Editing
DnD5 DragonStar
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==== Vehicle Creation ==== {| class="wikitable" | '''SIZE''' || '''MODS''' || '''COST''' || '''CREW''' || '''CARGO''' || '''MAN''' || '''SPEED''' || '''AC''' |- | Medium || 0 || 2,000 || 2 || 40 || +0 || 50ft || 11 +Dex/Int bonus |- | Large || 1 || 4,000 || 5 || 200 || -1 || 40ft || 11 +Dex/Int bonis |- | Huge || 2 || 10,000 || 10 || 1,000 || -2 || 40ft || 12 +Dex/Int bonus (max +2) |- | Gargantuan || 4 || 25,000 || 20 || 4,000 || -4 || 30ft || 12 +Dex/Int bonus (max +2) |- | Colossal || 6 || 75,000 || 40 || 12,000 || -6 || 25ft || 12 |- | Behemoth || 8 || 200k || 80 || 50,000 || -8 || 20ft || 13 |- | Titan || 10 || 500k || 200 || 200k || -10 || 20ft || 13 |- | Leviathan || 12 || 900k || 500 || 500tons || -12 || 15ft || 14 |- | Dreadnaught || 15 || 1.5M || 1K || 5,000tons || -15 || 15ft || 14 |- |} {| class="wikitable" | '''SIZE''' || '''POWERCELL''' || '''ENERGY''' || '''HD''' || '''HP''' || '''SAVE''' || '''THRES''' || '''HARD''' || '''STR''' |- | Medium || 24hrs with 1F || none || 3 || 30 || -2 || 18 || 2 || 16 (+3) |- | Large || 12hrs with 1F || none || 6 || 60 || -1 || 26 || 2 || 22 (+6) |- | Huge || 10hrs with 1G || none || 9 || 90 || +0 || 35 || 3 || 30 (+10) |- | Gargantuan || 8hrs with 2G || 5 || 12 || 120 || +1 || 45 || 3 || 40 (+15) |- | Colossal || 8hrs with 2H || 20 (5) || 16 || 160 || +2 || 55 || 4 || 50 (+20) |- | Behemoth || 8hrs with 4H || 50 (10) || 20 || 200 || +4 || 70 || 5 || 70 (+30) |- | Titan || 8hrs with 8H || 100 (20) || 25 || 250 || +6 || 90 || 6 || 90 (+40) |- | Leviathan || none || 150 (30) || 35 || 350 || +8 || 110 || 8 || 110 (+50) |- | Dreadnaught || none || 250 (50) || 50 || 500 || +10 || 130 || 12 || 130 (+60) |- |} '''Size''': How big the vehicle is.</br> '''Mods''': basic size mod used for upgrades but also for some stats (like Grab) and some upgrades.</br> '''Cost''': the basic cost in credits, the number in parentheses is the cost for powercells power source. Note that gas engines are considered Analog and unaffected by anti-magic and dispel.</br> '''Crew''': basic number of passengers and crew that a vehicle can hold.</br> '''Cargo''': the standard amount of cargo a vehicle can transport.</br> '''Maneuver''': vehicle’s Dexterity mod minus this modifier. Attack Modifier is listed in parentheses and only applies to weapons mounted on the vehicle and fired through advanced assistance (A.I.). This is based on the Vehicles Intelligence minus the vehicle’s maneuver modifier.</br> '''Speed''': The base speed in feet. The maximum MPH in parentheses in vehicles.</br> '''Powercell''': How many and the type of powercell are used to power the vehcile.</br> '''Energy''': Spacecraft require enhanced super-efficient powercells along with a refined liquid-mithal fuel. These systems are only added to spacecraft. The number in parentheses is how much energy a StarCaster uses for each teleportation (no matter the distance).</br> '''AC''' (Armor Class): The basic armor class of the vehicle.</br> '''HD''' (Hit Dice): Vehicle hit dice. All hit dice are 1d10 and grant maximum amount to vehicles.</br> '''HP''' (Hit Points): The amount of damage the vehicle can suffer before being disabled. Vehicles have resistant to all Damage from non-AP weapons property attacks and spells.</br> '''Saves''': The vehicles base save verse Ion and Pincher EMP attacks. Only required for powered vehicles (things like horse carts and hang gliders don't have these saves)</br> '''Thres''' (Damage Threshold): 10 + Strength modifier + bonus (Medium +5, Large +10, Huge +15, Gargantuan +20, Colossal +30, Behemoth +50, Titan +60, Leviathan +75, Dreadnaught +100).</br> '''Hardness''': Reduce all damage dealt by this amount, after resistance is applied.</br> '''Strength''': the minimum Strength for a vehicle of that size. Dexterity is a base 10 unless upgraded.</br> Other Characteristics of Vehicles</br> '''Cover''': the cover bonus to all crew and passengers. Full means enclosed within the vehicle, partial lists the bonus while exposed means no cover.</br> '''Other Abilities''': basic ability scores of vehicles including Dexterity, Intelligence and Wisdom. Vehicles Dexterity is base 10. Intelligence and Wisdom must be added with A.I. upgrade.</br> '''Proficiency''': These are any skills that the vehicle’s A.I. can perform as directed by the owner/ operator. A vehicle A.I. can perform all tasks at the same time.</br> '''Propulsion Type'''</br> '''Aerocraft, Jet''': Four time base cost and triple base Speed. MPH is four times feet Speed. Min size Huge; Max size Titan. Minus one Hardness and ¾ HD/HP. Reduce Damage Threshold bonus from size by ½ (round down). Add stall speed of base speed x2. Runway required of 2,000 feet. Double the powercells required.</br> *'''''Afterburners''''' engine cost five times base cost and quadruple base Speed. MPH is four times feet Speed. Increase the powercells required by one step and +1 additional powercell.</br> *'''''Turbo-Sonic engine''''' cost six times base cost and changes MPH to ten times base feet Speed and increase runway requirement to 4,000 feet. Also increase the powercells by one step and double number required.</br> *'''''VTOL Jet craft''''' cost base cost times five and triple base Speed. MPH is three times feet Speed. Can hove, no minimum speed or runway. Increase the powercells required by one step and +1 additional powercell. Minus 1 from AC but increase the AC bonus by one step (auto 1 level of Advanced Controls upgrade).</br> '''''Aerocraft, Rotor''''': Triples base cost and double Speed. MPH is double feet Speed. Min size Huge; Max size Colossal. Minus 1 Hardness and ¾ HD/HP. Reduce Damage Threshold bonus from size by ½ (round down). Can hover, no minimum speed or runway. Double the powercells required. Minus 1 from AC but increase the AC bonus by one step (as if automatically 1 level of Advanced Controls upgrade).</br> *'''''Tilt-Wing Rotor''''' upgrade increase cost to Four times base cost (instead of times 3) and increases MPH to triple base feet Speed. Double powercells.</br> '''Aerocraft, Propeller''': Double base cost and base Speed. MPH is double feet Speed. Min size Huge; Max size Colossal. Minus 1 Hardness and ¾ HD/HP. Reduce Damage Threshold bonus from size by ½ (round down). Add Stall Speed of ½ base Speed. Runway required of 800 feet. Double the powercells required.</br> '''Anti-Grav''': Five time base cost and four time base Speed. MPH is three times feet Speed. Minus one from HD/HP and Hardness. Can hover, no minimum speed or runway. Double the powercells required. Unless sealed safety features limit altitude to 500ft.</br> '''Hover''': Double the base cost but Speed remains unchanged. MPH are 150% feet Speed. Max size Colossal. Can hover, no minimum speed. Ignores difficult terrain and obstacles under 6ft in height. Can ‘fly’ over water at base speed. </br> '''Spacecraft''': Ten times the base cost and double base Speed. MPH is ten times speed but add Space scale speed is 1 for every 10 full feet of base speed movement. Requires Energy cells (factored into cost). Increase their HD and Hit Points by +50% (round up) and triple base Hardness.</br> '''Tracked''': Double the base cost and lower base speed by 5ft. MPH are double feet Speed. Add two to AC, HD and Hardness, but lower the AC bonus to base (no dex/int mod). Add +5 to base Threshold. Ignores most difficult terrain and obstacles. Add +4 to all Maneuver rolls (not attack). Double the powercells required.</br> '''Walker''': Four times base cost and increase Speed by +10ft. MPH are double feet Speed. Add +2 to Maneuver rolls (not attack) for 2-legged, +3 for 4-legged and +4 for 6 or more legs. Increase the powercells required by one step.</br> Watercraft: Halve base cost for normal Speed. MPH are Speed in feet. Can only operate on water. Operational duration is doubled.</br> Wheeled: all features as listed under basic vehicle builds. MPH are double feet Speed. For a Turbo-Charged engine, cost is the base vehicle size cost again. Increase Speed by +40ft (and +80MPH) but all operation checks and maneuvers are at disadvantage. Half the base duration of the powercell's battery life.</br> Unpowered: ¼ base cost. Analog. No power. Speed is dependent on type of vehicle, how it is powered, etc. GM’s call.</br> UPGRADES</br> '''Advanced Controls''' (cannot be added to Tracked or Watercraft vehicles): Cost is the base vehicle cost, including propulsion type modifier to cost. Increase the basic AC bonus by one step (AC only to AC +Dex/Int, max +2 or AC +Dex/Int, max +2 to AC +Dex/Int). Can be taken twice by those vehicles that start with AC but the price for the four times as much.</br> '''Advanced Crash systems''': Can be added to any vehicle for ¼ its base cost. For ‘Bikes’, with crash system engaged, passengers take ¾ damage from crashes. Ground vehicles, with crash system engaged, passengers take ¼ damage from the crash. Aerocraft and Spacecraft, with the crash system engaged, passengers take ½ damage from crash.</br> '''AMCM''': Cost ¼ base vehicle cost, including propulsion modifiers to cost. Anti-Missile Counter Measures are integrated jammers and decoys. The ship imposes disadvantage on Computer Use check to gain missile locks and gains advantage against the tractor beam Grapple check.</br> '''Armor Upgrade''': Cost is the base vehicle cost, for a +1 AC and Hardness (half this cost for Tracked vehicles and Starships). Maximum of 6 times, for same cost and benefit, except Aerocraft which can only take this upgrade twice.</br> '''Artificial Intelligence''' (A.I.): Cost 1,000 credits times vehicle Mods, minimum 1. A basic A.I. can run passive systems (scanners, open doors, regulate interior temperature). For full A.I. can operate active systems – takeoff, landing, and flying, fire all weapons, to opening and closing hatches. Has a Proficiency bonus of +2 and Intelligence 12 and Wisdom 10. To increase the proficiency bonus to +3 costs 10,000 credits. Proficiency bonus of +4 (max) costs an additional +25,000 credits (must still pay the+3 cost). Either Intelligence or Wisdom can be increased separately at a cost 500 times the vehicles Mods per +2 max score 30.</br> '''Atmospheric''' (Spacecraft only): Cost base vehicle cost x5. This allows a starship to enter and leave a planetary atmospheres. Includes heat shielding and additional work to handle the stress and strain of entry. All starships with this modification include vertical takeoff and landing (VTOL) capacities.</br> '''Attribute Boost''': Increase the vehicle’s Strength or Dexterity. Each level adds +2 to one attribute and costs ¼ the base vehicle cost. Dexterity can be taken 8 times (max 26 Dexterity), while Strength maybe increase up to double base level (i.e. a large vehicles’ base Strength is 24, can increase to 48).</br> '''Automation''' (Requires an A.I.): Cost is ½ the base vehicle cost, including propulsion modifiers to cost. This vehicle can drive itself and preform any normal vehicle function or actions (see A.I. Vehicle Actions). Counts as the operator, crew and/or gunner. Hover and Wheeled Bikes type vehicles must also have the Gyrostabilization upgrade.</br> '''Bomb Bay''' (Minimum size Huge or larger and only Aerocraft or Spacecraft vehicles): Cost 5,000 credits each. Each bomb bay may drop one bomb a round. All use the same attack roll (see Vehicle Combat). Require 150% the bomb’s weight in storage (cargo) space for each bomb carried.</br> '''Cargo''': increases the basic cargo load by 50%, costs one-tenth vehicle cost, including propulsion modifiers to cost. Can be taken up to the vehicles Mods number of times.</br> '''Electromagnetic Shielding''': Cost ½ vehicle cost, including propulsion modifiers to cost. Each level adds +2 to a vehicle’s save against EMP, Ion and Pincher affects.</br> '''Enhanced Powercells''': Cost base vehicle cost, including propulsion modifiers to cost. Increases the battery duration of a vehicle by +2 hours but also ads +½hr to recharge. Can be taken up to the vehicles Mods times.</br> '''Environmentally Sealed''' (Atmosphere vehicles only): Costs 500 credits per passengers. Sealed vs. hostile environments.</br> Extra Batteries (Powercell only): Cost double base vehicle cost, including propulsion modifiers to cost. Doubles the basic battery number the vehicles has and operating duration is also doubles along with recharge time.</br> '''FTL StarCaster''' (Starships only): Minimum size of ship Colossal. Cost base vehicle cost x10. Includes both the StarCaster engine and astrogation computer plotting systems requirements.</br> '''Fuel Pods''' (Starship only): Cost base vehicle cost for each ‘pod’. Each pod increases energy capacity by +20%. Can be take up to the vehicle’s Mod times.</br> '''Fine/Luxury-Class Features''': Costs the same price as the basic vehicle cost. The exterior and interior of the vehicle have enhanced features to appeal to those who desire style. Can be taken twice as Luxury features. Passenger fees can be increased over 100% standard rates for each level.</br> '''Hardened Frame''': Costs ¼ the basic vehicle cost, including propulsion modifiers to cost (Spacecraft and Tracked vehicles do not count the vehicle propulsion for this cost). Each level adds +5 to the vehicle’s Damage Threshold. Can be taken a number of times equal to the vehicle’s Mod.</br> '''Hardening''': Costs ¼ the basic vehicle cost, including propulsion modifiers to cost (Spacecraft and Tracked vehicles do not count these increase for this cost). Increase the vehicles Hardness rating. Each level adds +2 to the base Hardness (stacks with Armor Upgrade). Can be taken vehicle Mod times, except by Aerocraft which can take it a maximum of 3 times (if Mods are higher).</br> '''Hauler''' (Atmospheric vehicles only): Costs ¼ the basic vehicle cost, including propulsion modifiers to cost. The vehicle has some external cargo capacity not included within the vehicle. For example a trailer for a ground vehicle or sling for a helicopter or anti-grav craft. Most vehicles can haul ten times the base vehicles Cargo load. Rotorcraft are the only type of Aerocraft that can have this upgrade and halve the weight (i.e. x5). Watercraft increased this cargo weight by four times.</br> '''Inferior Controls''': Cost reduction -20% off the base vehicle cost, including propulsion, each level. Reduces AC bonuses by one step (AC +Dex/Int is reduced to AC + Dex/Int (max +2) and the vehicle’s Maneuver by -2 each level. Can be taken twice down to AC for smaller vehicles.</br> '''Ion Hardening''': Cost is base vehicle cost, including propulsion modifier. Advantage again Ion and Pincher saving throws and don’t double damage to impose affects.</br> '''Ion Vulnerability''': Reduces cost -20% off base vehicle cost, including propulsion modifiers. Vehicle suffers double damage against Ion and Pincher damage (don’t double again to impose affects).</br> '''Garage/Hanger''' (Titan or larger only): Cost 100,000 credits. A hangar (or garage) can carry up twenty-four Medium, twelve Large, six Huge or three Gargantuan sized vehicles. Garage/Hanger (Colossal or larger only): Cost 25,000 credits. A small hanger (or garage) that can carry up to five Medium, four Large or one Huge sized vehicle.</br> '''Gyrostabilization''' (Atmsphere vehicles only): Cost is base vehicle cost, including propulsion modifiers to cost. Adds +4 to Maneuver and allows for self-driving/automation checks for bikes and hovercraft.</br> '''Life Support''' (Non-Spacecraft. Requires Environmentally Sealed): Cost ½ base vehicle cost. For vacuum environments. Requires a separate B powercell per passenger for 18 hours of air, each. A separate C powercell will instead provide the same air for 4 passengers, while a D powercell will provide the same air for 20 passengers.</br> '''Mercantile''' (Minimum size Behemoth or larger): Cost 80,000 credits each. Each generates vehicle’s Mods x 1d4K credits a month for the ship. Each has roughly 300 square feet of space. Each addition add unit roughly 150 square feet and +1d4K revenue a month. Most be open to public, etc.</br> '''Missile Launcher''': Cost 5,000 credits each. Allows up to four Light or two Medium or one Heavy missiles to be fired at once each round. Requires twice the storage (cargo) space equal to the weight of each missile carried.</br> '''Passenger Compartment''': Costs is ½ the base vehicle cost, including propulsion modifiers to cost. +50% the base Crew number as passengers. Can be taken a number of times equal to vehicle mod.</br> '''Off-Road''' (Wheeled vehicles only; Tracked vehicles already include this mod automtically): Cost is base vehicle cost. This allows a vehicle to ignore off-road and difficult terrain penalties. If taken a second time at base vehicle cost, add Resistance against maneuver damage for the same cost again.</br> '''Ram''': Cost is base vehicle cost. The vessels has a reinforced port and superstructure allowing it to ram other vehicle without destroying itself (at least in theory). It has resistance on any ramming damage that it would suffer when it rams another vessel (but not when rammed by another).</br> '''Reinforced Chassis''': Cost is ½ the base vehicle cost, including propulsion modifiers to cost, for +1 HD and +10 Hit Points. Can be take a maximum number of times up to double the basic HD level (i.e. a Large vehicle has a base of HD6, so this modifier can be take a maximum of 6 times). When adding to tracked and space vehicles instead add +2 HD and +20 Hit Points for each level.</br> '''Sensor Suites, Basic''' (Spacecraft only and all require at least this level). Cost 50,000 credits. Requires Intelligence (Computer Use) to operate properly. Include light, chemical, motion and other active sensors allow detection of target up to 100 AU away with a DC20 Computer Use skill check. Within 5 AU (optimal) this drops to DC15. Illumination and cover are ignored. Targets don’t have to be in line of sight but asteroids, small moons or powerful energy fields may cause inaccurate or false readings, counting as obscure to hide, etc.</br> '''Sensor Suits, Advanced''': Cost 500,000 credits. As basic sensor suite but superior tech extends detection of maximum range to 500 AU (base DC20). Within 25 AU it drops to DC15. All other factors as Basic Sensor Suite.</br> '''Sensor Systems''' (Atmospheric only): Variable cost. Advanced sensors to aid operators and crew. All requires Intelligence (Computer Use) to operate properly. Without proficiency all checks are at disadvantage. Include: Radar (Blindsense aerial 10 miles, however not for attacks) for 4,000 credits, Combat Radar (Blindsense 500ft base, 10 mile extended) for 8,000 credits. Sonar works the same for the same cost but only on and underwater. Multi-Spec Sensor as Auspex Hand Scanner, but range is five miles (+5DC for every additional mile) 5,000 credits. Ether-Scope Screen (Darkvision 1,000ft base) 2,000 credits.</br> '''Shields''': Cost is ½ the base vehicle cost, including the propulsion types increases, per level. Acting like Temporary Hit Points and a Threshold, the amount of damage that it will stop from each attack. Active shields also detonate missiles and torpedoes before they strike, giving the ship Resistance to these attacks (and canceling any AP affect). Level I rating 5/50 (threshold/temporary hit points); Level II rating 10/100, requires a minimum vehicle size of Huge; Level III grants 20/200 requires minimum size of Gargantuan. Level IV grants 30/300 and requires minimum size of Colossal; Level V grants 40/400 and requires a minimum size of Behemoth. Enhanced Shields increase cost by 25% and increase the total temporary HP by +50% (i.e. 100 becomes 150, etc.). This enhancement can be taken twice for same cost each time.</br> '''Speed''': Cost is ¼ the base vehicle cost, including the propulsion types increases, per level. Each level adds +5ft to the base speed times the propulsion types. Max levels double base speed.</br> '''Speed Reduction''': Cost reduction -5% off the base vehicle cost. Each time this is taken, reduce base speed by -5ft (then calculate vehicle speed by propulsion). Minimum speed of 10ft.</br> '''Stealth System''': Cost is the base vehicle cost, including propulsion modifiers to cost. Radar absorbing paint, heat baffles, scramblers and other tech make this ship difficult to detect. Those trying to located, attack, lock-on, etc. are at a disadvantage against this ship. The effect is negated any round in which the ship fires a weapon or emits some other non-cloak signal such as radio signals or active sensor searches. The vehicle can also attempt to Hide without cover but at a basic check. Cover gain advantage on check. Use operator’s Intelligence modifier instead of Dexterity.</br> '''Submersible''' (Watercraft only): Cost is double the base vehicle cost, including propulsion modifiers to cost. Base Watercraft feature to the vehicle when running on the surface. When running underwater halve speed. Increase speed cost as Watercraft but the numbers are halved when the vehicle is running underwater. Powercell battery life includes basic life support features. </br> '''Superstructure''' (Leviathan sized vehicles or larger only): Cost 500,000 credits each. Superstructures are massive extensions that add a great amount of space to a ships. Typically to accommodate more passengers or cargo. Each superstructure uses +1 more Energy per day and reduces HD/HP base by -1d/-10HP x the vehicles Mods as they reduces the overall structural integrity. *'''''Bulk Cargo''''': These massive hulls that can handle 800,000 cubic feet of cargo (20,000 tons or 5,000 tons if the ship enters is to enter the atmosphere). Halve cost if the area is not sealed verses vacuum/environment but then it cannot enter an atmosphere. *'''''Factory''''': These units can process raw material into manufactured goods. Adds 100 crew. Each factory requires one shuttle to take in raw goods. Each factory can generate 2d6 x 5,000 credits in goods, supplies, etc. a week in an average mineral rich environment (asteroid field, etc.). *'''''Hanger''''': Large dedicated flight bay that holds up to 20 gargantuan sized vehicles or 10 colossal sized one. Includes additional fuel storage, maintenance bays, training and briefing rooms and ads 50 additional crew members (not counting flight crew). *'''''Passenger, Civilian''''': Accommodations for long-term comfortable travel, includes hydroponic gardens, theaters, gyms, malls, restaurants, shopping and logging for 700 passengers and 50 additional crew. Generates 2d4 x 5,000 credits each month in revenue. *'''''Passenger, Military''''': Spartan barracks, training facilities, armories, and a few multi-purpose recreations areas for 500 troopers and 50 additional crew (cooks, techs, etc.) '''Teleporter''' (Minimum size Colossal): Cost 500,000 credits each. Teleporters can transport up to six Medium size creatures at a time, or 1,000lbs of cargo up to 100 miles distance, or up to 1,000 miles if linked with a transmitter beacon at the destination.</br> '''Torpedo Tubes''' (Starships only): Cost 10,000 credits each. Each tube allows one torpedo to be fired a round. Requires twice each torpedo’s weight of in storage (cargo) space.</br> '''Tractor Beams''': Cost ¼ base vehicle cost, including propulsion modifiers to cost, each. Tractor beams are designed to hold enemy vessel in place and to pull them to the attacker. Vehicles can only affect vessels of similar size or smaller Size. Their range is 500/5,000 (10/50 in space). This works just like a Grapple check adding a reverse of the vehicle’s size modifier plus its Strength bonus. If the attacker wins, the target ship is Restrained. The attack can also move the target towards itself up to 1 space a round (1,000 feet).</br> '''Workspace''' (Minimum sized Colossal): Cost 5,000 credits each. The vehicle has a scientific laboratory, a small medical bay (up to 2 people), a machine room, etc. The properties of these stations vary but most grants advantage with a limited set of skills.</br> '''Weapon Mount''': Cost for fixed Heavy Weapon mounts cost 1,000 credits each. Super-heavy mount (minimum size Large vehicle) cost 2,000 credits each. Weapons with Super-Heavy Fixed weapon properties (minimum size Huge vehicle) cost 4,000 credits each. Fixed 2 weapon properties (minimum size Gargantuan vehicle) cost 8,000 credits each. Fixed 3 weapon properties (minimum size Behemoth vehicle) cost 12,000 credits each. Fixed 4 weapon properties (minimum size Leviathan vehicle) cost 20,000 credits each. Turrets triple these prices.</br> ''Note – duel linked weapons add an additional +1d to the weapon dice total (3d8 becomes 4d8) while quad linked weapons add an additional +2d to the weapon dice total''.</br>
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information