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your players through a variety of Case Files, whether classic Hellboy stories or modern
 
your players through a variety of Case Files, whether classic Hellboy stories or modern
 
retellings of myths from around the world.
 
retellings of myths from around the world.
==HOUSERULE==
 
'''Weapon Damage'''</br>
 
I don't really get the logic of the weapon damages listed. They seem a very random mix of base 5th ed. weapons and then some really high for no reason. Why do a basic standard pistol deal more then a SMG that is using the same ammon (or could be)? Why do daggers deal x3 damage but spears just base from the PHB?? </br>
 
Now this might all be because they don't add Ability modifiers to damage BUT why then again does a light pistel deal so much more damage then a SMG? But I took this into account when adjusting damage.</br>
 
Updated most damage for weapons in ''Hellboy RPG'' pg. 84-85 to the following...</br>
 
FIREARMS PISTOLS
 
:'''''B.P.R.D. Sidearm'''''. Damage: 2d8 bludgeoning.
 
:'''''“Samaritan” Revolver'''''. Damage: 2d10 bludgeoning.
 
:'''''Stun Gun/Taser'''''. No changes
 
New
 
:'''''Zinco Hand Cannon'''''. Made popular by Hellboy in the field as an especially powerful hand cannon/revover that can also use special ammo when dealing with various supernatural. Req. Level (Cost): 2 (6); Size: Small; Damage: 3d10 bludgeoning damage; Properities: Firearm, Very Noisy, Reload (5), Pistol Whip, Range 60/100ft, Small (Bulky), Minimum Strength of 15+ to handle; Ammo Small (5)
 
 
FIREARMS ADVANCED
 
:'''''Semi-Auto Rifle'''''. Damage: 2d10 bludgeoning damage.
 
:'''''Shotgun'''''. Damage 3d8 bludgeoning damage.
 
:'''''Submachine Gun'''''. Damage: 2d8 bludgeoning damage.
 
:'''''Thumper'''''. No changes (but see Grenade damages)
 
 
UNORTHODOX WEAPONS
 
:'''''Flamethrower'''''. Damage: 3d6 fire; Properties (additional): Firearm, Make one attack roll against all targets (add +2 to this attack roll due to area of affect).
 
:'''''Harpoon'''''. No changes.
 
:'''''Spear Gun'''''. Damage 2d8 piercing damage; Properties (additional): Firearm.
 
:'''''Tranquilizer Gun'''''. No changes.
 
 
BASIC WEAPONS (RANGED)
 
:'''''Bow'''''. Damage 1d10 piercing damage.
 
:'''''Crossbow'''''. No changes.
 
:'''''Slingshot'''''. No changes.
 
:'''''Throwing Knives'''''. No changes.
 
 
BASIC WEAPONS (MELEE)
 
:'''''Brass Knuckles or Sap Gloves'''''. No changes.
 
:'''''Combat Knife'''''. Damage: 1d6 piercing or slashing damage. 0 (2) Small 3d4 piercing:
 
:'''''Pocket Knife'''''. Damage: 1d4 piercing damage.
 
:'''''Rifle Butt or Pistol Whip'''''.
 
SPECIALIZED MELEE
 
:'''''Bowie Knife'''''. No changes.
 
:'''''Machete'''''. No changes.
 
:'''''Nightstick or Baton'''''. No changes.
 
:'''''Sword Cane'''''. No changes.
 
New
 
:'''''Broad or Long (Hand-and-a-Half) Sword'''''. Req. Level (Cost): 1 (4); Size: Medium; Damage: 1d10 slashing damage; Properities: Heavy, Versital (1d12); Ammo -
 
IMPROVISED MELEE WEAPONS
 
:'''''Chain'''''. No changes.
 
:'''''Folding Shovel'''''. No changes.
 
:'''''Molotov Cocktail'''''. No changes. 
 
:'''''Wooden Pole or Bat'''''. No changes.
 
 
 
==CHARACTER CREATION==
 
==CHARACTER CREATION==
Following the Steps in the ''Hellboy RPG'' pg. 8-71
 
 
 
1. '''ABILITY SCORE GENERATION'''</br>
 
1. '''ABILITY SCORE GENERATION'''</br>
 
Stardard 'Remarkable' Spread-- use the following numbers to assign to your attribute -- 15, 14, 13, 12, 11, 9
 
Stardard 'Remarkable' Spread-- use the following numbers to assign to your attribute -- 15, 14, 13, 12, 11, 9
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8. '''FEATS AND CUSTOMISATION'''</br>
 
8. '''FEATS AND CUSTOMISATION'''</br>
 +
 +
9, '''CLEARANCE AND GEAR'''
  
 
==Mission Breakdowns==
 
==Mission Breakdowns==
 
==Clearance & Gear==
 
''Helloy RPG'' pg. 72
 
 
Clearance and Requisition
 
 
Basic Gear for all Agents. For a standard investigation the following are provided to all agents in the field regardless of clearance. NOTE that in some country with strict firearm arms laws that the B.R.R.D. honors those laws and will attempt to work around or with said government to provide their agents with the best available options.
 
 
'''B.P.R.D. HEAVY DUTY BACKPACK'''</br>
 
These versatile military backpacks come in a variety of sizes based on individual agent preference. Consisting of one large compartment, several smaller compartments, and enough straps to carry all but the largest items of equipment, this backpack is ideal for storing items that won’t be needed immediately.</br>
 
Taking items from the backpack takes a single action, leading most investigators to rely more on their tactical vest.</br>
 
 
'''B.P.R.D. SIDEARM (SMALL)'''</br>
 
The standard-issue 9mm semi-automatic sidearm of the B.P.R.D. The agents must register these weapons with local authorities when operating outside the US. In some regions, the agents may not have access to these or similar firearms, and the GM has final say over when this occurs. For game statistics, see the Weapon Tables. Each agent can begin a Case File with up to 3 magazines of ammunition for their sidearms.</br>
 
 
'''B.P.R.D. TACTICAL VEST'''</br>
 
The iconic B.P.R.D. tactical vest (TacVest). B.P.R.D. proudly printed on the back, this sleeveless tactical vest has a number of pockets that allow agents in the field to operate with their equipment close to hand. While backpacks are standard issue for all agents, most find that the vest is able to carry all the equipment they need. Within the vest are reinforced panels
 
to provide agents with additional protection.</br>
 
The tactical vest has 4 pockets. Each pocket can hold 2 Small items or 1 Medium item for a total capacity of 8. One pocket usually contains the standard-issue flashlight.</br>
 
POCKETS: The agent is able to access equipment in their TacVest’s pockets as it were at hand. As part of an agents turn, they can produce 1 item from the vest’s pockets. As a bonus action, they can stow 1 item and replace it with another item from their tactical vest. Any items not in the tactical vest but in an agent’s inventory are in their backpack, which requires an action to open and retrieve an item. The tactical vest does not have a size as it is a means of organising an agent’s inventory.</br>
 
TACVEST grants AC 12 and can also serve as acts as either a Stab or Ballistic Vest (choice one of the following)...
 
*STAB VEST: Multiple layers of material to defend against stab attacks. Not any help against bullets, sadly. The agent wearing it gains resistance to piercing damage and damage reduction 2 against slashing damage (to a minimum of 3).
 
*BALLISTIC VEST: Experimental lightweight graphite lining of the vest provides protection from traditional projectile weapons, while spreading the impact of other attacks across a wider area. Still very painful, regrettably . The agent wearing it gains resistance to bludgeoning damage and damage reduction 2 against slashing damage (to a minimum of 3).
 
Finally, a TacVest has two additional properties:</br>
 
1) ''RUINED'': An agent wearing a TacVest can use a reaction to cause a critical hit to become a regular hit. The TacVest loses its damage resistance permanently after this use. When you return to base, you can request a new one and use this feature again.</br>
 
2) ''TAKING THE BRUNT'': As a reaction, an agent wearing a non-ruined tacvest, can spend a point of Ingenuity to reduce the damage suffered from an attack by 1d6 '''or''' their Constitution modifier per point of Ingenuity spent.</br>
 
 
'''HIGH-POWERED FLASHLIGHT (SMALL)'''</br>
 
A sturdy one-handed flashlight with a fresh set of batteries
 
installed before you left base. While activated, it casts bright
 
light out for 15 ft and dim light out for 30 ft in a cone.
 
 
'''B.P.R.D. TRACKER (TINY)'''</br>
 
Using a B.P.R.D. laptop, agents can determine where these
 
trackers are located almost anywhere on the planet's surface to
 
within 10 ft. Each agent usually wears their tracker on a belt. The
 
range on a tracker is substantial but can be blocked by physical
 
obstacles. An agent can use an action to attach a tracker to a
 
hostile creature that is being grappled.
 
 
'''MEDICAL KIT (MEDIUM)'''</br>
 
Each agent is issued a medical kit for field use (see p. 80)
 
 
 
==Example Characters==
 
==Example Characters==
 
[[File:Hellboy Agent Walker.jpg | 350px | right]]
 
[[File:Hellboy Agent Walker.jpg | 350px | right]]
 
'''Agent Olivia Walker'''</br>
 
'''Agent Olivia Walker'''</br>
 
''5th level Field Agent; Medium humanoid (human)''</br>
 
''5th level Field Agent; Medium humanoid (human)''</br>
'''Armor Class''': 15 (tacvest)</br>
+
'''Armor Class''': 14 (tacvest)</br>
 
'''Speed''': 30ft</br>
 
'''Speed''': 30ft</br>
 
'''Hit Points''': 44 (HD 5d10)</br>
 
'''Hit Points''': 44 (HD 5d10)</br>
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'''Feats''': '''''Forensic Training''''' (in 'locations' Investigation for info; used on corpse to discover how it died gives you advantage on saves vs. creature that killed it; if used on subject you learn if it has more HP then you and gain advatnage on Investigation, Intuition and Persuasion check related to creature), '''''Thought it'd be Worst''''' (advantage with saves vs. becoming frightened, stunned or paralyzed)</br>
 
'''Feats''': '''''Forensic Training''''' (in 'locations' Investigation for info; used on corpse to discover how it died gives you advantage on saves vs. creature that killed it; if used on subject you learn if it has more HP then you and gain advatnage on Investigation, Intuition and Persuasion check related to creature), '''''Thought it'd be Worst''''' (advantage with saves vs. becoming frightened, stunned or paralyzed)</br>
 
ATTACKS</br>
 
ATTACKS</br>
'''''BPRD Sidearm'''''. Ranged Attack Bonus: +6; Size: Small; Damage: 2d8 bludgeoning; Properties: Firearm, Noise, Reload (7), Semi-Automatic, Pistol Whip, Range (45/100ft)</br>
+
'''''BPRD Sidearm'''''. Ranged Attack Bonus: +6; Size: Small; Damage: 2d10+3 bludgeoning; Properties: Firearm, Noise, Reload (7), Semi-Automatic, Pistol Whip, Range (45/100ft)</br>
 
FEATURES</br>
 
FEATURES</br>
 
'''Remarkable Human''': Diversity (+1 to INT and CHA), Do or Die (reroll a failed saving throw or attack roll, most return to base to regain), Find a Way (begin each session with 1 inganuity point), Stayed in School (Insight and Steady Hands), Unmatched Foucs (add your proficiency bonus or double if already proficiency to a single attack, save or skill roll. Most return to base to regain ability)</br>
 
'''Remarkable Human''': Diversity (+1 to INT and CHA), Do or Die (reroll a failed saving throw or attack roll, most return to base to regain), Find a Way (begin each session with 1 inganuity point), Stayed in School (Insight and Steady Hands), Unmatched Foucs (add your proficiency bonus or double if already proficiency to a single attack, save or skill roll. Most return to base to regain ability)</br>
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[[File:Hellboy Field Analyst Parks.jpg2.jpg | 350px | right]]
+
[[File:Hellboy Field Analyst Parks.jpg | 350px | right]]
 
'''Field Analyst, Professor Melvin Parks'''</br>
 
'''Field Analyst, Professor Melvin Parks'''</br>
 
''5th level Field Analyst; Medium humanoid (human, 'psychic')''</br>
 
''5th level Field Analyst; Medium humanoid (human, 'psychic')''</br>
'''Armor Class''': 13 (tacvest)</br>
+
'''Armor Class''': 12 (tacvest)</br>
 
'''Speed''': 30ft</br>
 
'''Speed''': 30ft</br>
 
'''Hit Points''': 33 (HD 5d8)</br>
 
'''Hit Points''': 33 (HD 5d8)</br>
Line 172: Line 81:
 
'''Weapon Proficiencies''': Basic Weapons, Firearms/Pistols</br>
 
'''Weapon Proficiencies''': Basic Weapons, Firearms/Pistols</br>
 
'''Skills''': Bureaucracy +8, History +8, Investigation +10, Medicine +6, Occultim +12, Perception +6, Persuasion +7, Science +8, Technology +8</br>
 
'''Skills''': Bureaucracy +8, History +8, Investigation +10, Medicine +6, Occultim +12, Perception +6, Persuasion +7, Science +8, Technology +8</br>
'''Feats''': '''''Limited Psychic Awakening''''' (+1 to CHA; know the psychic powers psychometry, psychic invasion and seance; gain 3 uses of psychic manifestation), '''''Psychic Harrowing''''' (+1 to CHA, gain two additional uses of psychic manifestion; You can reach out with your mind to hear the thoughts of all creatures within 15 ft. You gain surface level emotions and thoughts. You can enter into an opposed Charisma check as per psychic invasion to implant 1 image or idea in a willing creature’s mind provided the creature is in the same dimension as you), '''''Patchwork Medicine''''' (You can restore HP equal to 1d4 plus your Wisdom modifier as a bonus action provided you are within 5 ft of the creature. This can used on a creature at 0 HP. You have a number of uses of this ability equal to your proficiency bonus and regain all uses of this ability when you return to base)</br>
+
'''Feats''': '''''Limited Psychic Awakening''''' (+1 to CHA; know the psychic powers psychometry, psychic invasion and seance; gain 3 uses of psychic manifestation), '''''Psychic Harrowing''''' (+1 to CHA, gain two additional uses of psychic manifestion; You can reach out with your mind to hear the thoughts of all creatures within 15 ft. You gain surface level emotions and thoughts. You can enter into an opposed Charisma check as per psychic invasion to implant 1 image or idea in a willing creature’s mind provided the creature is in the same dimension as you), '''''Patchwork Medicine''''' (You can restore HP equal to 1d4 plus your Wisdom modifier as a bonus action provided you are within 5 ft of the creature. This can used on a creature at 0 HP. You have a number of uses of this ability equal to your proficiency bonus and regain all uses of this ability when you return to base), '''''Tactical Vest Mastery''''' (You can reduce non-magical bludgeoning, piercing, and slashing damage by an amount equal to your proficiency bonus/4 when wearing a B.P.R.D. tactical vest)</br>
 
ATTACKS</br>
 
ATTACKS</br>
'''''BPRD Sidearm'''''. Ranged Attack Bonus: +5; Size: Small; Damage: 2d8 bludgeoning; Properties: Firearm, Noise, Reload (7), Semi-Automatic, Pistol Whip, Range (45/100ft)</br>
+
'''''BPRD Sidearm'''''. Ranged Attack Bonus: +5; Size: Small; Damage: 2d10+1 bludgeoning; Properties: Firearm, Noise, Reload (7), Semi-Automatic, Pistol Whip, Range (45/100ft)</br>
 
FEATURES</br>
 
FEATURES</br>
 
'''Remarkable Human''': Diversity (+1 to DEX and INT), Find a Way (start each session with 1 ingenuity point), Stayed in School (Intuition and Perception)</br>
 
'''Remarkable Human''': Diversity (+1 to DEX and INT), Find a Way (start each session with 1 ingenuity point), Stayed in School (Intuition and Perception)</br>
Line 190: Line 99:
 
'''Agent Frederick Holmes'''</br>
 
'''Agent Frederick Holmes'''</br>
 
''5th level Field Agent; Medium humanoid (Vampire)''</br>
 
''5th level Field Agent; Medium humanoid (Vampire)''</br>
'''Armor Class''': 14 (tacvest)</br>
+
'''Armor Class''': 13 (tacvest)</br>
 
'''Speed''': 40ft</br>
 
'''Speed''': 40ft</br>
 
'''Hit Points''': 54 (HD 5d10) </br>
 
'''Hit Points''': 54 (HD 5d10) </br>
 
STR 20, DEX 14, CON 16, INT 11, WIS 12, CHA 9</br>
 
STR 20, DEX 14, CON 16, INT 11, WIS 12, CHA 9</br>
''(4th level +1 to str & con)''</br>
+
''*(4th level +1 to str & con)''</br>
 
'''Saving Throws''': Strength +8, Consitution +6</br>
 
'''Saving Throws''': Strength +8, Consitution +6</br>
 
'''Weapon Proficiencies''': Vampire Claws & Bite, Basic Weapons, Firearms/Pistols, Firearms/Advantage, Demolitions</br>
 
'''Weapon Proficiencies''': Vampire Claws & Bite, Basic Weapons, Firearms/Pistols, Firearms/Advantage, Demolitions</br>
Line 200: Line 109:
 
'''Feats''': '''''Outnumbered''''' (When taking the attack action, you can make 1 additional attack targeting a different creature within 10 ft of the original target. You can disengage as a bonus action), '''''Vampire Taint''''' (see Natural Weapons, plus - Your claw attacks are treated as wooden stakes; see "Wooden Pole", p. 83; when targeting vampiric creatures. As an action, you can shift into a mist form. You can maintain concentration on this form for up to 1 minute. You are resistant to all damage and your movement speed is replaced by a fly speed of 10ft while in mist form. You cannot attack, use items, or otherwise interact with the physical world while in this form but can pass through small opening such as keyholes and under doors. You can see in dim light as if it were bright light up to 20ft and in darkness as if it were dim light for up to 30ft)</br>
 
'''Feats''': '''''Outnumbered''''' (When taking the attack action, you can make 1 additional attack targeting a different creature within 10 ft of the original target. You can disengage as a bonus action), '''''Vampire Taint''''' (see Natural Weapons, plus - Your claw attacks are treated as wooden stakes; see "Wooden Pole", p. 83; when targeting vampiric creatures. As an action, you can shift into a mist form. You can maintain concentration on this form for up to 1 minute. You are resistant to all damage and your movement speed is replaced by a fly speed of 10ft while in mist form. You cannot attack, use items, or otherwise interact with the physical world while in this form but can pass through small opening such as keyholes and under doors. You can see in dim light as if it were bright light up to 20ft and in darkness as if it were dim light for up to 30ft)</br>
 
ATTACKS</br>
 
ATTACKS</br>
'''''BPRD Sidearm'''''. Ranged Attack Bonus: +5; Size: Small; Damage: 2d8 bludgeoning; Properties: Firearm, Noise, Reload (7), Semi-Automatic, Pistol Whip, Range (45/100ft)</br>
+
'''''BPRD Sidearm'''''. Ranged Attack Bonus: +5; Size: Small; Damage: 2d10+2 bludgeoning; Properties: Firearm, Noise, Reload (7), Semi-Automatic, Pistol Whip, Range (45/100ft)</br>
 
'''''Vampire Bite'''''. Melee Attack Bonus: +8, Damage: 1d6+5 piercing; Properties: advantage if targeted is grappled. Regain HP equal to half the damage dealt by a successful bite if creature has blood</br>
 
'''''Vampire Bite'''''. Melee Attack Bonus: +8, Damage: 1d6+5 piercing; Properties: advantage if targeted is grappled. Regain HP equal to half the damage dealt by a successful bite if creature has blood</br>
 
'''''Vampire Claws'''''. Melee Attack Bonus +8, Damage: 2d4+5 slashing; Properties: count as Wooden vs. other vampires/supernatural</br>
 
'''''Vampire Claws'''''. Melee Attack Bonus +8, Damage: 2d4+5 slashing; Properties: count as Wooden vs. other vampires/supernatural</br>
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:'''Enhanced Field Training''' -- Bonus Skills (Acrobatics, Stealth), Enhanced Field Operation (gain an additional use of Field Operation features equal to proficiency bonus: 3), Inner Reserve (gain an additional use of Bounce Back before you must return to base to regain both uses of this feature), Go For the Head (generate critical hit on 19 and 20)</br>
 
:'''Enhanced Field Training''' -- Bonus Skills (Acrobatics, Stealth), Enhanced Field Operation (gain an additional use of Field Operation features equal to proficiency bonus: 3), Inner Reserve (gain an additional use of Bounce Back before you must return to base to regain both uses of this feature), Go For the Head (generate critical hit on 19 and 20)</br>
 
'''Languages''': English, French, Latin</br>
 
'''Languages''': English, French, Latin</br>
 +
 +
==Basic Gear for all Agents==
 +
B.P.R.D. HEAVY DUTY BACKPACK</br>
 +
These versatile military backpacks come in a variety of sizes based on individual agent preference. Consisting of one large compartment, several smaller compartments, and enough straps to carry all but the largest items of equipment, this backpack is ideal for storing items that won’t be needed immediately.</br>
 +
Taking items from the backpack takes a single action, leading most investigators to rely more on their tactical vest.</br>
 +
 +
B.P.R.D. SIDEARM (SMALL)</br>
 +
The standard-issue 9mm semi-automatic sidearm of the B.P.R.D. The agents must register these weapons with local authorities when operating outside the US. In some regions, the agents may not have access to these or similar firearms, and the GM has final say over when this occurs. For game statistics, see the Weapon Tables. Each agent can begin a Case File with up to 3 magazines of ammunition for their sidearms.</br>
 +
 +
B.P.R.D. TACTICAL VEST</br>
 +
The iconic B.P.R.D. tactical vest (TacVest). B.P.R.D. proudly printed on the back, this sleeveless tactical vest has a number of pockets that allow agents in the field to operate with their equipment close to hand. While backpacks are standard issue for all agents, most find that the vest is able to carry all the equipment they need. Within the vest are reinforced panels
 +
to provide agents with additional protection.</br>
 +
The tactical vest has 4 pockets. Each pocket can hold 2 Small items or 1 Medium item for a total capacity of 8. One pocket usually contains the standard-issue flashlight.</br>
 +
*POCKETS: The agent is able to access equipment in their TacVest’s pockets as it were at hand. As part of an agents turn, they can produce 1 item from the vest’s pockets. As a bonus action, they can stow 1 item and replace it with another item from their tactical vest. Any items not in the tactical vest but in an agent’s inventory are in their backpack, which requires an action to open and retrieve an item. The tactical vest does not have a size as it is a means of organising an agent’s inventory.
 +
*TacVests grant +1 AC and can also serve as a Stab or Ballistic Vest:
 +
*STAB VEST: Multiple layers of material to defend against stab attacks. Not any help against bullets, sadly. The agent wearing it gains resistance to piercing damage and damage reduction 2 against slashing damage (to a minimum of 3).
 +
*BALLISTIC VEST: Experimental lightweight graphite lining of the vest provides protection from traditional projectile weapons, while spreading the impact of other attacks across a wider area. Still very painful, regrettably . The agent wearing it gains resistance to bludgeoning damage and damage reduction 2 against slashing damage (to a minimum of 3).
 +
*Finally, a TacVest has two additional properties:
 +
* 1) RUINED: An agent wearing a TacVest can use a reaction to cause a critical hit to become a regular hit. The TacVest loses its damage resistance permanently after this use. When you return
 +
to base, you can request a new one and use this feature again.
 +
* 2) TAKING THE BRUNT: As a reaction, an agent can spend a point of Ingenuity to reduce the damage suffered from an attack by 1d6 OR their Constitution modifier per point of Ingenuity spent.
 +
 +
HIGH-POWERED FLASHLIGHT (SMALL)</br>
 +
A sturdy one-handed flashlight with a fresh set of batteries
 +
installed before you left base. While activated, it casts bright
 +
light out for 15 ft and dim light out for 30 ft in a cone.
 +
 +
B.P.R.D. TRACKER (TINY)</br>
 +
Using a B.P.R.D. laptop, agents can determine where these
 +
trackers are located almost anywhere on the planet's surface to
 +
within 10 ft. Each agent usually wears their tracker on a belt. The
 +
range on a tracker is substantial but can be blocked by physical
 +
obstacles. An agent can use an action to attach a tracker to a
 +
hostile creature that is being grappled.
 +
 +
MEDICAL KIT (MEDIUM)</br>
 +
Each agent is issued a medical kit for field use (see p. 80)

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