D20 System as presented in the Version 3.5 Core Rulebooks to create a playable world inspired by the movie [http://disney.go.com/vault/archives/movies/tron/tron.html ''TRON''] and the animated TV series [http://www.reboot.com/ ''ReBoot''], a world where sentient programs called 'wakers' roam an electronic world that exists inside our computer networks.<br />
<br />
== About the ''Horizon: Virtual'' WikiProject ==<br />
<br />
This WikiProject has been set up and is being run by myself, [[User:IMAGinES|IMAGinES]]. Ever since I purchased ''Horizon: Virtual'', Iâve wanted to develop the ideas, rules and setting and contained therein a bit more.<br />
<br />
''Virtual'' can only do so much in sixty-four pages, and although it tries to not be Another Fantasy Setting, its very reliance on the D20 SRD winds up being rather constraining.As a virtual world can look like anything, it starts to look like a fantasy wilderness so it can use the regular environments and beasts rules. And although the classes known as Programmers and Thinkers have been able to gain some level of universal Admin privileges due to their intuitive understanding of programming languages, use of said privileges is accomplished by using the standard D&D magic spells (with some of the names changed).<br />
<br />
Now donât get me wrong, I think itâs a very natty idea, not to mention one of the best explanations Iâve seen for âmagicâ in any given setting. But I think the re-skinning needs to go a bit deeper, so that immersion in the game isnât wrecked by having to leaf through the spells lists in the Magic section of the Dungeons & Dragons Playerâs Handbook v3.5 and trying to remember that Magic Missile is called "Code Bolt" in ''Virtual''.<br />
<br />
Thankfully, the [[HorizonVirtual:Main_Page#Open Game License|Open Game License]] allows one to do just that. In other words, chunks of the System Reference Document (such as the Skills, Feats and Magic Spells lists) can be re-worked to fit in more with the world of ''Horizon: Virtual'' and posted on the Web. Such re-working still takes time, but using a Wiki allows other interested parties to check the work in progress and make their own suggestions and corrections.<br />
<br />
= The Aim of the WikiProject =<br />
<br />
This WikiProject has two aims:<br />
# To develop the ideas, rules and setting and contained in Fantasy Flight Gamesâ ''Horizon: Virtual'' mini-RPG in order to assist ease of play and extended campaigning (without infringing the Closed Content and Product Identity of Fantasy Flight Games).<br />
# To "re-skin" the [http://www.wizards.com/default.asp?x=d20/article/20040121a D20 System Reference Document] for direct use with ''Horizon: Virtual'' without infringing the Open Game License that the D20 SRD is published under or the Closed Content and Product Identity of Fantasy Flight Games.<br />
<br />
== Project Want List ==<br />
<br />
This is the list of the main items that require development work in this project. Also, the discussion tab for each main section of the site will have its own "want list", specific issues or potential changes that have yet to be addressed.<br />
<br />
I'd also like to see the discussion feature used by modifiers to post and/or discuss any such ideas or suggestions for additions and alterations. If the idea survives peer-review, the Project moderator will post it into the page's Want List.<br />
<br />
=== Updates Required ===<br />
<br />
* [[Talk:HorizonVirtual:Terminology_Conversion_Guide|Renaming the D20 SRD's common system terms]] to more closely match the Program Space of ''Horizon: Virtual''.<br />
* [[Talk:HorizonVirtual:Rewrite_Lists_By_Class|Renaming of the D20 SRD spells as ''Horizon: Virtual'' rewrites]] and appropriate revision of their descriptive texts.<br />
<br />
=== Groupthink ===<br />
<br />
Although this project is concieved as a group effort, there are certain updates that we think require special attention from as many people as possible, mainly becuase not only does the original text need revision, but the concepts behind that text also need some rethinking to ensure they fit ''Horizon: Virtual'' before the updates can be done.<br />
<br />
At the moment, these are:<br />
<br />
* The overhaul of the Astral Plane required to turn it into [[Talk:HorizonVirtual:Places#Wireless_Space|Wireless Space]].<br />
* The overhaul of the descriptive text of the rewrites Contact User, Programmer Circle against Chaos/Evil/Law/Good, and Detect/Hide Alignment.<br />
<br />
== Guidelines for Contributors ==<br />
If you'd like to contribute to this project, I do ask you have the following:<br />
* A familiarity with the ''Horizon: Virtual'' RPG and the D20 System in general.<br />
* A willingness to discuss any changes you plan to make to an article on the discussion tab for that article prior to making your changes.<br />
<br />
= Content =<br />
<br />
== The Hitch Hiker's Guide to Program Space ==<br />
<br />
This section is intended as an encyclopaedia of the electronic world of ''Horizon: Virtual''. It's meant to provide a springboard of general and coherent ideas (guidelines and plot-hooks, for example) rather than a developed-down-to-the-bolts world, thus allowing players and GMs to mix and match to their taste.<br />
<br />
# '''[[HorizonVirtual:Places|Places]]'''<br />
## [[HorizonVirtual:Places#Major_Systems|Major Systems]]: Life in the Big City<br />
## [[HorizonVirtual:Places#Timekeeping|Timekeeping]]<br />
## [[HorizonVirtual:Places#Travel|Travel]]<br />
## [[HorizonVirtual:Places#Planes|Planes]]<br />
### Electron (Ethereal) Plane<br />
### Wireless (Astral) Plane<br />
# '''[[HorizonVirtual:Things|Things]]'''<br />
## [[HorizonVirtual:Things#Sleepers|Sleepers]]<br />
## [[HorizonVirtual:Things#Dreamers|Dreamers]]<br />
## [[HorizonVirtual:Things#Equipment|Equipment]]<br />
## [[HorizonVirtual:Things#Subroutines|Subroutines]] (Magic Items)<br />
# '''[[HorizonVirtual:Wakers|Wakers]]'''<br />
## [[HorizonVirtual:Wakers#Waker_Physiology|Waker Physiology]]: So what do they eat?<br />
## [[HorizonVirtual:Wakers#Waker_Psychology|Waker Psychology]]: Suggestions for Roleplaying a Sentient Computer Program<br />
## [[HorizonVirtual:Wakers#Razors|Razors]]<br />
## [[HorizonVirtual:The_Waker_Dictionary|The Waker Dictionary]]<br />
# '''[[HorizonVirtual:Organisations|Organisations]]'''<br />
## [[HorizonVirtual:Organisations#Détente|Détente]]<br />
## [[HorizonVirtual:Organisations#The_Snake_Eaters|The Snake Eaters]]<br />
## [[HorizonVirtual:Organisations#Fox_&_Gekko|Fox & Gekko]]<br />
## [[HorizonVirtual:Organisations#The_Pontifex_Group|The Pontifex Group]]<br />
## [[HorizonVirtual:Organisations#User_Cults|User Cults]]<br />
# '''[[HorizonVirtual:Progenitor_Viruses|Progenitor Viruses]]'''<br />
# '''[[HorizonVirtual:User_Space|User Space]]'''<br />
## What do the Programs know of User Space?<br />
## [[HorizonVirtual:User_Space#Contacting_A_User|Contacting a User]]<br />
# '''[[HorizonVirtual:Inspiration|Inspiration for ''Virtual'']]'''<br />
<br />
== The ''Virtual'' Skin for D20 ==<br />
<br />
* '''[[HorizonVirtual:Skill_Grid|Skill Grid for Virtual]]''' <br />
<br />
* '''[[HorizonVirtual:Terminology_Conversion_Guide|Terminology Conversion Guide]]:''' ''Virtual''-ised re-naming of standard D20 SRD terms. To be referenced when re-writing any part of the D20 SRD for ''Virtual''.<br />
<br />
* '''[[HorizonVirtual:Rewrites_And_Rewriting|Rewrites and Rewriting]]'''<br />
** [[HorizonVirtual:Rewrite_Lists_By_Class|Rewrite Lists By Class]]<br />
* '''Master Rewrite Datapad'''<br />
** [[HorizonVirtual:Master_Rewrite_Datapad_A-E|Master Rewrite Datapad A-E]]<br />
** [[HorizonVirtual:Master_Rewrite_Datapad_F-J|Master Rewrite Datapad F-J]]<br />
** [[HorizonVirtual:Master_Rewrite_Datapad_K-O|Master Rewrite Datapad K-O]]<br />
** [[HorizonVirtual:Master_Rewrite_Datapad_P-T|Master Rewrite Datapad P-T]]<br />
** [[HorizonVirtual:Master_Rewrite_Datapad_U-Z|Master Rewrite Datapad U-Z]]<br />
<br />
== Patches and Mods==<br />
<br />
A section for any new material for ''Virtual'' that falls outside the bounds of the Project. <br />
<br />
* '''[[HorizonVirtual:Patches|Patches]]:''' new heritages, classes, forms, skills, feats, equipment and rewrites, as well as [[HorizonVirtual:Patches#Official_Errata|official errata]] for ''Virtual''.<br />
* '''[[HorizonVirtual:Mods|Mods]]:''' Changes to the core of ''Virtual'', such as ports of other material to the setting or switching the core rule set.<br />
<br />
= Open Game License =<br />
<br />
Both standard and modified [http://www.wizards.com/default.asp?x=d20/article/20040121a D20 System Reference Document] content has been posted under the terms of the [[HorizonVirtual:OpenGameLicenseV1.0a|Open Game License v1.0a]] and is Open Content.<br />
<br />
If you find any Closed Content or Product Identity or any other copyrighted material posted to these pages, please [mailto:imagines@bigpond.net.au inform IMAGinES] immediately.<br />
<br />
[[Category:D20 System]]<br />
[[Category:Horizon]]<br />
[[Category:Setting]]</div>
190.3.28.120
https://wiki.rpg.net/index.php?title=Deathless&diff=72371
Deathless
2008-01-14T01:37:55Z
<p>190.3.28.120: pasviaccn</p>
<hr />
<div>domdelba<br />
[[Category:Fantasy]]<br />
[[Category:D20 System]]<br />
[[Category:D20 Fantasy]]<br />
[[Category:Setting]]<br />
A setting by Conrad Deitrick (Random Goblin) and Sean Deitrick (Racticas)<br />
<br />
<br />
'''History'''<br />
An aeon ago, earth was ruled by the Eldraan. The Eldraan were powerful warriors and mighty workers of magic who conquered the planet and grew in their hubris. Rising in power, they deigned even to challenge their gods, and through might, forethought, and cunning, the Eldraan were victorious. The gods were banished and their planes were sealed away for all time. With the gods out of the way, the Eldraan went unchallenged and grew decadent. <br />
<br />
In the elemental planes, four great elder elementals plotted to bring about a great change. The gods left a power vacuum in the cosmos that, despite their might and glory, the mortal Eldraan could never hope to fill. The elemental lords, though, had a chance. <br />
<br />
Working in agreement, the forces of the elements struck suddenly, toppling and enslaving the Eldraan, warping them with elemental magic into new races. However, the treaty between the elemental lords was inherently unstable, and even before the Eldraan were completely defeated, the elements began to fight with each other. As it was, the war against the Eldraan was barely an introductory footnote in the cosmic conflict that ensued, as each of the elements tried to gain control of the material plane, tipping the perfectly-balanced cosmic scales firmly and forever in their favor. <br />
<br />
Earth eventually proclaimed itself victorious, but the âvictoryâ was neither total nor systematic. Earthâs domination over the material plane was tenuous at best. Eventually, the other three elements banded together to topple earth, and its reign was brought to an end. The result was a world scarred by a thousand years of cosmic war, but still no definitive winner. The boil of war cooled to a low simmer. All the elements became factionalized. Conflict was still the norm, but not on the scale of earlier times. <br />
<br />
Now, in this ravaged world, there is a glimmer of hope. The elemental planes were not the only cosmic sources of power. What was oft-forgotten is that the material plane, before it was subverted by the Eldraan, was once called the plane of Balance. Its lords were finally rising from slumber, its agents were beginning to walk the land, and it was beginning to reclaim its own at long last. <br />
<br />
'''Races''' <br />
Eldraan- supposed to be extinct, once ruled earth. Cruel and arrogant, but beautiful and terrible. There could still be some left, probably exiles wandering the planes. <br />
<br />
Elemental Races- four races, All Eldraan enslaved and warped by the elemental powers into something new: <br />
Sylph (Air) â flying or just gliding? Probably with a patagia for gliding. .Frail-looking, willowy, quick. <br />
Salamander (Fire)- tall and scaled, the salamanders are fierce warriors, quick to anger, but lacking determination and drive. <br />
Undine (Water)- somber with broad, webbed hands and feet, the undines are more at home underwater than on the surface. <br />
Gnomes (Earth)- squat and powerful, with dark skin and eyes that glitter like gems, the gnomes are lords of the deep places and masters of the forge <br />
<br />
Humans- A new race with mysterious origins, humans came forth from the forests led by priests who worshipped the balance. Humans are as a race connected to no individual element, although they do have humors, so they can be drawn in one direction or another. <br />
<br />
(Some other race or races?)- once slaves to the Eldraan, many have survived the cataclysmic millennia of war. Probably one giant-type race (not specifically MM ogres or giants, but something along those lines), maybe a weak servant race (goblin/kobald-ish?), and maybe warriors (orc-esque? Maybe not so bestial? Maybe more bestial?). Others? Or only one? I dunno. <br />
<br />
'''Alignment''' <br />
Alignment is by humors that are tied to the four elements. Humors dictate behavior, not the other way around. If you try to act contrary to your humor, the DM can force you to make a will save modified by the dominant humorâs prevalence (maybe something like DC 10+dominant humor score). Humor points come from races, some classes, maybe other ways. Probably every character gets x (say, two) humor points per level to do with as he pleases, either to keep it balanced or to weight it one direction. <br />
<br />
Being aligned via humors carried benefits and drawbacks. Benefits include increased ability to work magic and to command elemental beings, and maybe other mechanical benefits. Drawbacks include forced behavior, and maybe youâre harder to heal with regular healing magic (which is tied to the balance). Maybe if your humors get REALLY out of balance, you can eventually be considered an elemental. <br />
<br />
'''The Deathless''' <br />
The greatest weapon at the disposal of the elemental powers was the Deathless. These servants were created from mortals by opening a small portal directly into their soul, suffusing it with elemental stuff. Thus they become incarnate champions of the element that feeds them, and they can never be destroyed while the portal remains open, because they are constantly being regenerated by the elemental planes. (By the way, keeping the portal open is not hard, and closing it is almost if not impossible) They need not sleep or eat. They also have elemental powers and can command lesser elemental beings. <br />
<br />
You can become a Deathless in one of three ways: <br />
<br />
1: An elder elemental can make you into a deathless. This is done deliberately to create a champion, and was how the first Deathless were created. Needless to say, the deathless who have been around the longest are the most powerful and the most feared. <br />
<br />
2: The elemental races are tied to the elemental planes, and thus every now and then one of them is simply born deathless, with a living portal already inside them. <br />
<br />
3: Rumor speaks of apotheosis rituals that can make a supplicant into a Deathless at their own bidding, i.e. to force it from this side instead of from the other. <br />
<br />
Now, the champions of Balance have begun to create their own Deathless, fed by the very raw stuff of this plane. Although the material/plane of balance has been weakened by a thousand years of cosmic strife, the proximity of the Deathless of the Balance to their own plane makes them fearsome and formidable. <br />
<br />
Is being Deathless a blessing or a curse? Both, either, and maybe neither. <br />
<br />
Deathless have humors weighted strongly in one direction, and actually lose points from their other humors until they become an elemental. Creature type that is. They still are a Deathless. <br />
<br />
'''Magic''' <br />
Most magic is elemental and cast by esorcery, i.e. though the use of elemental familiars. The skill of the esorcerer lies not in his own power, but in his ability to command an elemental to do his bidding. An esorcererâs humors scores are somehow tied to his ability to work magic, and as an esorcerer rises I levels, his dominant humor score increases dramatically. Esorcerers are often of the elemental races, but certainly human esorcerers exist. <br />
<br />
There is also True Magic, a secret that died with the Eldraan, but some rumors say it still exists, and its secrets cans till be re-discovered. If any Eldraan are still alive, then this theory must be true. <br />
<br />
Priests of Balance are nature-oriented, like druids. They are usually human, but they donât have to be. <br />
<br />
Perhaps there are also devotees of the Old Gods hanging around somewhere. Maybe preserved by some (one?) of the Eldraan slave-races. They seek to bring the gods back to the Material plane. <br />
<br />
Real healing magic comes fro the balance only. The elemental magic has similar things, but not right on the button. Increased temporary hp, for example, or maybe the ability to stay alive despite your wounds until you can heal naturally. Or maybe elemental magic can only heal elementals of the right kind. <br />
<br />
'''Cosmology''' <br />
There is the material plane, surrounded by the astral, nearby float the elemental planes, connected to each other by what is explained as a mass of tangled strings of irregular pearls, which are lesser elemental planes, subplanes, tertiary elemental planes, evil elemental planes, good elemental planes, and paraelemental demiplanes. Beyond the elemental planes is the Ring of Shadow, where mortal souls travel to and collect. Through the ring of shadow and far beyond are the far realms, the lands of the gods, long since sealed and/or abandoned. They are not broken down by element, nor is there a specific number o them. The material plane is actually the plane of Balance. There really is no positive or negative elemental planes, ethereal plane, or plane of shadow. Not like in the MotP at least. <br />
<br />
'''Factions''' <br />
The elements are split and factionalized. Factions range from marauding war-hosts led by ancient Deathless to sublime courts of elemental enlightenment. Cabals of philosophy, cosmic guilds, and all kinds of organizations. Also many factions that arenât definitive organizations but simply consist of an elder elemental and their friends, servants, and followers. <br />
<br />
Detailing some of these factions might make for much interesting gameplay as they can be patrons to the PCs, enemies to the PCs, or completely ignored. <br />
<br />
There are also kingdoms and nations and tribes on the Material of all description. I havenât detailed any of them. Keep in mind, though, that this is a world still at war, so a mighty trade empire of humans may not be appropriate. <br />
<br />
'''Monsters''' <br />
Certainly not all monsters from the MM, because that involves changing the setting to accommodate monsters that may not fit. Original monsters are better. No undead? No need really. Outsiders may also be irrelevant, although they may exist because not all of the far realms of the gods are sealed off; the gods just are. <br />
<br />
Most monsters would fall into one of three categories: <br />
<br />
1: elemental creatures of all kinds, on the elemental planes as well as on the material <br />
<br />
2: Creatures of the balance, more ânaturalâ beasts and animals including dinosaurs and prehistoric beasts and such. Fey also? <br />
<br />
3: more magical creatures that are a throwback to or survivors from the age of the Eldraan. Dragons would fit here.</div>
190.3.28.120
https://wiki.rpg.net/index.php?title=Low_Power_D%26D3-5&diff=72370
Low Power D&D3-5
2008-01-14T01:37:30Z
<p>190.3.28.120: nochitatro</p>
<hr />
<div>raccnagetsi<br />
=='''Kingdom of Adventure!'''==<br />
<br />
[[Category:PBP]]<br />
[[Category:D20_System]]<br />
[[Category:Campaign Setup]]<br />
<br />
<br />
'''Welcome to the Kingdom of Adventure! wiki.''' This wiki site is a resource for a play-by-post tabletop fantasy role-playing game based on a modified version of the D&D3.5 SRD rules being run by Wossisname of RPG.net.<br />
<br />
==House Rules and Commentary==<br />
===Rule Changes and Options===<br />
Since this game is limited to to level 5 at most, there are a few adjustments to help enhance the versatility of low-level characters, and to make a better fit of certain rule concepts to the game setting.<br />
<br />
* There are no prestige classes.<br />
* There are no psionics. General feats from the psionics rules are allowed.<br />
* The domains and general and metamagic feats from the divine rules are allowed.<br />
* Experience points required to level will be 10x normal and the maximum level is 5th.<br />
* Characters start with 2 feats at first level instead of 1. They gain an extra feat at level 3 and 5.<br />
* Skill points due to class or race are doubled. Bonus (or penalty) skill points for INT are not.<br />
* The allowed races are: Human, Elf, Dwarf, and Orc.<br />
* The only alignments are Good, Evil, and Neutral. Neutral is best understood as "self-interested" rather than a preoccupation with an abstract idea of "balance". Any class restrictions or magic keyed to Law or Chaos are ignored.<br />
* Characteristics are bought using the standard point buy system with 25 points. One characteristic can be increased by a point at level 1, 3 and 5<br />
* Standard starting gold is used.<br />
* Characters have maximum HP at first level. Thereafter, they get the high average of their die type (3 on a d4, 4 on a d6, etc.)<br />
* Specific Classs Changes<br />
** Barbarians are literate.<br />
** Bardic music can be used an unlimited number of times per day. All bardic music persists for the round used +1 round per level + the bard's CHR modifier. Bardic music requires a full round action to use.<br />
** Druids may be of any alignment (within the usual 1 step of their god).<br />
<br />
===Commentary===<br />
Not surprisingly, limiting the maximum level to 5 changes many of the default assumptions about the world. The first main change is the nature of the adversaries. Without powerful heroes to stop them, there can't be any really powereful monsters. Any monster above CR10 is pretty much unheard of or it's a legendary catastrophe when one appears. All monsters from around CR 8-10 are solitary by nature, since if they appeared in groups there'd be little chance of stopping them. The gap between player characters and non-player characters is also less. In particular the lack of 6+ BABs among characters means that multiple attacks are rare. Monsters may have multiple attacks, but since they're usually fending off rabid packs of adventurers, it's only fair.<br />
<br />
Magic items are also a bit different. Scrolls are commonplace, as any 1st level caster can make them. Potions are also fairly common as they can be made at 3rd level. Minor wonderous items are also fairly common, since they can also be made at 3rd level. However some things that players might take for granted, such as stat boosters or bags of holding require a CL above 5, so are artifacts or legendary items if they can be found at all. Magic weapons, armor, and wands are very rare, as they can only be made by 5th level casters. Only +1 weapons and armor are available, so there are no flaming swords or similar items. Staves, rods, and rings are all artifacts or legendary items. As a result, masterwork and special material armor and weapons are much more useful. This also means that wands, magic weapons, and magic armor are more valuable than their listed costs, usually by a factor of 5-10, assuming you can find one, or find a buyer who can afford one.<br />
<br />
Magical ailments are also a bit more limited, since higher level spells are not available. Any effect that requires a spell higher than 3rd level to remove doesn't exist, or can be removed in a different manner. For example, petrification normally requires a 6th level spell to cure, so in this game, it can be removed by Remove Curse or Dispel Magic instead. Similarly, all ability damage can be healed by Lesser Restoration.<br />
<br />
In regards to experience points, the idea is that advancing to level 5 should feel like advancing to level 20 in a normal D&D game. However, I will be awarding EXP for completing goals as well as the normal killing monsters and taking their stuff. I'll also be keep an eye on player mood, and may arbitrarily throw in a level up from time to time. I'm working on a system of abilities, like bonus feats or skill points, that can be bought with EXP after hitting level 5.<br />
<br />
Bardic music was tweaked a little to make it slightly more useful given the low level of the game, and to not make bards have to waste precious feats on the Extra Music feat.<br />
<br />
==Religion and Gods==<br />
<br />
===The Gods===<br />
There are 8 gods of Good, 8 of Neutrality, and 8 of Evil, summarized in the tables below.<br />
<br />
====Good====<br />
{| border=1<br />
|- bgcolor=silver<br />
! Name !! Province !! Sex !! Alignment !! Domains !! Favored Weapon<br />
|----<br />
|Ahdamo||Learning, Building, Wisdom||M||G||Knowledge, Rune, Artifice, Creation||Staff or Hammer<br />
|----<br />
|Gheffu||Wanderers, Music, Sport||M||G||Travel, Strength, Trickery, Luck||Staff, Club, or Unarmed<br />
|----<br />
|Honira||Fertility, Farming, Love||F||G||Plant, Animal, Weather, Healing||Sickle, Scythe, or Flail<br />
|----<br />
|Lirora||Light, Peace, Birth||F||G||Sun, Healing, Charm, Good||Bow<br />
|----<br />
|Martu||Justice, Death, Mercy||M||G||Death, Repose, Glory, Healing||Scythe or Great Sword<br />
|----<br />
|Ologo||Feasts, Joy, Friendship||M||G||Community, Creation, Luck, Liberation||Club or Mace<br />
|----<br />
|Sheffa||Shelter, Protection, Defiance||F||G||War, Protection, Liberation, Good||Sword and Shield<br />
|----<br />
|Xarcada||Hearth, Family, Healing||F||G||Fire, Healing, Community, Protection||Axe<br />
|----<br />
|}<br />
<br />
====Neutral====<br />
<br />
{| border=1<br />
|- bgcolor=silver<br />
! Name !! Province !! Sex !! Alignment !! Domains !! Favored Weapon<br />
|----<br />
|Barutu||Beasts, Freedom, Wind||F||N||Animal, Liberation, Air, Scalykind||Unarmed or Dagger<br />
|----<br />
|Fauzu||Flames, War, Conflict||F||N||War, Fire, Nobility, Strength||Sword or Polearm<br />
|----<br />
|Kexuta||Magic, Night, Mystery||F||N||Magic, Darkness, Trickery, Rune||Whip, Spiked Chain<br />
|----<br />
|Norgolo||Trees, Mountains, Herbs||M||N||Plant, Earth, Strength, Knowledge||Club, Staff, or Sickle<br />
|----<br />
|Perora||Rivers, Oceans, Weather||F||N||Animal, Water, Weather, Travel||Trident or Net<br />
|----<br />
|Tortiru||Smithing, Mining, Masonry||M||N||Creation, Artifice, Strength, Earth||Hammer or Pick<br />
|----<br />
|Uncalo||Madness, Grief, Fate||M||N||Madness, Charm, Knowledge, Magic||Flail or Spiked Chain<br />
|----<br />
|Vawo||Gambling, Theater, Fools||M||N||Luck, Charm, Trickery, Rune||Rapier<br />
|----<br />
|}<br />
<br />
====Evil====<br />
{| border=1<br />
|- bgcolor=silver<br />
! Name !! Province !! Sex !! Alignment !! Domains !! Favored Weapon<br />
|----<br />
|Corizu||Disaster, Destruction, Carnage||F||E||Destruction, Fire, Weather, War||Great Axe<br />
|----<br />
|Davara||Plague, Filth, Famine||M||E||Destruction, Death, Travel, Animal||Morningstar<br />
|----<br />
|Iaguro||Murder, Betrayal, Blackmail||M||E||Death, Trickery, Darkness, Knowledge||Dagger<br />
|----<br />
|Jexu||Tyranny, Slavery, Ignorance||M||E||Evil, Charm, Nobility, Trickery||Sword<br />
|----<br />
|Riama||Secrets, Forbidden Knowledge||F||E||Knowledge, Rune, Magic, Evil||2-Bladed Sword<br />
|----<br />
|Weffuru||Lust, Depravity, Deceit||M||E||Madness, Trickery, Charm, Darkness||Staff or Whip<br />
|----<br />
|Ysta||Cruelty, Pain, Despair||F||E||Madness, Evil, Destruction, Darkness||Spiked Armor or Whip<br />
|----<br />
|Zuporo||Brutality, Fear, Arrogance||F||E||Strength, Darkness, Destruction, Death||Spiked Gauntlet<br />
|----<br />
|}<br />
<br />
===Religious Practices===<br />
<br />
Religion in Barangia (and indeed most of the world) revolves around honoring all the gods. Temples contain effigies of all the gods, so that they may be honored and their influence either sought (in the case of the good gods), bargained for (in the case of the neutral gods), or warded against (in the case of the evil gods). Clerics may either be pantheonists, worshiping all the gods but following their own morality, or devotees, following one god specifically. Most clerics at a temple are a mix of pantheonists and devotees (though in Barangia no one openly professes to be a devotee of the evil gods).<br />
<br />
Shrines, in contrast to temples, are dedicated to a specific god. Often they are little more than a statue or ritual marker. Shrines can be found scattered across the countryside, where ever a devotee was moved to erect one. Most are not formally attended, though nearby villagers or road wardens usually care for them so as to not offend the god of the shrine.<br />
<br />
As special note should be made of devotees of Martu. They can extract energy from the dying and animate dead bodies. However this is not seen as evil, and indeed Martu is a god of good. They are judged by how they use their Martu-given abilities, rather than merely whether they use them, with the ultimate arbitrator being Martu himself.<br />
<br />
==Geography of Barangia and the Surrounding Lands==<br />
Barangia is the main kingdom of the Eistoru region. It is bisected by the great Lieffa River, which meanders down from Lake Ustana, high in the Yttria Mountains to the northeast, to the Bay of Hrongo in the southwest. It is bounded to the east by the Yttria Mountains, and to the west by Bay of Hrongo. There is no firm boundary to the north, but the border is generally seen as where the forests of Barangia give way to the grasslands of Kefti. To the south is the Great Foustro Swamp. Barangia is a heavily forested and somewhat hilly country. The only clear areas are farmland, and villages.<br />
<br />
The grasslands of Kefti are home to several tribes of nomads. The main clans are the Mataffi (orc), Lythu (human), Vahkuni (human), Beredaga (orc), and Ferriyana (elf). They intermittently trade and war with each other and with Barangia. It has been years since a major invasion, but Barangia still maintains watch towers along the northern frontier.<br />
<br />
The Yttria Moutains are home to no one, though a few hardy souls seek there fortune there. Most are never seen from again. Watch towers are manned along the one pass over the mountains leading to the Syffufo region and the Grand Empire of the Carizzat.<br />
<br />
The Great Foustro Swamp is home to several small communities. They tend to be very insular and shun outside contact. They are divided into numerous clans, which feud with each other. Outsiders can rarely untangle the web of feuds, vendettas, and alliances. Dwarves, Humans, and Orcs can all be found among the clans.<br />
<br />
The Weffta Isles in the Bay of Hrongo are home to Elvish , Human, and Orcish pirates. The Barangian navy does what it can to protect shipping, but it is still a treacherous passage for ships sailing across the Mirani Sea to the far-off region of Asymockhev.<br />
<br />
Far to the north, past the grass,lands of Kefti is the land of the Giants, or foreboding place where the scattered tribes of the peoples of the world live at the mercy of their Giant overlords.<br />
<br />
Far to the south, past the Great Foustro Swamp is the Sorcerinity of Marabohl, a land suffering under the rule of the Sorcerer-Kings.<br />
<br />
The world as a whole is rather old, and the Eistoru region has been host to numerous kingdoms and empires over the millenia. Ancient ruins, cairns, and dungeons dot the landscape, providing a constant source of trouble as well as opportunity.<br />
<br />
==Barangia, Kindom of Adventure==<br />
<br />
===A Brief History of Barangia===<br />
<br />
Barangia is both a very old and a very new country. Until 20 years ago, it was ruled by a council of dukes. The dukes could rarely agree, and open warfare was common. The fighting was ended when Jorizzun (now King Jorizzon), a human Carizzatan mercenary captain, became disgusted with the fighting and conquered all four of the duchies an declared himself king. He was embraced by the common folk, who welcomed the prospect of a lasting peace. Roughly half the counts and barons revolted and were subsequently crushed. The survivors were sent into exile. The most loyal of the remaining nobles were elevated to dukes under King Jorizzon and set about rebuilding the country. King Jorrizon and Queen Nafturi (his former war-wizard) now rule a prosperous kingdom largely at peace.<br />
<br />
The King and Queen are aided in their rule by the Council of Nobles, which comprises all the ruling barons, counts, and dukes. The Council has no power, but advises the King, and he often grants them the power to address specific issues. In the Council, a baron has 1 vote, a count has 10 votes, and a duke has 50 votes. In practice, the barons tend to vote with their count, and the counts tend to vote with their duke. The council usually meets twice a year, or as requested by the King.<br />
<br />
===Barangian Law===<br />
Commoners are tied to the land in part. However, they can petition a lord to be allowed to move to the lord's land. Their current lord has no authority to stop this, and a lord that mistreats his commoners will find himself with an empty land. To ensure that petitions are heard, the King's Justicars ride a circuit of the lands, hearing petitions and grievances in every village along the way. Being a King's Justicar is a hard task, requiring an incorruptible heart and a keen intellect. Needless to say, they are chronically undermanned and often the target of ambushes.<br />
<br />
Alternately, a commoner can declare that they intend to seek their fortune, becoming a freeman. They forswear any allegiance to a lord and give up the right to a home or to work the land. In exchange, they are free to travel and make their living as best they can. Most skilled craftsmen choose this route, as do freeswords, peddlers, tinkers, and merchants by the score. Foreigners who aren't nobles fall into this category as well. <br />
<br />
There are three classes of law: Common Law, for the commoners, Free Law, for the freemen, and High Law for the nobles.. In practice, the difference between Common Law and Free Law is minimal. The main distinction is that only a commoner's lord may pass judgment on him, while any lord can pass judgment on a freeman. Under High Law, a noble can only be judged by his lord, but may petition to the Council of Nobles or request a trial by combat. The King may overrule any judgment under Common, Free, or High Law. Members of the royal family answer only to the King, though he may at his discretion refer the case to the Council of Nobles for trial.<br />
<br />
Punishments vary as well. Minor crimes are punished by public flogging (for commoners and freemen) or by fines (for nobles). If they have the money, commoners and freemen may buy their way out of a flogging. Restitution to the victims or their families is also required. If the criminal can't pay, they are forced into servitude. As the family may not want the criminal around, they are often leased out as soldiers or laborers, with their wages going to the victims until their debt is repaid.<br />
<br />
Serious crimes are punished by fines (and servitude if the criminal can't pay), maiming or exile (the criminal's choice), or death. A noble, so long as the crime wasn't treason against the King may, at the King's discretion, buy his way out of even a death sentence.<br />
<br />
Truly heinous crimes, where even death is seen as a too light a punishment, are punishable by undeath. The criminal is killed and a devotee of Martu animates his corpse to be used as a mindless slave until such time as all the flesh falls from his bones.<br />
<br />
===Peoples of Barangia===<br />
All four of the peoples of the world are found in Barangia: orcs, humans, elves, and dwarves. The Eistoru region has long been the site of battles, invasions, shipwrecks and other forces of nature that tend to sweep disparate peoples together. As such it can be hard to describe the typical Brangian. They can be of any hue found in their race, from midnight black to bone white.<br />
<br />
The humans are perhaps not dissimilar from humans found across the world. They can be greedy and generous, loving and hateful, noble and base, often at the same time.<br />
<br />
The orcs likewise are not untypical for their kind. To an orc, âthick as brickâ is a compliment, for bricks are indeed strong and enduring, forming the foundation of many worthwhile things. They may be at times violent and brutish, but rarely without reason, for though orcs may not be deep thinkers by nature, their hearts are not malevolent in the main. <br />
<br />
The dwarves are perhaps the most dissimilar from their cousins elsewhere. Whereas most dwarves are of a dour disposition, the dwarves of Barangia tend toward boisterousness and at times shocking levels of flamboyance in their speech and dress. Perhaps it is due to the fact that most live above ground rather than in the deep oppressive vaults of their kinfolk.<br />
<br />
The elves have, for as long as Barangia has existed, negotiated the treacherous shoals of Barangian politics. It is not for nothing that the saying âsharp as an elf's earâ is popular in Barangia, and, more than any other race, elves are notorious for taking the long view of events. It is a foolish human who commits an offense against an elf and thinks that a few fleeting decades might be sufficient for his ire to wane. Elves in Barangia, perhaps more than elsewhere in the world, are a secretive people. Even those that seem friendly and outgoing are, for the most part, merely presenting a false facade.<br />
<br />
===Cities and Towns of Barangia===<br />
There are four main cities in Barangia, each with a population of between 10,000 and 15,000 souls. They are the capitol Druzka, ruled by King Jorrizon and nestled against the Yttria Mountains; Grouffu, ruled by Duke Hrunda (human) in the Northern Forest; Stolchuka, ruled by Duchess Iltherinna (elf) on the Bay of Hrongo; and Kaftoru, ruled by Duke Osmudo (human), in the center of Brangia, along the southern banks of the Lieffa River. Each of the four cities serves as the capitol for duchies (or in the case of Druzka, the royal lands). Each duchy is divided into 5 counties. The counts rule towns of perhaps 2,000-5,000 people. Each county is further subdivided into 10 baronies. The barons rule over villages of no more than 1000 people in all cases.<br />
<br />
===Magic in Barangia===<br />
Spellcasters are not tremendously uncommon; most villages will have at least one cleric or druid and usually a few. Paladins, Rangers, Sorcerers and Bards are the next most common. Wizards are the least common, mainly because of the expense of researching spells and scribing spells into a spellbook, though as the only arcane casters capable of casting 3rd level spells they are both sought after and a little bit feared. It's not hard to find someone capable of casting a 1st level spell. In general they are respected for their power, but not seen as being above other people (though some casters may have a different opionion).<br />
<br />
===Threats to the Peace===<br />
Despite being ostensibly at peace, Barangia is still a hotbed of adventure. Plots, intrique, monsters, and treasures abound.<br />
====External Threats====<br />
There's the ever present prospect of the northern nomads raiding or actually launching an invasion. The pirates of the Wuffta Isles are a threat to commerce but not the kingdom itself (unless they cut off too much trade). The surviving exiled nobles who lost to King Jorizzon are out there. Some have resigned themselves to their fate, but some are probably plotting ways to overthrow the king and retake Barangia. For the moment the Grand Empire of the Carrizat is busy, but the governor of the province nearest Barangia has long coveted the kingdom and it's access to the western sea. To the south, on the other side of the great Swamp is the Sorcerinity of Marabohl, but they're typically paralyzed by political infighting. To the far north is the land of Giants, but they're a threat only insofar as if they invade the grasslands, the nomads might flee towards Barangia. Travelers and traders from the east and the west bring the possibility of new plagues.<br />
<br />
====Internal Threats====<br />
Once out of the light of the villages and manors, Barangia is still a fairly wild land. Brigands - a mix of freemen who failed to make their mark, common thieves, and veterans of losing side from 20 years ago are prevalent. There are all manner of monsters as well that lurk in the woods and occasionally a village may come under attack. Nobles with a grudge against another noble may send out their troops without colors to act as 'brigands' against a neighbor's lands, or to waylay the King's Justicars if the noble mistreats his commoners. There are also plenty of nobles dissatisfied with the king, and work secretly to help any force that might unseat him, usually with covert support from the exiled nobles. The numerous ruins, dungeons, and cairns from ancient times are like so many unexploded landmines, just waiting for a fool-hardy person to stumble in and unleash whatever's been lurking there, whether some sort of sealed away monster, a disruptively powerful magic item, or some sort of curse. In the cities, rival trade guilds operate not so differently from organized crime.<br />
<br />
==Idioms and Sayings==<br />
<br />
Liora's Face - The Sun<br><br />
Kexuta's Face - The Moon<br><br />
Davara's Flies - Corpse flies<br><br />
Fauzu's Bells - The ring of steel against steel in a battle<br><br />
Lady of the Turning Wheel - Epithet of Fauzu, alluding to her role as the goddess of turmoil and change<br><br />
Lirora and Kexuta gazed at each other - Twilight, when the Sun and the Moon are on opposite horizons<br><br />
Uncalo's Chains - Destiny<br><br />
Lord of the Rule of Iron - Epithet of Jexu, alluding to his role as the god of slavery<br />
<br />
==Dramatis Personae==<br />
* The Players<br />
* People of Note<br />
** [[King Jorizzon]], Hero of Barangia and Stalwart of the East<br />
** [[Queen Nafturi]], Mistress of 1000 Burning Petals<br />
** [[Duke Hrunda]], Warden of the North<br />
*** [[Countess Kesula]], Shield of the Groves<br />
**** [[Baron Haftroku]], Trusted Sword<br />
***** [[Goodwoman Esremi]], an innkeeper<br />
***** [[Captain Farro]]. a forester<br />
***** [[Granru]], another forester<br />
***** [[Kartha]], a third forester<br />
***** [[Luffu]], a young girl<br />
***** [[Hthaga]], an even younger boy<br />
** [[Duchess Iltherinna]], Guardian of the Waters<br />
** [[Duke Osmudo]], Protector of the South<br />
<br />
==Locations==<br />
<br />
==Threads==<br />
[http://forum.rpg.net/showthread.php?t=285096 In Character Thread]<BR><br />
[http://forum.rpg.net/showthread.php?t=284479 Out Of Character Thread]<BR><br />
[http://forum.rpg.net/showthread.php?t=283214 Recruitment Thread]<br />
<br />
==Reference Links==<br />
[http://www.d20srd.org/index.htm The D20 Hypertext SRD] - 99% of the rules you need to play.<br><br />
[http://home.gwi.net/~rdorman/frilond/rul/dm/index.html Frilond DM Tricks] - Home of scaled down giants.<br><br />
[http://www.internetgames.org/diceserver/dice.asp Dice Roller] - A nice online die roller.</div>
190.3.28.120
https://wiki.rpg.net/index.php?title=Category:Against_The_Giants&diff=72368
Category:Against The Giants
2008-01-14T01:36:19Z
<p>190.3.28.120: vardommonbas</p>
<hr />
<div>dronzeldrona<br />
[[Category:PBP]]<br />
[[Category:D20_System]]</div>
190.3.28.120
https://wiki.rpg.net/index.php?title=Incursion&diff=72367
Incursion
2008-01-14T01:35:21Z
<p>190.3.28.120: novinoc4tlie</p>
<hr />
<div>bascac<br />
[[Category:Setting]]<br />
[[Category:D20 System]]<br />
[[Category:D20 Modern]]<br />
[[Category:D20 Future]]<br />
[[Category:Savage Worlds]]<br />
[[Category:Sci-Fi]]<br />
[[Category:Space]]<br />
[[Category:Campaign Setting]]<br />
[[image:Incursion.jpg|right|thumb]]<br />
[[Image:TriTacLogo.gif|right|thumb]]<br />
[[Image:SWFanWorkLogoB.jpg|right|thumb]]<br />
<br />
=Incursion Introduction=<br />
:One night, while you were out camping by yourself, you saw a strange light through the trees. "No, it can't be!" you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you'll be famous, be a millionaire, that you're about to make first contact...<br />
:That's when you're hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.<br />
:Suddenly you're wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.<br />
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and then a large bug hands you a weapon.<br />
:The bug then buzzes in fractured English: "Quickly! You muzzz help uzz take over the Ardanna Nuu! They don't know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!"<br />
<br />
=Game System=<br />
:Currently I'm looking at using both d20 Modern as part of the [http://groups.yahoo.com/group/D20_Incursions_Playtest/?yguid=152985371 d20 Incursion Playtest] and [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] with some modifications for my personal Homebrew. The Savage Worlds mods will be listed here, as the d20 Incursion rules will be part of the Official [http://www.tritacgames.com Tri Tac Games] Release.<br />
<br />
=Game Logs=<br />
The following site has the current game logs for the current campaign: [http://ihatespace.blogspot.com/ I Hate Space]<br />
<br />
=Starting Characters=<br />
==Savage Worlds==<br />
:Characters start out as Novices and then have the option to increase their skills or attributes up to 4 progression "bumps". After you create your Novice character, roll a D4x5. This will give you between 5 and 20 experience points, which must be spent in 5 point increments. This can result in your character starting out as Seasoned, but more often than not, your character will be a Novice with some experience under his or her belt.<br />
<br />
:I will allow one couple in play at first. You can also have a Significant Other stuck in a stasis tube, waiting to be decanted.<br />
===Hinderances===<br />
:Initially, you cannot buy the Enemy or Wanted hinderances. These can be earned during the game, either taken voluntarily, or awarded by the GM. If the GM awards either of these to your character, you do not gain any benefit from receiving them.<br />
<br />
==d20 Modern==<br />
: Characters start out at either 1st or 2nd level. No restriction on classes, except for Magic Users. In this version I'm running, Magic does not exist. Psionic characters are allowed.<br />
<br />
==Equipment (All systems)==<br />
:Only buy equipment that you would have on you for a camping trip or driving out on the back roads at night.<br />
<br />
==Background==<br />
:Work up a reason why your character was out by themselves and add that to your character's history. Also work out some background for your character, you never know if it might come into play in the future.<br />
<br />
==Galactic Races==<br />
All beginning characters will start out as humans, but as the game continues, there is the chance for the players to create a character who is a member of an alien race. The list of alien races written up using Savage Worlds rules are on the [[Incursion Aliens]] page. d20 Modern versions are not available for the public at this time.<br />
<br />
=New Edges (Savage Worlds)=<br />
==Dealing with Aliens==<br />
:One factor that was prevalent in the original version of Incursion, was two statistics: Ability to Deal with Aliens and Alien Technology Use. Both of these dealt with how well humans could deal with alien technology and with aliens themselves. <br />
==Ability to deal with aliens==<br />
:The ability to deal with aliens is more than "Are you a xenophile or xenophobe?" but more of your ability to adapt to alien customs and environments. This ability is more of an edge when you have to face non-human beings without squirming or feeling uncomfortable. You can still hate their guts, but you know which eating utensil to use when eating protoplasmic sludge.<br />
<br />
:In Savage Incursion, '''Ability to deal with Aliens''' is a new edge that the characters can take, ''after'' they have their first encounter with aliens. This comes into play because Savage Incursion includes a new hinderance for aliens: Temperament.<br />
<br />
:'''Temperament''' is how aliens react to other species. This is represented by a reaction table modifier value, that ranges from -4 to +4. Temperament replaces the alien's Charisma when it is dealing with humans when making a rolls on the Reaction Table, (Pg. 114). <br />
<br />
::'''Ability to deal with Aliens'''<br />
::'''Requirements:''' Novice & exposure to Aliens<br />
::The character is comfortable in situations where they must deal face to face with humanoid and non-humanoid aliens. Purchasing this edge replaces your Charisma when making Reaction Table rolls (pg. 114) when you deal with aliens and gives you a +1 on your reaction table roll. You can take this edge a total of four times for maximum bonus of +4 on Reaction Table rolls when dealing with aliens.<br />
<br />
==Alien Technology Use==<br />
:So you bought this thing that a Groomlouch merchant claimed was a nice bit of kit. It's supposed to do something... Though the merchant was not that specific, but he did give you instructions in how to use it... In an odd Groomlouch dialect that the translator can't read. However, it does make a pretty light when you push this one depression...<br />
<br />
:Alien technology can be, well, alien. Sometimes it's so alien that it's of no use to a human or humanoid alien. But how do you know that? Some items will be kind of obvious in how you use them, others will be a puzzle. Some will be impossible to use. Any tech made for the Teb race will be impossible for a human to use, unless you use dentist picks to get at the buttons and switches.<br />
<br />
:To figure out what an item is, it depends on who made it. Items made by humanoids will be the easiest to determine, while items made for non-humaniods will be the hardest to determine. To figure out an object, you have to make either a default Smarts roll, or a Knowledge (Alien Tech) skill roll, plus an hour's worth of study, to figure out what the item does. Use the following table to determine the modifier to your roll to figure out what a piece of alien technology is and what it does:<br />
<br />
::{|<br />
|'''Species type'''||'''Modifier'''<br />
|-<br />
|Humanoid||-1<br />
|-<br />
|Near Humanoid||-1 to -3<br />
|-<br />
|Non-Humanoid||-4<br />
|-<br />
|Machines and Androids||-1 to -4<br />
|}<br />
<br />
:Into this, we introduce the new edge: Alien Technology Use<br />
<br />
::'''Alien Technology Use'''<br />
::'''Requirements:''' Novice & exposure to aliens or alien technology<br />
::For some reason, your mind is wired differently than other folks. You've always been good with technology and figuring out how something works. Alien tech is just another puzzle to you and you can figure out what something is in half the time a normal person can. This edge gives you a +1 to either your Smarts roll or to a Knowledge (Alien Tech) skill roll. This edge can be taken a total of four times for a maximum bonus of +4.<br />
<br />
:This may be the first new edge you take, since the first bit of alien technology you have to figure out is the ship you're on, the Ardanna Nuu.<br />
<br />
=New Hindrances (Savage Worlds)=<br />
:'''Phobia (Minor or Major)'''<br />
:A "phobia" is an irrational fear of a specific item, creature, or circumstance. Whenever a character is in the presence of the source of his phobia he suffers a -2 penalty to all trait tests. Minor phobias are directed at items, creatures, or circumstances that rarely occur or are easily avoided (e.g., flying, heights, magic, etcâ¦). Major phobias are directed at items, creatures, or circumstances that are common and difficult to avoid (e.g., dirt, large crowds, open spaces, etcâ¦).<br />
<br />
:'''Zero-G Sickness (Major)'''<br />
:The character gets sick when operating in zero-g. The character constantly throws up and becomes dizzy. Treat him as Fatigued whenever he is in zero-g and not restrained in some way.<br />
<br />
=Mental Stability (Savage Worlds)=<br />
:One of the cornerstones of the original Tri Tac Games rules was that you had to worry about how sane your character was. As they are exposed to more and more horrendous things, they can watch their sanity dribble away as they head towards a mental breakdown. So to keep the same feeling in this game, I'll be adapting the sanity rules from Incursion and a previous adaptation by William Littlefield for [http://www.savageheroes.com/conversions/Bureau%2013.pdf Savage Bureau 13].<br />
<br />
==Sanity==<br />
:All characters start the game with a Sanity rating total equal to their Spirit plus Vigor die type times 4 (i.e., D4 +D4= D8 * 4 = 32 Sanity rating). Characters with the Doubting Thomas Hindrance halve this amount. Sanity points can be recovered (see below) and increased if the Spirit die value increases. <br />
<br />
::''Example: Joanna Barnes, newly decanted slave, has a Spirt D8 and a Vigor of D8. She starts with 64 points in her Sanity rating.''<br />
<br />
:Throughout the course of an Incursion campaign, the player character will be continually exposed to the unknown, the horrific, and the alien. Such exposure takes a toll. The first time such is encountered the character must make a Guts check. If they succeed they lose one point. If they fail, the cost is doubled. If they fail with a result of snake eyes, it is tripled. Only by succeeding with a raise will they avoid the cost altogether. Characters can become jaded (Savage Worlds rulebook, p.93); however, it takes at least three separate exposures to an individual sanity threat to become so.<br />
<br />
::''Example: Joanna Barnes sees the burned remains of the pirate captain still in the command chair of the Ardanna Nuu. She had never seen a human or alien, burned to death in such a horrific manner. Her stomach lurches. She rolls for a Guts check, at -1 due to the gruesome nature of the situation, and fails. She loses 2 points of sanity, and vomits in the command bridge.''<br />
<br />
===Recovery of Sanity points===<br />
:As mentioned before, a character can recover lost Sanity points. The character can spend a skill point to recover a Spirit die's worth of Sanity, (i.e. if they have a Spirit die type of d4, one skill point will buy back 4 sanity points.) Alternatively, if the character can find a psychologist or a therapist, they can recover lost sanity points at a rate of 1 per week of therapy.<br />
<br />
===Mental Stress related problems===<br />
:If, for whatever reason, an character's Sanity points are ever reduced to 0, roll on the Mental Stress tables. A character can go negative on their sanity rolls, so for every -10 points, the character makes another roll on the Level of Stress table, at a +1 for each -10 sanity points the character has gained.<br />
<br />
::'''Level of Stress'''<br />
::{|<br />
|'''D10'''||'''Level of Stress'''<br />
|-<br />
|1-7||Minor Problem<br />
|-<br />
|8||Serious Problem<br />
|-<br />
|9||Critical Problem<br />
|-<br />
|10+||Dangerous Problem<br />
|}<br />
<br />
<br />
::{|<br />
|||'''Minor Problem'''|||||||'''Serious Problem'''<br />
|-<br />
|'''D10'''||'''Problem'''||||'''D10'''||'''Problem'''<br />
|-<br />
|1||Minor nervous tension||||1||Depression<br />
|-<br />
|2||Wants a vacation||||2||Nervous twitch<br />
|-<br />
|3||Sleeplessness||||3||Stops caring<br />
|-<br />
|4||General indigestion||||4||Stomach disorder<br />
|-<br />
|5||Gains weight||||5||Begins to smoke<br />
|-<br />
|6||Loses weight||||6||Eats too much<br />
|-<br />
|7||Forgetfulness||||7||Begins to drink<br />
|-<br />
|8||Nervous tension||||8||Talks to self<br />
|-<br />
|9||Picks up a weird hobby||||9||Severe nightmares<br />
|-<br />
|10||Becomes temperamental||||10||Becomes paranoid<br />
|}<br />
<br />
<br />
::{|<br />
|||'''Critical Problem'''|||||||'''Dangerous Problem'''<br />
|-<br />
|'''D10'''||'''Problem'''||||'''D10'''||'''Problem'''<br />
|-<br />
|1||Wants to quit any association with aliens||||1||Dangerous recklessness<br />
|-<br />
|2||Becomes compulsive||||2||Dangerous paranoia<br />
|-<br />
|3||Severe depression||||3||Becomes violent<br />
|-<br />
|4||Hysteria over little things||||4||Hyperactivity<br />
|-<br />
|5||Stomach ulcers||||5||Chain smoking<br />
|-<br />
|6||Dangerous depression||||6||Cowardice<br />
|-<br />
|7||Alcohol abuse||||7||Becomes irrational<br />
|-<br />
|8||Becomes threatening in personality||||8||Becomes trigger happy<br />
|-<br />
|9||Becomes reclusive||||9||Nervous breakdown<br />
|-<br />
|10||Becomes foolhardy||||10||Gains odd phobia<br />
|}</div>
190.3.28.120
https://wiki.rpg.net/index.php?title=Last_Emperor:_Creatures&diff=72366
Last Emperor: Creatures
2008-01-14T01:34:45Z
<p>190.3.28.120: trocch</p>
<hr />
<div>pasdomacele<br />
[[Category: Last Emperor]][[Category: D20 System]][[Category: Storytelling System]]<br />
This is a the [[Last Emperor: Main Page|Last Emperor]] guide to converting D20 Dragonstar characters to the NWoD/Storytelling/Mage system used for the new game. This article discusses coverting the D20 races and monsters, with the Dragonstar additions, to ST. <br />
<br />
==General rules ==<br />
Each race that can become a character in D20 is given a set of racial traits. Monsters are given a larger set of racial attibutes. <br />
<br />
===Attribute bonuses===<br />
Many races get an attribute bonus (e.g. +2 Dexterity). In ST this gives two bonuses, first the character gets a one dot bonus to the one or two attibutes that match the conversion attributes. Second it raises the maximum value the the attribute can have. At character creation time, buying a fifth and sixth dot in any attribute costs two points. <br />
<br />
To balance this, many races also have a attibute penalty. In ST, this causes the corresponding attributes to have their maximum reduced by 1 point. <br />
<br />
For example, Dwarves get a +2 Constitution bonus and a -2 Charisma penalty. For Consitiution, this gives a 1 dot bonus to either Stamina or Resolve, and allows a maximum of six dots in both. It also mean the maximum for Presence or Manipulation is now 4 dots. <br />
<br />
===Size===<br />
{| align="right"<br />
!Creature Weight<br />
!ST Size<br />
|-<br />
| 25-40 lbs. || 3<br />
|-<br />
| 40-90 lbs. || 4<br />
|-<br />
| 90-250 lbs. || 5<br />
|-<br />
| 250-500 lbs. || 6<br />
|-<br />
| 500-1000 lbs. || 7<br />
|}<br />
Most creatures are Medium Size, though some PC races are small or large. There is no exact translation into the ST size system. A creatures size is based (mostly) on their weight: Size 5 is normal human size (about 90 to 250 lbs). <br />
<br />
=== Skill Bonuses ===<br />
Many races are given bonuses to various skills or applications of skills. These bonuses can usually be assigned as skill specializations (a +1 bonus to a specific skill) with similar descriptions. See [[Last Emperor: Skills|Skill conversion]] list to decide which skills get their specializations.<br />
<br />
==Specific Creatures==<br />
Using the guidelines above, this is the list of specific modifications for the various D&D PC capable races.<br />
<br />
===Bugbears===<br />
* 2 dot bonus to Strength, maximum of 7 for Strength<br />
* 1 dot bonus to Dexterity or Wits, maximum of 6 for Dexterity and Wits<br />
* 1 dot bonus to Stamina or Resolve, maximum of 6 for Stamina and Resolve<br />
* Maximum 4 dots in Presence and Manipulation<br />
* Automatic merit: [[Last Emperor: Merit: Darkvision|Darkvision]]<br />
* Automatic merit: [[Last Emperor: Merit: Natural Armor|Natural Armor]] 4 dots.<br />
* Automatic skill specilization: Stealth (move silently)<br />
<br />
===Centaur===<br />
* 4 dot bonus to Strength, maximum of 9 for Strength<br />
* 2 dot bonus to Dexterity or Wits, maximum of 7 for Dexterity and Wits<br />
* 2 dot bonus to Stamina or Resolve, maximum of 7 for Stamina and Resolve<br />
* 1 dot bonus to Composure or Resolve, maximum of 6 for Componsure<br />
* Maximum of 4 dots in Intelligence<br />
* Large size: Centaurs are size 7<br />
* Automatic merit: [[Last Emperor: Merit: Darkvision|Darkvision]]<br />
* Automatic merit: [[Last Emperor: Merit: Natural Armor|Natural Armor]] 4 dots.<br />
<br />
=== Drow ===<br />
* 1 dot bonus to Dexterity or Wits, maximum of 6 for Dexterity and Wits<br />
* 1 dot bonus to Intelligence, maximum of 6 for Intelligence<br />
* 1 dot bonus to Presence or Manipulation, maximum of 6 for Presence and Manipulation<br />
* Maximum 4 dots in Stamina and Resolve<br />
* Immunity to sleep magic Mind spells.<br />
* +1 die to Composure + Resolve (Will saves) rolls to resist Mind magic.<br />
<br />
* Automatic merit: [[Last Emperor: Merit: Darkvision|Darkvision]]<br />
* Automatic merit: [[Last Emperor: Merit: Spell Resistance|Spell Resistance]]<br />
<br />
* Automatic skill specialization: Investigation (searches)<br />
* Flaw: Lightblindness. <br />
<br />
=== Dwarves ===<br />
* 1 dot bonus to Resolve or Stamina, maximum of 6 for Resolve and Stamina<br />
* Maximum 4 dots in Presence and Manipulation<br />
* Automatic merit: [[Last Emperor: Merit: Darkvision|Darkvision]]<br />
<br />
* Automatic skill specialization: Craft (Stonework)<br />
* Automatic skill specialization: Academics (Appraise) for stone or metal work<br />
* Automatic skill specialization: Investigation (Stonework)<br />
* Automatic skill specialization: Weaponry (Orcs & Goblins)<br />
<br />
* Automatic Merit: Toxin Resistance (nWoD p. 113)<br />
* +1 die to Stamina + Resolve (fortitude saves) rolls to resist magic<br />
* +2 Defense when fighting Giants. <br />
<br />
=== Elves ===<br />
* 1 dot bonus to Dexterity or Wits, maximum of 6 for Dexterity and Wits<br />
* Maximum 4 dots in Stamina and Resolve<br />
* Automatic merit: [[Last Emperor: Merit: Low-light vision|Low-light vision]]<br />
<br />
* +1 die to Composure + Resolve (Will saves) rolls to resist Mind magic.<br />
* Immunity to sleep magic Mind spells.<br />
<br />
* Automatic skill specialization: Investigation (searches)<br />
* Automatic skill specialization: Weaponry (one handed sword)<br />
* Automatic skill specialization: Firearms (bows)<br />
* Automatic skill specialization: Atheletics (freefall) => Dragonstar<br />
* Automatic skill specialization: Academics (biology) => Dragonstar<br />
<br />
===Gnomes===<br />
* 1 dot bonus to Stamina or Resolve, maximum of 6 for Stamina and Resolve<br />
* Maximum 4 dots in Strength<br />
* Automatic merit [[Last Emperor: Merit: Low-light vision|Low-light vision]]<br />
<br />
* +1 die to Composure + Resolve (will saves) roll to resist Prime illusions.<br />
* +2 Defense when fighting Giants. <br />
<br />
* Automatic skill specilization: Science (Alchemy)<br />
* Automatic skill specilization: Weaponry (Kobolds & goblins)<br />
* Automatic skill specilization: Science (Chemistry) => Dragonstar<br />
* Automatic skill specilization: Science (Physics) => Dragonstar<br />
* Automatic skill specilization: Craft (Repair) => Dragonstar<br />
<br />
===Half-dragons===<br />
Half-dragons are a Dragonstar race, the result of a paring of a Dragon and another creature. Character must select their other parent's race. <br />
* 4 dot bonus to Strength, maximum of 9 dots for Strenth<br />
* 1 dot bonus to Stamina or Resolve, maximum of 6 dots for Stamina and Resolve<br />
* 1 dot bonus to Intelligence, maximum of 6 dots for Intelligence<br />
* 1 dot bonus to Presence or Maipulation, maximum of 6 dots for Intelligence<br />
<br />
* Automatic merit: [[Last Emperor: Merit: Low-light vision|Low-light vision]]<br />
* Automatic merit: [[Last Emperor: Merit: Darkvision|Darkvision]]<br />
* Automatic merit: [[Last Emperor: Merit: Natural Armor|Natural Armor]] 4 dots.<br />
* Automatic merit: [[Last Emperor: Merit: Claws|Claws]]<br />
<br />
===Half-elves===<br />
* Automatic merit [[Last Emperor: Merit: Low-light vision|Low-light vision]]<br />
* +1 die to Composure + Resolve (Will saves) rolls to resist Mind magic.<br />
* Immunity to sleep magic Mind spells.<br />
<br />
* Automatic skill specialization: Investigation (searches)<br />
* Automatic skill specialization: Persuasion<br />
* Automatic skill specialization: Socialize<br />
* Automatic skill specialization: Atheletics (freefall) => Dragonstar<br />
<br />
===Half-Orcs===<br />
* 1 dot bonus to Strength, maximim of 6 for Strength<br />
* Maximum 4 dots in Intellegence, Presence or Manipulation<br />
* Automatic merit: [[Last Emperor: Merit: Darkvision|Darkvision]]<br />
* Automatic skill specialization: Craft (demolitions)<br />
<br />
===Halflings===<br />
* 1 dot bonus to Dexterity or Wits, maximum of 6 for Dexterity and Wits<br />
* Maximum 4 dots in Strength<br />
* +1 die to Composure + Resolve (will saves) rolls to resist fear.<br />
<br />
* Automatic skill specialization: Atheletics (climbing)<br />
* Automatic skill specialization: Atheletics (jumping)<br />
* Automatic skill specialization: Stealth (moving silently)<br />
* Automatic skill specialization: Firearms (Slings)<br />
* Automatic skill specialization: Hearing checks<br />
* Automatic skill specialization: Computer => Dragonstar<br />
* Automatic skill specialization: Drive (starship pilot)<br />
<br />
===Orcs===<br />
* 2 dot bonus to Strength, maximum of 7 for Strength<br />
* Maximum of 4 dots in Intelligence, Composure, Resolve, Presence and Manipulation<br />
* Automatic merit: [[Last Emperor: Merit: Darkvision|Darkvision]]<br />
* Flaw: Lightblindness. <br />
<br />
===Soulmechs===<br />
Soulmechs are a Draonstar specific race. Soulmechs, like Eberron's Warforged, are robot bodies animated and controled by a living soul bound into it. As machines they don't need to eat or breathe. Their bodies, not alive, are not affected by Life magics, but are easily altered through the use of Matter spells. <br />
<br />
* 1 dot bonus to Strength, maximum of 6 for Strength<br />
* 1 dot bonus to Intelligence, maximum of 6 for Intelligence<br />
* Maximum 4 dots in Dexterity, Wits, Presence and Manipulation<br />
<br />
* Automatic merit [[Last Emperor: Merit: Low-light vision|Low-light vision]]<br />
* Automatic merit: Ambidexterity<br />
<br />
* Automatic skill specialization: Craft (repair)<br />
* Automatic skill specialization: Academics (Mathematics)</div>
190.3.28.120
https://wiki.rpg.net/index.php?title=RPGnet:General_disclaimer&diff=72365
RPGnet:General disclaimer
2008-01-14T01:34:10Z
<p>190.3.28.120: acsitta</p>
<hr />
<div>c4tliro<br />
alroldeltre<br />
Please note that the pages of this Wiki, like almost all Wiki pages, are very dynamic, and the contents of these pages may be changed without warning. <br />
<br />
We make no guarantee of the accuracy or usefulness of any information on this Wiki.<br />
<br />
We ask that contributors to this Wiki only post material that they either created or have the rights to, as per [[Project:Copyrights]].<br />
<br />
Thank you for contributing... <br />
<br />
--Wiki Czar [[User:Knockwood|Lord Knockwood the Mad]] 22:45, 28 November 2005 (PST)</div>
190.3.28.120
https://wiki.rpg.net/index.php?title=Last_Emperor:_Skills&diff=72364
Last Emperor: Skills
2008-01-14T01:33:56Z
<p>190.3.28.120: chirolc</p>
<hr />
<div>rotrcco<br />
[[Category: Last Emperor]][[Category: Storytelling System]][[Category: D20 System]]<br />
This article is the discussion of the [[Last Emperor: Main Page|Last Emperor]] D20 Dragonstar conversion to the Storytelling system, specifically addressing skills and skill use. <br />
<br />
=The Skills=<br />
{| align="right"<br />
!D20 Skill<br />
!ST Skill<br />
|-<br />
| Alchemy * || Science (Chemistry)<br />
|-<br />
| Animal Empathy * || Animal Ken<br />
|-<br />
| Appraise || Academics<br />
|-<br />
| Balance || Atheletics<br />
|-<br />
| Bluff || Persuasion<br />
|-<br />
| Climb || Atheletics<br />
|-<br />
| Concentration || Resolve + Composure<br />
|-<br />
| Craft (Speciality) || Crafts (Speciality)<br />
|-<br />
| Cryptrography + || Science or Computer<br />
|-<br />
| Decipher Script || Academics<br />
|-<br />
| Demolitions + || Crafts (EOD Speciality)<br />
|-<br />
| Diplomacy || Persuasion<br />
|-<br />
| Disable Device || Crafts or Larceny<br />
|-<br />
| Disguise || Subterfuge<br />
|-<br />
| Escape Artist || Atheletics or Larceny<br />
|-<br />
| Forgery || Science<br />
|-<br />
| Freefall + || Atheletics <br />
|-<br />
| Gather Information || Socialize<br />
|-<br />
| Handle Animal || Animal Ken<br />
|-<br />
| Heal || Medicine<br />
|-<br />
| Hide || Atheletics or Larceny<br />
|-<br />
| Inneuendo * || Expression<br />
|-<br />
| Intimidate || Intimidate<br />
|-<br />
| Intuit Direction * || Survival <br />
|-<br />
| Jump || Atheletics<br />
|-<br />
| Knowledge (Speciality) || Academics or Science<br />
|-<br />
| Listen || Wits + Composure<br />
|-<br />
| Move Silently || Atheletics <br />
|-<br />
| Navigate + || Survival <br />
|-<br />
| Open Lock || Larceny<br />
|-<br />
| Perform (Specialtiy) || Expression<br />
|-<br />
| Pick Pocket or Sleight of Hand * || Larceny<br />
|-<br />
| Pilot + || Drive (Pilot Speciality)<br />
|-<br />
| Profession (Speciality) || Academics or Science<br />
|-<br />
| Read Lips * || Expression or Language<br />
|-<br />
| Repair + || Craft (speciality)<br />
|-<br />
| Research + || Investigation or Academic<br />
|-<br />
| Ride ||<br />
|-<br />
| Scry * || Occult<br />
|-<br />
| Search || Investigation <br />
|-<br />
| Sense Motive || Empathy<br />
|-<br />
| Spellcraft || Occult<br />
|-<br />
| Spot || Wits + Composure<br />
|-<br />
| Survival & || Survival<br />
|-<br />
| Swim || Atheletics<br />
|-<br />
| Tumble || Atheletics<br />
|-<br />
| Urban Lore || Streetwise <br />
|-<br />
| Use Device + || <br />
|-<br />
| Use Magic Device || Occult<br />
|-<br />
| Use Rope || Atheletics<br />
|-<br />
| Wilderness Lore * || Survivial <br />
|}<br />
The D20 system has 50 skills (including a few added by Dragonstar), with several of which cascade, requiring selection of specific subskills. Storytelling system has 24, rather broader skills. So as skills are converted there will be overlap.<br />
<br />
In general converting a skill requires looking up the original skill on the table to the right, and dividing the number of skill ranks by four to get the number of dots the corresponding ST skill.<br />
<br />
Skills marked with a '+' are skills introduced by the Dragonstar rules, in addition to the base D20 rules. Skills marked with a '*' are D&D 3.0 skills which were removed (or changed) for the the D&D 3.5 rules. Skilles marked with an '&' are new to D&D 3.5. <br />
<br />
===Language skills ===<br />
In D20, languages are a skill (called Speak Language), each new language costs two skill points to learn, in addition to the skills learned as a racial ability and due to their intelligence modifier. <br />
<br />
Language skills in ST are [[Last Emperor: Merits list|merits]], and should be purchased as one point Language merits. <br />
<br />
===Perception skills===<br />
ST does not use a skill for quick perception tasks, so a character with five or more ranks in Spot or Listen skill should get a bonus dot to either their Wits or Composure attributes (players choice) and 10 or more ranks should get a two dots bonus. <br />
<br />
=== Cascade skills ===<br />
In D20, Craft, Knowledge, Profession, and Perform skills are all cascade skills, the player must select a specific focus to these skills. In addition to the dots in the base skill, the character should get specializations in each of these skills.<br />
<br />
=== Base Attack Bonus ===<br />
The D20 BAB represents a general attack skill. In ST, the attack skills are either Brawl, Weapondry or Firearms. As with other skills, divide the BAB by four and distribute the points to the three combat skills.</div>
190.3.28.120
https://wiki.rpg.net/index.php?title=Return_To_Castle_GreyHawk_PBP_by_Xaos&diff=72363
Return To Castle GreyHawk PBP by Xaos
2008-01-14T01:33:27Z
<p>190.3.28.120: aceltrric</p>
<hr />
<div>rolrolie<br />
[[Category:CastleGreyhawkPBP]]<br />
[[Category:PBP]]<br />
[[Category:D20_System]]<br />
[[Category:Campaign Setup]]<br />
<br />
==Setup==<br />
You are a motley bunch, brought together in the hold of a Sea Prince slave ship, sold to goblins in the Pomarj. You broke free, and slaughtered the slavers. You battled your way north, and explored a lost city in the Suss forest, cleansing it of the aberrations that dwelt there. Loaded down with treasure, you struggled your way to the city-state of Badwall on the Wild Coast.<br />
<br />
There you got entangled in a plot against the Baron of Badwall, and foiled his assassination. Rather than become mired in the politics of the city-state, you left soon thereafter, hiring onto protect a caravan heading for the city-state of Fax on the coast. You fought off the attacks of ogres and trolls, pawns of the young green dragon Grizaxâvhul. Tracking the dragon back to its lair in the Welkwood, you ended its reign of terror.<br />
<br />
In Fax, a reptile worshipping cult attacked youâ¦something from that lost city had tracked you down. Slaughtering their leader, a yuan-ti priest, you became notorious in the city as troublemakers. You boarded a ship bound for Hardby. You fought off an attack of pirates on the way there.<br />
<br />
While there, news that Riggby, that legendary cleric of Boccob, had died of old age. The Depostrix of the city wished to send a token to the funeral proceedings in Greyhawk⦠an old set of sermons that Riggby had written when he had been in Hardby. The merchant captain suggested that your group would be good ones to entrust with the deedâ¦<br />
<br />
==Character Creation==<br />
Character creation:<br />
<br />
I would like to see three ideas from each person. Keep in mind the brief history of the group.<br />
<br />
Any race LA0 or +1 is allowed. Instead of losing a level, +1 races get 1 level less for treasure. (during the game, this means they always choose last in splitting items)<br />
<br />
Level will be 8th, Max HP<br />
<br />
<br />
Books allowed: Any WotC non-setting specific. The Dragon Compendium is also allowed.<br />
<br />
Notes on classes: Cleric must worship a god. Greyhawk basic gods are in the PHB. Most gods detailed in the various supplements are OK.<br />
<br />
Psionic classes and monks generally come from the Baklunish lands. Oriental classes come from the Far West.<br />
<br />
<br />
Use this stat array: 18, 16, 14, 12, 10, 8<br />
<br />
+1 LA people can choose 7 items, no one which can be worth more than 2600<br />
the others can choose 8 items, no one which can be worth more than 3400<br />
<br />
each character will be given a bonus Greyhawk region feat by me.<br />
<br />
Those who only use the www.d20srd.org can get an extra +2 to a stat of their choice<br />
<br />
These limits are for non-charged or use items only. You can use either the 2600 or 3400 split up to purchase non-magic or charged items (wands, scrolls, potions)<br />
<br />
You can be assumed to have any non-masterwork or non-alchemical items you want, without cost (but be reasonable) Telescopes are considered alchemical.<br />
<br />
Buying spells for inclusion into a spell book: 150*level<br />
<br />
Oh, yeah, can everyone list a god they worship, or fear? If you don't really know the Greyhawk gods, then you can describe one, and I'll find one that matches.<br />
<br />
==Player Characters==<br />
*[[Albrikt Athalvaldir]] (played by John_C): An Elven Warlock, of Fae bent and strange habits. He seeks apotheosis, but sees no point in being ''rude'' about it. (CG)<br />
*[[Keles Antarus]] (Played by mpascal02): A Human Wizard, originally from Nyrond, he chose the wrong time and place for his first expedition as an adventurer when he ended up captured by slavers. Fortunately, with the help of newfound companions, he has continued to learn the ways of magic -- and the world, to boot. (NG)<br />
*[[Mori Faen]] (played by Robert Edwards): A Seer/Monk from Ket, exiled from his people until he finds inner peace for a dead love. He has fallen among strange companions after capture by pirates, and has learned much -- but not serenity. (LG)<br />
*[[Dryga]] (played by GM Victory): A Half-Orc Fighter/Rogue from Pomarj abandoned by his clan for being too small and runty. Enslaved by goblins, he grew strong and tough from the constant labor. He escaped with the others, the first friends he's ever had. (CG)<br />
*[[Bjornergar Thorssen]] (played by WombleHunter): A Human Warblade, dedicated to supremacy in combat and to facing the monsters of legend on their own turf. Originally an accomplished raider from the Hold of Stonefist, being taken by slavers gave Bjornergar a new lease on life and he has taken heartily to adventuring. (CG)<br />
*[[Kcracky the Hooded One]](played by Drifter): A human Cloistered Cleric of Boccob/Paragon, Kcracky is a rogue scholar and explorer of lost places. Despite his discomfort with the rough outdoors, his curiosity and friendships keep him out of his study.(N)[with a dash of Good].<br />
*[[Kieranna]] (played by nick012000): A Teifling Rogue from Sigil, who stumbled through a portal to Oerth and doesn't know how to get home. Not that she entirely wants to get home, considering how much treasure she's gotten in the short time she's been here. (CG)<br />
*[[Noonan Grub]] (played by Wolfwood2): A dwarven druid, native to the Pomarj. Like an animal, he is quiet and skittish but loyal. He looks after everyone else. (N)<br />
*[[Pilote]] (played by tomas): Wolf Nomad barbarian<br />
<br />
==Non Player Characters==<br />
<br />
*Riggby. A High Priest of Boccob, former member of the Company of Eight, whom recently died.<br />
<br />
==Loot==<br />
[[Items of Interest/Loot]]<br />
<br />
==Creatures Encountered==<br />
#Goblins<br />
#Ogres<br />
#Trolls<br />
#Green Dragon<br />
#Lizard Men<br />
#Yuan-ti<br />
#Wyvern<br />
#Orcses<br />
#Cleric of Iuz, the Old One! (Get a rope...)<br />
<br />
==Resources==<br />
*[http://www.d20srd.org SRD]<br><br />
*[http://realmshelps.dandello.net/datafind/feats.shtml Feats]<br><br />
*[http://realmshelps.dandello.net/magic/spells.shtml Spells]<br><br />
*[http://koti.mbnet.fi/myrpg/rpg/wf/ Weather]<br><br />
*[http://www.highprogrammer.com/alan/gaming/dnd/greyhawk/map/index.html Greyhawk maps]<br><br />
*[http://www.greyhawkonline.com/canonfire/abyss_cy589_darlene_map_redo.jpg Greyhawk hex map]<br><br />
*[http://www.wizards.com/default.asp?x=dnd/arch/lists Lists]<br><br />
<br />
<br />
==Threads==<br />
*[http://forum.rpg.net/showthread.php?p=7982729 Recruiting]<br />
*[http://forum.rpg.net/showthread.php?t=361702 In Character]<br />
*[http://forum.rpg.net/showthread.php?t=361703 Out of Character]<br />
<br />
==Narrative of Events==<br />
*While Traveling to Greyhawk, Our Heroes encounter Orc raiders, lead by a Wyvern rider!<br />
*Upon slaying the raiders, Our Heroes begin to explore the city, and make plans to track the surviving orcs in the Ruins of Castle Greyhawk!<br />
*Our Heroes discover a link between the Orc raiders and a hidden Cult serving the Terrible Old One, Iuz!<br />
<br />
==Other Notes==</div>
190.3.28.120
https://wiki.rpg.net/index.php?title=Category:D20_System&diff=72361
Category:D20 System
2008-01-14T01:33:00Z
<p>190.3.28.120: trletodoml</p>
<hr />
<div>lalatadartrz<br />
The set of "core rules" that forms the heart of [http://www.wizards.com/ Wizards of the Coast's] ''Dungeons</div>
190.3.28.120