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You are here: Home --> Forum Home --> Recent posts by Celtia
Topic: Who would win?
Subject: Belkar, no doubt.


Yeah, give Scruffy the Cat a belt of Giant Strength, and he'll beat half of the undead army AND Sooba the Panther.

Posted on 2011-09-15 at 06:32:45.

Topic: Still Alive and Well
Subject: Come on back in(n).


Well, nice to meet'cha and welcome back, from a newbie to a veteran.

Posted on 2011-09-14 at 19:17:54.

Topic: could you put guns in a classic dnd game?
Subject: Concept for 4th Edition pistols


Well, Clockwork, it seems I came by this thread before you even told me about it.

I have spent a long time preparing a design for imbuing basic flintlock-styled weaponry, but as of yet only in the Edition of my knowledge (4e). Currently working exclusively with pistols.

In 4e terms, I made them in a seperate group than "Melee" or "Ranged" in most cases, rendering the vast majority of Ranged-based attacks and feats unusable with them, hampering them. In addition, they suffer from a much shorter range than what most ranged weapons would have (before Rifling - the 'grooves' inside a barrel that causes more modern ammunition to spin - guns of any kind were far from accurate at much distance). This does of course mean that you must spend a feat to be proficient with them in 4e, since no class is automatically given proficiency (save one, which I'll get to later). However, even with proficiency, there is no bonus to hit. Without proficiency, it is the only weapon where you get a negative modifier to hit, an element of their remarkable lack of accuracy.

Of course, it may be easy to train to use a firearm, but to use such (what would now be described as) primitive weaponry, you must remember the act of gravity and air resistance, the angles of fire, the range of fire and holding a steady hand when you only have one hand to do so. These rules describe when pistols first were seen as viable weapons, but they are far from commonplace.

What seperates them truly, though this is only applicable to 4e, is how they are used. Instead of using a Standard Action to 'attack' (as it works in 4e) and a Minor Action to 'reload' as it is for crossbows, pistols are more complex still.

Minor Action: Fire weapon (due to the greater ease of aiming something so small and light and pulling a trigger)
Minor Action: Clear chamber (inefficient gunpowder from the setting leaves residue in the barrel that MUST be cleared for another shot to be effective)
Standard Action: Reload powder and Shot

For those familiar with 4e rules you'll see you're able to fire and reload a gun in a single turn, but you'll use up every action you have including Movement. In addition, though the damage is greater (still in testing for balance, but I'm looking at 1d12 damage die), the loss of additional actions and the lack of benefits and range drives most classes away from gunpowder based weaponry as a primary weapon.

Of course, seeing as it takes a Minor Action to fire...plenty of classes MIGHT try to make use of it as a one-off sidearm. Though given their expense over any other weapon, and without the Quick Draw feat it will still take a minor action to switch to, and another to fire, not many may see it as worth it.

Finally, there is a 'backfire'/'misfire' chance. By rolling a '1' on a d20 to hit, you must roll once more to dictate what effects it will have, which there is a table to explain, from your weapon permanently destroyed and you taking fire damage, to the best-case-scenario, where you don't even lose your ammunition in a basic misfire.

I am in the process, though, of making my own class that exclusively uses the various pistols, and has his own abilities and feats just as a ranger would have with his/her bows or dual weapons, the Pistoleer. Among other benefits, the Pistoleer can more or less avoid some of the worse outcomes of backfiring weapons. But to avoid rambling any further, I'll stop now.

Posted on 2011-09-14 at 17:23:28.
Edited on 2011-09-14 at 17:35:24 by Celtia

Topic: Chaotic evil game???
Subject: Well, as Eos said...


Chaotic evil characters rarely fight together for long. From an NPC standpoint, two chaotic evil villains or gods or what have you are more likely to betray one another, or even simply kill each other for fun or out of pride.

Some may pick on the weak, others fear and strike out at the percieved stronger. Other's simply desire endless carnage.

From the same alignment 'scale', though, Neutral Evil and Lawful Evil don't have the same problems. They will work together if there's something in it for them. And they can still be malicious, bloodthirsty or otherwise prone to rage.

Posted on 2011-09-14 at 17:04:59.

Topic: And it all went to Hell
Subject: That's shocking...


I hope nobody was hurt, and that things fix themselves up soon. We'll save a seat at the Inn for you, 'Ninja.

Posted on 2011-09-12 at 20:43:40.

Topic: We will Always Remember
Subject: Let us not do the tragedy a disservice by our arguments.


Well said, Tiamat.

Posted on 2011-09-12 at 06:51:26.

Topic: Webcomics
Subject: A few...


Ah, webcomics. I keep up to date on almost a dozen, including existing mentioned ones such as Order of the Stick, XKCD and Looking For Group, but also...

Questionable Content (its been going with 5-updates a week for many years, and the humor and characters improve over time since the beginning, but ultimately perhaps my favourite webcomic)

Goblins (D&D themed and well-thought out, with a good dose of humor here and there)

And Brawl in the Family, which is neither here nor there, but a clever, underappreciated Kirby/Super Smash Brothers themed webcomic.

Posted on 2011-09-11 at 14:45:45.

Topic: Flux Wars
Subject: Don't think like a Weather Mage....BE the Weather Mage.


Crystal made no reply to the Celian mage. Seeing Lantaris throw himself into the fray and Takra prepare to fight further, Crystal took advantage of the fact that the Celian mage was casting defensively, and had yet to counterattack.

Swinging her staff in front of her with a snarl, Crystal changed tact, forcing smooth ice to form along the stones and cracks in the floor around the Celians, centering most of the creation on the mage. Such large-scale, upkept summoning was something of a drain on Crystal, but if they are unable even to stand up straight, particularly in the middle of the adrenaline of combat, then they're sitting ducks for Takra and Regarial.

Mentally, Crystal was preparing a second spell to hold up if necessary in addition; a brief barrier of ice that may keep her safe from the Celian mage, if she timed it right.

Posted on 2011-09-11 at 06:15:54.

Topic: "Fallout" game series, an RPG.
Subject: About to update.


Well, I'm about to update the Q&A page, hopefully more than doubling the number of existing backgrounds there.

I've found a hitch or two, but if all goes to plan I'll be able to put up all the details on how to make a character during next weekend, including the skills, attributes, etc.

In addition, the name of this game, unless I change it later, is 'Full House'. Set after the ending of New Vegas by a scant month, the second battle for Hoover Dam saw the victory of the NCR. However, even with the Platinum Chip stolen and his extended securitron army destroyed, Mr House remains in control of the New Vegas strip and, to a lesser extent, outlying areas despite his plans falling apart.

As such, though with the Legion pushed back and the NCR's control over the region more powerful than before, most of the Mojave Wasteland remains a careful neutral, especially with renewed aggression against the NCR by several tribes.

Posted on 2011-09-11 at 06:04:26.
Edited on 2011-09-11 at 12:10:45 by Celtia

Topic: Fallout RPG Character Creation
Subject: Character Backgrounds


No, you're not all couriers who were left for dead, almost killed just for the Platinum Chip you were sent to deliver. In fact, no-one here is.

The Mojave Wasteland and the city of New Vegas is home to so much more than Couriers. Post-Apocalyptia is filled with so much more than ex-Vault Dwellers, Chosen Ones and Lone Wanderers. Heroes can come from any walk of life, if you give them the chance...


Sample backgrounds for your character are listed below, a list that will update in time. Seperated into Faction-related backstories as well as Location-related backstories, each have their own benefits and penalties associated with them, and may change how the people of the Wasteland react to you, and your knowledge of the Wasteland and the people inside. Though this list is an attempt to cover most bases of Character-Creation, any player may PM me a different idea as long as it is plausible and fits into the existing Lore.

All backgrounds have their own benefits, usually including a perk-like benefit unique to themselves, listed in italics.


Brotherhood of Steel

EXILE

You were once a respected member of your Family in the Mojave. Paladin or Scribe, Knight or Scout, whatever you did was not enough to warrant your death, but enough for them to no longer call you kin. You can't go back, and there are many enemies of the Brotherhood should people learn your once-proud identity, so you have little choice but to leave it behind you as another life, and see more of the savage wasteland as you decide where, and how, to start anew.

- Improved Science
- Improved Energy Weapons
- Improved Unarmed
- Improved Sneak
- Improved one other skill (Stacks with Tagged skill bonus)

- Automatically gets training with Power Armour. While wielding any form of power armour, you gain +1 Strength in addition to existing bonuses.


EX-BROTHERHOOD

By choice, you left the bunker behind. Disillusioned by their ideals, or driven to something else by greed, you find yourself travelling the wasteland without your 'family'. Whether you still consider yourself a member of the Brotherhood or something else, you still hold a deep knowledge, and desire, of technology.

- Improved Science
- Improved Energy Weapons
- Improved Repair
- Improved Survival
- Improved one other skill (Stacks with Tagged skill bonus)

- Automatically gets training with Power Armour. If wielding any form of Power Armour, it grants you additional DT.

_
NCR

EX-SOLDIER

You were once a serving soldier of the New California Republic, but found yourself either discharged or voluntarily quit, for whatever reason you had. Whatever you want to make of yourself, why you're here in the Mojave, is anyones guess, but that military training wasn't for nothing...

- Improved Explosives
- Improved Guns
- Improved one other skill (Stacks with Tagged skill bonus)
- Bonus point to any SPECIAL attribute

- Automatically recieves the 'Grunt' perk, regardless of level or skill requirement.

_
Caesars Legion

DISSOLUTE

Once Legion, no longer. Whether you were a recruit or a legionary, it matters no more. Perhaps you saw, or were forced to do something you could not accept. Perhaps you did not slit your throat when captured, but escaped regardless and daren't return to the legion. Regardless of moral or survival reasons, you now find yourself alone in the Wasteland. Even if you've found friends, made a new life, you can only be certain that it will all be torn apart one day when your secret is revealed.

- Improved Melee Weapons
- Improved Unarmed
- Bonus point to Strength
- Improved Speech (Coercion)
- Penalty to Chem and similar medical Effects (Addiction more likely, benefits lesser)

- Improved benefit with armour. In addition, you are more likely to cripple enemy limbs and more resistant to having your own crippled if you are wielding a melee weapon.

_
Great Khans

DRUG RUNNER

People not in your tribe may look down on you, but you hold an essential role for the proud, long-standing Great Khans. It's the equipment and cash that you bring from every corner of the Mojave and beyond that keeps the Khans alive, when everything is said and done. You've dealt - peacefully - with Fiends, the Crimson Caravan, Powder Gangers and more, and dealt - less peacefully - with the NCR and the Legion. A full-fledged Khan besides, your strength and endurance are as considerable as your talent for surviving long treks.

- Improved Survival
- Improved Speech (Coercion)
- Improved Speech (Diplomacy)
- Improved effect and lesser chance of addiction to all chems (does not apply to medicine)
- Bonus Point to Endurance

- Automatically recieves the "Strong Back" perk, when prerequisites are met


KHAN WARRIOR

Having passed the initiation ritual with flying colours, you are a dedicated, powerful and proud Khan Warrior. You realize that the Khan's are a dying tribe, but you have no intention of going quietly. Heading out into the wastes to make something of yourself and the tribe, or else to seek something that will change it's fate, you know that the challenges you face will only make you stronger.

- Significantly improved Melee Weapons
- Improved Guns
- Bonus Strength point
- Bonus Endurance point

- Gain a bonus to Damage Threshold, as well as an increase in overall health

_
New Vegas Strip

GAMBLER

The Strip is merely your second home. Your real place is at the Roulette wheel, or in front of a slot machine, or playing blackjack. Quick-witted, able to judge odds well, and followed around by uncanny luck, you're really living the dream where you stand. You remain in luxury, but only as long as your caps keep flowing, and to do so you just have to keep winning. Without caps, you lose everything, you lose the strip, and then where do you have to go?

- Bonus point to Luck
- Vastly improved starting caps
- Improved Critical Hit chance
- Improved Speech (Persuasion)
- Penalty to Survival
- Begins with a Caravan Deck

- You attain Experience slower than usual, but gain more skill points to spend each Level Up

EX-CHAIRMAN

Shamed by Benny's plot, or forced to leave through other circumstances, your history means little now. Once one of the Strip's cats of cool, you find yourself on the streets, perhaps one of the first to have done so. As good as tribal once more, but without even a tribe left to speak of. Things are looking down for this cat.

- Improved Guns
- Improved starting caps
- Bonus point to Charisma
- Improved Speech (Persuasion)
- Improved starting weapon

- Attacks with a Sawed-Off Shotgun, knife weapon or silenced weapon have a higher rate of fire and shorter reload times, if applicable.
_
Followers of the Apocalypse

FOLLOWERS GUARD

More than simple security, you are well-educated and dedicated to protecting the Followers from those who would seek to destroy or take advantage of them. Capable of taking out simple thugs, as well as holding your own in a firefight against trained mercenaries, hanging around the Followers has taught you a lot besides combat...

- Improved Medicine
- Improved Guns
- Improved Repair
- Bonus Intelligence point
- Bonus Perception point

- Stimpacks, Super Stimpacks and Med-X have increased effects. In addition, the Super Stimpack Debuff is less effective


DOCTOR

Intelligent, perceptive and presumedly charitable, you are perfectly capable of treating patients even when given inadequate supplies or unusual circumstances. A student of medicine and something of a scientist; in giving health to people you find your place, and your peace.

- Significantly improved Medicine
- Starts with increased Medical supplies
- Improved Survival
- Improved Science
- Bonus Intelligence point

- When used on yourself or on others, Stimpacks have an increased effect, and can heal crippled limbs slightly


CHEMIST

As a chemist of the followers, you are taught far beyond basic backyard chem mixes, but the more refined and helpful arts of making medicine and anti-addiction aids. Fixers, Hydra, Med-X and Stimpacks are all your specialty; but when times require it, and God forbid if they do, you can at least make some Jet and Psycho that won't kill their consumer.

- Improved Medicine
- Improved Science
- Significantly improved Survival when crafting

- Can create all chems and medicine automatically, with less ingredients, to greater effect


RESEARCHER

A thankless job, but an important one within the followers, you are a Researcher of some description. Whether it is seeing what can be done in Westside and Freeside, attempting to grow a certain plant, to getting ahold of Cazador venom, you more or less handle the dirty, boring or otherwise dangerous work of the Followers. Knowing is half the battle, and its knowing that's your job.

- Improved Medicine
- Improved Science
- Improved Survival
- Improved Barter
- Bonus Perception point

- Travelling and quests award bonus EXP to you

_
Goodsprings

MILITIA

For the most part, you live an easy life. Goodsprings is a quiet, pleasant area. There's enough food to not go to bed hungry, enough water to wash your clothes as well as drink and enough alcohol to ignore the pull of the tales of the New Vegas Strip. But even Goodsprings needs protectors, those who will protect the people of the town from the lowliest of geckos and coyotes, to those who will band together to fight off bandits or rogue creatures twice the size of a man.

- Improved starting supplies (Food, Water, etc)
- Improved Guns
- Bonus Perception point

- When attacking an enemy focused on an ally besides yourself, critical hit chance is increased

_
Freeside

FREESIDE THUG

Born, or ended up in, the 'city' of Freeside; desperation, greed or hatred led you to become what you were. A petty thug, using whatever weapons and whatever guile you had to lure or ambush travellers, merchants or other locals. Used to working in a group, and less than used to using reliable weaponry or armour. Freeside's collapse may have been recent, but you found yourself there recently as well, or have adapted quickly. Recently, though, you found yourself outside of Freeside's walls. Perhaps you attacked the wrong traveller, but managed to run away and survive. Perhaps you decided to make something else of your life. Whatever it is, you hope this new chapter of your life holds more promise than Freeside did.

- Improved Melee Weapons
- Improved Sneak
- Bonus Agility point

- When making a successful sneak attack, or attacking an enemy whom is focused on an ally besides yourself, you deal additional limb damage

_
Westside

WESTSIDE MILITIA

A fighter for independance, you've had experience guarding Westside from all forms of threats, from radscorpions to maruadering Fiends. Your 'job' has insured food and a place to call home, but little to no solid payment in caps. What you have is a damn sight better living than what so many out there have, and you're happy to have it, but regardless of whether you're in it as a protector or oppurtunist, you feel your skills could be suited to much more...

- Improved Guns
- Improved Repair
- Bonus Perception point

- Gain a significant damage bonus with Guns against enemies that rely on Melee or Unarmed attacks; including animals

_
Wastelander

COURIER

A messenger of the small Mojave Express, you live a dangerous life, but an honest one for the most part. Paid to deliver packages and messages all over the Mojave, you're used to spending days travelling the roads, surviving with whatever food and water you can carry. The hazards of the wasteland are numerous, but you've learnt to survive by travelling with others, or being a better shot than most, or being far sneakier than most. Whether you confront, avoid or outsmart whats in your way, you're a survivor by nature, and know many of the Mojave roads like the back of your hand.

- Improved Survival
- Improved Barter
- Improved starting funds
- Bonus Endurance point
- Begins with a Caravan Deck

- Can go longer without food, water and sleep without suffering penalties


'PROSPECTOR'

A polite term for 'scavenger', a prospector makes his or her living out on the Wastes, looking to find weaponry, apparel and any other technology or treasure to sell. The most succesful prospectors learn to live off the land, and are good at judging risk. Those that aren't often die of irradiation or monsters. As far as making a living, its not a valid long-term option considering the incredible risks, but perhaps you became a prospector to get away, or because there was no other option. Perhaps you love the savagery of the wasteland, or perhaps you're looking for that one big find that will let you retire in comfort.

- Improved Survival
- Improved Repair
- Improved Barter
- Improved Lockpick
- Improved Guns
- Improved Energy Weapons
- Choice of improved starting funds, improved starting apparel or improved starting weaponry.

- Automatically receives 'Pack Rat' perk when prerequisites are met


CARAVAN GUARD

Travelling the Mojave with a gun in your hand, you have a well paying, simple job. Of course, not necessarily the safest task at the best of times, you have to protect not only yourself but your employers from the worst the wasteland has to offer - fiends, fire ants, nightstalkers and worse. To stve off monotony until you make enough money to move your life to something more glamorous, you mingle with any and every town you come across, often making a tidy extra sum with every trip due to your expertise on the game of Caravan.

- Improved Guns
- Improved starting funds
- Bonus point to Perception
- Begins with an advanced Caravan Deck

- Improved accuracy against Mutated Animals as well as Fiends, Vipers and similar enemies


EX-CARAVANEER

Fortune, or financial savvy got you into the Caravan business. Whether you travelled to the Mojave Wasteland, or grew up there, you have become familiar with its roads and people, and know what to sell to whom and where. Of course, good things never last, and regardless of how large your business was before, you're back to square one, more or less. Whether you were forced to sell your business, or you had nothing left of it to sell, you still amassed more caps than most in the Wasteland to help drown out the past and start anew.

- Improved Speech (Persuasion)
- Improved Barter
- Bonus point to Charisma
- Significantly improved starting funds

- Caps found while travelling or looting are increased


MERCENARY

You fancy yourself something of an expert in combat, certainly you'd have to be to make a living off of it. From basic guarding duties to working with the NCR or a rich businessman, there are always people looking for talents such as yours, and you know it. Hopefully they know that nothing's free in the Mojave.

- Improved Barter
- Bonus point to Agility
- Minor Penalty to All Skills
- Significant improvement to Melee Weapons, Energy Weapons and Guns

- Weapon condition decays slower, ammunition weighs less


BOUNTY HUNTER

Bounty hunters go by a variety of names, usually depending upon how far they'll go for caps. 'Hired Assassin', 'Precise Mercenary' or even 'Hero'. You provide your services, for a fee, to anyone who wants somebody in particular dead, though where you draw the line is up to you. Depending on your employers, you may have taken down important Fiend, Legion or even NCR targets in your time, and you've learnt the value of making your kills without being drawn into a prolonged gunfight.

- Improved Sneak
- Improved Guns, Melee Weapons, Unarmed or Energy Weapons
- Improved Explosives

- After making a successful Sneak Attack, critical hit chance is increased significantly for a short time

_
Enclave

REMNANT

The Enclave. The proud inheritors of the United States Government. Certain of their power, the Enclave once attempted to cleanse the wastelands and start their country anew, but their attempts ended in vain, foiled at every corner. The Enclave now lies in ruins, for the most part, but some old soldiers still survive. Perhaps your parents were Enclave, perhaps you yourself were decades ago. Regardless of how you were affliated with them, you still know much about what the organization was, even if you hide your knowledge. In your time in the Mojave, you have had time to reevaluate what the wasteland actually is...but you have yet to make your decisions of what to do about it.

- Improved Science
- Improved Speech (Coercion)
- Improved Energy Weapons

- Automatically gets training with Power Armour. In addition, you deal additional damage with all knives and rippers

_
Fiends

EX-FIEND

Somehow, you left your chem-hazed past behind you where it belongs. Having left the 'group' with your head intact and your mind working, more or less, you've come out better than almost any other. Your horrible excesses on chems have taken their toll, but also have their uses. Whatever you choose to do know that you have broken free of that cycle, you can only hope its not too late for you to make your way in the world.

- One-point penalty to Intelligence
- One-point penalty to Perception
- One-point penalty to Endurance
- One-point penalty to Agility
- Improved Melee Weapons
- Improved Energy Weapons
- Improved Guns
- Improved Medicine
- Improved Sneak
- Improved Speech (Coercion)
- Starts with multiple Chems

- Chems last in less time, but have a vastly improved effect. While addicted to a chem, continuing to take that chem will stave off the addiction penalties for longer than usual

_
Vault Dweller

VAULT 3 SURVIVOR

You were young when, so many years ago, your life suddenly changed forever. You were barely an adult - if even that - when the Fiends came. It hadn't been long since the Overseer first opened the Vault doors and begun to trade with the Mojave - such a short span of time that few remember the existence of the Vault's original dwellers, such as you - that the savagery of the Wastes was taught to all inhabitants in a final lesson of betrayal and violence. But the Fiend attack, led by Motor Runner over a decade ago, did not slay every inhabitant, as is thought by many. No, at least one, through remarkable fortune, survived and ran far from their home, far from the destruction of everything they ever knew. You.

- Severe Penalty to Survival
- Minor penalty to all skills
- Bonus three points to Luck
- Begins with a Pip-Boy 3000

- Experience gained is increased significantly


VAULT 21 WANDERER

Part of the same Vault as Sarah Weintraub and Michael Angelo, you grew up in the vault before its assimilation into Mr House's empire. Unlike many of its inhabitants, you have freely let go of its traditions and way of life, and have enthusiastically thrown yourself into the wonders of the Mojave. With a Pip-Boy on your wrist and a pistol by your side, you're ready to see the world outside of the Strip.

- Minor Penalty to all skills
- Severe Penalty to Survival
- Choose four Tag Skills instead of three
- Begins with a Pip-Boy 3000

- Improvement to all Tagged skills

Posted on 2011-09-09 at 09:30:08.
Edited on 2011-09-22 at 03:04:47 by Celtia

Topic: "Fallout" game series, an RPG.
Subject: Preparations in progress.


Well, this is a better reaction than I could have hoped for. Thank you to everyone! To answer Lady Dark's question as to how soon the actual game will be ready to go underway, the original intent was within a couple of weeks, give or take, when I first posted. However, with help, I've gone a long way into getting a good system working.

Okay, so since it doesn't sound as if there are any Fallout players here that are begging for an alternative setting to the one I put forward...

Welcome back to Vegas. New Vegas. Enjoy your stay.

I shall make a Q&A thread and link it to this, and start putting up some elements that you may want to know when or before making a character. I'll keep updating the thread, rather than spend hours putting all of the perks and backgrounds in at once. With the system still in construction, I won't be putting in specific figures (such as "-20% reload time") yet.



With that out of the way, I have a question in advance for anyone who wishes to play:

How should the basic storyline of New Vegas have ended? Give as much or as little detail as you like, from what happened to your companions or whole factions. I'm afraid the Legion taking over is out of the question, as is the Wild Card (Independant New Vegas) ending, due to the problems of putting the Courier in charge.

Posted on 2011-09-09 at 07:07:39.

Topic: "Fallout" game series, an RPG.
Subject: Gauging interest.


Well, this is an attempt to both gauge interest and seek advice in the same time. I tend to think my games up some time in advance, and since working through Aftermath: The Scarred Continents, I have a better idea what to do and what not to do on a forum-based game.

So, this game that is still being planned, is going to be based on the 'Fallout' series of games by Bethesda Softworks. Knowledge or experience of certain games in the series will be required to play, I'm afraid. However, for those simply reading this, Fallout is set in a post-apocalyptic United States of America, an alternate timeline of different energy sources and an endless series of wars between factions.

I'm working on the system that the game will be based on, but here are a few features of the game you may expect...



-Choose from a massive variety of set backgrounds. Originate from, or later join, a great variety of factions and groups from the game series, each background and faction having their own benefits and penalties.

-Complex choice based system expected of the games. See the penalties and rewards of your actions unfold.

-Vast varieties of 'Perks' to focus or fine-tune your character, to a much greater extent than any individual Fallout game, if you meet the prerequisities, in order to trult make each and every player unique in how they deal with their problems.

-Survival of the fittest. Make too many mistakes, a bad idea here and there, and you'll be lucky to make it through the journey with your character still alive.

-Use equipment and items in ways they were never intended as you see fit - perhaps some flamer fuel, a laser pistol and some scrap pieces of wood for a campfire?

-Work together. As the story unfolds between the players, you'll find the necessity of using each others knowledge and talents to make it through alive. Storm a Fiend encampent with numbers and guns, or utilize a mixture of talents for a different solution.

-Freedom of action...even more so. Solve your problems with your skills how you want. Say what you want to say. Go where you want, how you want.

-See familiar faces from the games, and new characters as well. All things change in time...



I'll put up more information later if I see much interest, but I'm working out a few issues with the planning of the game, and I'm looking for advice from veteran GMs, if possible. Largely in the form of how to conduct conversation in a way not dissimilar to the ask-and-answer method of conversation in the later Fallout games, but still maintain a game moving at a pace, rather than being bogged down by a conversation going back and forth, post after post.

In addition, for anyone interested, I'm interested to hear what lands YOU'D like to play in. Currently, the setting is planned to be the Mojave Wasteland from Fallout: New Vegas, set after the main storyline...the 'ending' of which can be decided by what the players want to see.

Posted on 2011-09-08 at 15:04:18.
Edited on 2011-09-09 at 09:33:27 by Celtia

Topic: Last one to post wins - Part II
Subject: Why do I even KNOW this!?


It was recently found that in the oldest discovered record of the Book of Revelations, found quite recently, that the 'true' number of the Beast or the Devil is actually 616, and it was nothing more than a misreading that led to the widespread belief and adaptation later to 666.

The more you know!

Posted on 2011-09-08 at 14:39:46.

Topic: Footprints: Part One, Chapter Five
Subject: Ugh, blood. So messy.


The weight on Varis' shoulders felt tangible, physical, as he stood. Finally sheathing his sword, he mindlessly dabbed away a speck of blood on his cheek, heedless of the larger patches still on his armour from the decapitation. Without looking at anyone else in the group, he spoke one last statement, running off into a street for the fastest way to An'Jantar. Thank the Lords Varis knew these streets without flaw.

"Let's move."

Whatever went well was a success of the team. Whatever went badly was a failure of the leader. It was a philosophy that Varis followed, leaving all he could do right now was hope that he made it up in whatever was soon to come...


Posted on 2011-09-08 at 06:22:05.

Topic: Who here has heard of the MMORPG Guild Wars?
Subject: RDI guild: The *other* DragonChat...no?


Ach, as a Guild Wars fan, I'm envious of your oppurtunity to see them at PAX. I contend myself with stalking any update online, being from Australia. :-/

If the rumours about being in multiple guilds at a time is true, I most certainly would be in a RDI guild. Besides everyone on this topic, I know at least one other person on this site who plays...or will play, Guild Wars 2.

And I'm in agreement with Rystefn; The only current game that in my mind is even close to competing with Guild Wars 2 right now (in terms of looking forward to it) is Skyrim, though in my case I'll follow that up with Mass Effect 3 after Skyrim.

Posted on 2011-09-08 at 03:26:36.

Topic: The Return of the Original Palassassin
Subject: From newcomer to veteran...


Nice to meet you, Rystefn. And (as strange as I suppose it is to be coming from a comparative newcomer to the site) welcome back!

Posted on 2011-09-08 at 03:18:00.

Topic: The Scarred Continents
Subject: A dragonborn, a half-elf, a human and a horse (walk into a bar)...


Picking up the final scroll at a nod from the dragonborn, the woman bowed politely in return to Matrim before following him quickly, her sandals making little noise across either wooden or cobbled floors. As she walked beside the taller half-elf towards the necessary office, she introduced herself.

"Pleased to meet you, sir Ferr. I am Shiel Stone. Thank you so much for your help. And it will be nice to have company besides a cleric and driver for the seven or so hours." Sheil thanked Matrim. She spoke neither timidly nor overenthusiastically, but rather stood at a point of politely social. As she walked, an quiet jingle of metal could be heard, but whatever it was - sounding similar to some kind of bracelet or necklace - seemed to be concealed in her clothes too well to identify.

She'd stopped talking as thet had already finished their short walk, having ascended the open staircase from the stables leading to the offices above. The staircase ended with a tiny sort of hall or landing, as you rose from the open space of the stables to a tiny walled space. Directly forward from exiting the stairs, though, was an open arch to the 'indoor' offices and administration. There was nothing unusual about the lack of a door; certainly, security wasn't an issue in the night due to the round-the-clock nature of the Waystation and of transport. Moving through, the duo saw a single desk attended to by a human looking down, frowning as he looked through some book. From the pieces of silver-lined steel hung and sewn around his linen clothing, marked with the symbol of the Sra-Amun temple, he seemed to be a Cleric of some description, despite his more comfortable outfitting.

Obviously familiar with the process, Shiel stepped up to the male cleric, handing him the scroll as he looked up to see the newcomers.

"Sir, we're here for immediate transportation to the Grand Library. Security, horses, cart and driver have all been paid for."

The cleric looked up and between Matrim and Shiel, before nodding and placing the scroll he was given inside a drawer on his side of the desk. Closing his eyes, he took out a holy symbol from around his neck: A silver, circuar amulet depicting a dragon's head surrounded by a series of semicircles along the edges of the amulet, varying in size and placement in an unusual, partly overlapping pattern. He held it in his hand for a moment, before returning it underneath his clothing.

"Very well. Everything is being arranged. Your cart will be waiting downstairs as well as your security, and you are welcome to wait within. They may be busy handling a horse for a few minutes, but you should be able to leave very soon."

Sheil bowed her heaf with a polite 'thank you', before turning around and walking past Matrim, heading down towards the stairs, looking back to see if he was following her, before continuing down into the stable where a cleric standing next to a cart beckoned her over. A horse was in the process of being hitched up, and in the meantime the two-wheeled wagon was held horizontal by planks of wood. Bundles of cheap, yet clean, cloth were heaped onto the back of the relatively spacious wagon, to assist the comfort of the passengers regardless of how they liked to sit or lay.

Posted on 2011-09-04 at 16:58:36.

Topic: Demonic Vending Machine
Subject: Don't ask me how I manged to get my hands on that.


It spits out a normal Vending Machine, but it is sadly empty of treats.

I feed it the creativity of the human race.

Posted on 2011-09-04 at 14:59:43.

Topic: Looking for a game
Subject: Damn, I did it again.


Ach, ashamedly, I have nothing to offer or suggest besides something that has been mentioned, and a shameless plug.

Firstly, as a player in the game, Footprints is a VERY heavy RPing game that's quick to jump in. It doesn't take up too much time, and not too much has happened that can't be caught up with. It's been going a bit longer than Flux Wars, but due to delays and a more free-form style of play means that there's less to catch up on, and easier to 'hop on board' as it is essentially in an early stage.

I have my own personal game, "Aftermath: The Scarred Continents", that is free for another player, and is a casual game with a post only required every few days if you want. I currently only have two players. On the plus side, it is very heavily Roleplaying based, and indeed you get experience for simply playing your character (similar to footprints), from attacking an NPC for a good reason [even if it ends badly] to making statements that are particularly realistic/roleplaying, to finding out information. On another plus side, despite the length of the posts, it's essentially at the very beginning, still before the 'main' element of the campaign.

On it's downsides, its not the most combat-centric game. So it may be a bit boring for many. More importantly, it has pages and pages of lore about the world and specifics, and while it's not required that you read or memorize it all, some basic knowledge I have to assume the characters know.

So it's quite slow. Oh, and come to think of it, I should mention (though it is essentially free-form) that the rules of the game are based on the 4th edition of D&D.

Er...also, as you can tell from this post, I tend to ramble and explain way too much stuff.

Posted on 2011-09-04 at 14:54:08.

Topic: Flux Wars
Subject: Mage duel!


Running into the room besides Rege, Crystal's latecoming caused her to arrive seconds before witnessing the beginning of Takra's spell.

Crystal made a hard decision fast. She could support Takra and act the warmage, tearing as many of the six she could apart and hoping that the mage in question was killed in the confusion.

On the other hand, Takra's spell revealed the powers of the elf that Crystal hadn't seen yet, and in remarkable strength. But Takra wasn't trained - chances were poor that she could stand up to a Celian mage. If he was powerful enough to be chosen to assist assassins, the threat he poses may be something that Lantaris nor Takra could deal with.

Ducking to avoid Takra's spell, seemingly well-casted to avoid her regardless, Crystal ran several meters into the room, before slamming one end of her staff onto the stone floor, chanting as shards of ice formed near her, hurtling towards the enemy mage. Even as the minor spell was flung, she was preparing to combat, dispel and protect herself or her allies against whatever that mage threw, and distract him from protecting his own squad in the same fashion.

With any luck, Takra as a second mage and Rege's talents with greenjade will make up for the lesser numbers. This may also be a test for Lantaris, too. Crystal was a target for any of the mundane assassins, focusing on their mage.

Crystal could only hope she could hold up for long enough to stop him from tipping the scales. She'd fought Celian mages before, but this one was unlikely to be as lesser talented.

Posted on 2011-09-04 at 14:36:11.

Topic: Footprints Discussion
Subject: *Puts hand up*


I'm still here. I can squeeze a post out of Varis if we need to start things up, but it wouldn't really help if we just froze when Walker or DHarem come in again. I happen to know Clockwork is still on as well, by the way.

I'd be more than happy to continue playing, but lets see where these open positions gets us.

Posted on 2011-09-04 at 14:17:09.

Topic: Flux Wars
Subject: No-one gets left behind. Unless they're unimportant or evil.


As supports fell, so did the masonry and brickwork the falling debris with every shake becoming only a part of the threat as clouds of unescapable dust began to fill and cloud the room as the force of the collapse tore apart the materials that held the fortess together.

Coughing, Crystal dragged herself to her feet with the aid of her staff, having fallen as the unexpected tremors began, running for the only free passageways behind her companions, mentally forming a sheet of ice above her head to protect her from the debris as much as possible as she ran. Finally reaching the temporary relative safety of the open passage, death by crushing at the least seeming unlikely, considering how much structural strength lay in the opening of a passageway, she stopped, spinning on her feet to turn back, facing the chaos of the room.

As her body shook, her eyes searched for Rege, Chambers and any of the monarchs, even as she began to chant a series of sylabbles, preparing for a much larger scale summoning of ice to hold enough of the room together to allow more to escape - in the same direction as Crystal or otherwise.

Posted on 2011-09-01 at 14:27:50.

Topic: The Scarred Continents
Subject: Contract with a....Dragonborn.


The woman's head raised, turning her head back between Matrim and the barkeep before shifting over, leaning over the counter slightly with what appeared to be an attempt to conceal a smile.

"Excellent. We may share the cost for a coach between us then; two pieces of gold each. I trust that's acceptable for instantaneous transport, barkeep?" She asked, suddenly more active than before at the knowledge that she can make the trip, "We both wish to leave early as it is, so-"

The woman was cut off as the Dragonborn pulled out what appeared to be a small, furled scroll from underneath the counter, as well as an inked quill. A strange place of writing implements; a tavern. With a glance laced with amusement at the human and half-elf in front of him, he unrolled the parchment and began to write at a fast pace over a few parts of the scroll, before turning it towards the two customers. On it was unusually flat, neat text detailing in Common that the bearer of the scroll was entitled to transport. The dragonborn seemed to have written in where the transport was from and to, what was paid for it, what mode of transport and what races/genders bore it.

"Very well. Leave your gold on the counter, write your name in the spaces provided then hand this to whomever is behind the desk in the first room you come to in the upper level of the transport section of the Waystation. They should be able to set you up in a matter of minutes."

Even as the dragonborn spoke, the woman had already scribbled in her name in rather well-scripted common, before she handed the qriting utensil to Matrim with a small smile. The name on the parchment spelled "Shiel Stone".

"Thank you for this." She almost whispered, before looking away to fish out some currency from a tiny belt-pouch, bringing out two carefully-counted handfuls of silver pieces, adding ten copper pieces to the small pile to bring a total equivalent to 2gp.

Posted on 2011-09-01 at 14:10:39.

Topic: Raiucard`s game search
Subject: Well, no harm in more options.


There's also a slow-paced game open from me, "Aftermath: The Scarred Continents". Beware of a large archive of lore. It also ties in to clockwork's already mentioned game "Grail of Blades".

Posted on 2011-09-01 at 13:46:29.

Topic: Flux Wars
Subject: Silent Encouragement.


Crystal reached out tentatively with her magic, her mind, trying to convey some form of comfort or to otherwise encourage the clearly scared elven mage. Takra had shared misfortune as Crystal had, but lacked the emotional strength Crystal can in part attribute to her psuedo-military upbringing, trained as Valsavatharian Weather Mage.

The elf never asked for this, but she's trusted and listened to Crystal. That counts for a lot.

Posted on 2011-08-31 at 06:30:53.

 


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