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You are here: Home --> Forum Home --> Recent posts by Alacrity
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Topic: most unusual/thrilling end to a campaign...
Subject: Tossing the sword


One campaign I played had the party fightng an evil dude who had "protected" himself for any damage. His weakness was his own sword, which could damage and kill him.

So the party found this out, engaged him in combat. They managed after some time and injury to get the sword off him. But even without the swrod, he had the ability to do massive damage.

So the final battle consist of one of them using the sword while the others distracted him with "useless" missiles. Every time one got wounded, then another would run up, grab the sword and continue.

Finally, the sword is fumbled and dropped. The evil dude goes for it ... and fumbles. (kicks sword across room)

So the Cavalier goes for it ... and fumbles. (kicks sword across room)

The Fighter Mage goes for it ... and fumbles. (kicks sword across room)

The NPC Warrior goes for it ... and fumbles. (kicks sword across room)

The Evil Dude tries again to get it ... and fumbles. (kicks sword across room)

Finally the thief gets the sword and delivers the final blow. But I have never had that many consecutive fumbles in a battle before. One slippery sword.

Posted on 2006-12-14 at 21:11:28.

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


You are correct. I was working off a summary sheet I pulled from the net and didn't double check the source. So if you are using plot point before the action, or to reduce damage.

1pp - d2
2pp - d4
3pp - d6
4pp - d8
5pp - d10
6pp - d12
7pp - d12 + d2
etc etc

After the fact PP use was also incorrect. It is 1 pp for one point changed (not half as I posted).

Sorry for the bad data, and thank you Blamm for pointing that out. It is a new rule system for me too, so please continue to keep me honest.

Posted on 2006-12-14 at 21:00:20.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: confession time


I really dislike smoking. I won;t get up on a soapbox here and rant but let it stand that I really dislike the habit. I have vetoed two players so far that have asked for the habit on the same reasoning - you can't smoke in a space ship.

Perhaps I am being heavy handed on this. I really don't like to tell you what you can or can not play. After all, my wife picked Amorous as a complication ....

Anyway, I said my peace. I'd prefer a smoke free game, but if I'm wearing the tyrant tight pants, I will abide the words of the crew.

Posted on 2006-12-14 at 18:32:00.

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


Smoking about the confines of a spaceship might not be a great idea. Hard to step outside for a puff.

Posted on 2006-12-14 at 16:11:54.

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


Anyone playing a character that is 23 year olds or less did not fight in the war, although they may have been effected by it. There were places in the Verse where the war was only on the vid screen, or only a distant rumour among those playing rutabaga.

Posted on 2006-12-14 at 14:19:13.

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


The history of Firefly is an excellent piece on the timeline of Firefly.

We are playing in Pre-Miranda so around early 2517 (episode Shindig). At that time, the war has been over for 5 years. It started in 2506 and ended in the battle od Serenity valley in 2511.

Anyone else notice that Robert and I have a habit of Posting at the same time.



Posted on 2006-12-14 at 13:58:57.
Edited on 2006-12-14 at 14:00:38 by Alacrity

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


The NPC Trish is in her late 50's

Posted on 2006-12-14 at 13:14:42.
Edited on 2006-12-14 at 13:15:01 by Alacrity

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: Thanks Blamm


Looking good. Sort of Kiefer Sutherland in Young Guns meets Keanu Reeves in Matrix.

Once I get you character, I can start posting some intros.

Posted on 2006-12-14 at 11:41:18.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: buying into


Yes, that is what people are doing. Which I love because you will all have a part of the ship therefore making it your own.

However, remember you do need to have money for ammo, food, drinks, bribes, more ammo, equipment, cooking supplies, more ammo, clothing.

Posted on 2006-12-13 at 06:32:36.

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


Okay. Starting cash for players is 1,500 credits (Unless you have Moneyed Individual, in which case it is 2,250. Or Dead broke in which you start with 750c). If you goto the link on the second page of this thread, or here for you again:

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

You will find a list of weapons and gear there that covers the basics. Anything yo ucan't find that you need, ask me but the simple way to figure it out is that 1 credit equals about $25 dollars. So if you want something not on the list, find it on Earth, then convert. The exceptions would be foodstuff, as anything beyond protein packs (in all colours of the rainbow) are very rare and expensive.

Posted on 2006-12-13 at 06:13:59.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: SHOW US, DON'T TELL US!


Blamm, you are being a tease!

Posted on 2006-12-12 at 15:27:46.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: Comfort level


That you have sent me so far has been great Lyskhala, epecially since you are the only one without a rule book. Please feel free to ask any of us if you need help. I know you have starting money and I can give you some prices, but I don't have the books in front of me. Later tonight I hope.

I do love how the crew is shaping up like an extended family. I look forward to the game starting.

BTW - I will be doing some silver screens to start of the game in the near future. Once I have done them, you may post, but I won't be moving things along until after new years.

Posted on 2006-12-12 at 13:52:49.

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


You have 68 points to divide up on skills.

As for buying stuff, I will do a post on that soon.


Posted on 2006-12-12 at 12:51:07.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: Robert has a point


When doing skills, don't forget basic stuff. Planetary vehicles is a good skill to have. Don't load up on guns and coverts and then realize you have nothing for when there isn't a fight going on. If you want to bluff or lie, you'll need influence. If you want to run away, you'll want athelics.



Posted on 2006-12-12 at 10:50:57.

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


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

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

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


Firefly goes MMO

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

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

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


A Brief Guide to the Verse

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

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

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

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

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

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


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

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


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

How it is Done?

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

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


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

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

What are Plot Points?

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

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

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

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

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

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

How do you gain Plots Points?

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

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

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


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

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


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

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

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

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

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

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

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

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

OOC: I assume someone will want to ask questions here

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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


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


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

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


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

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

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

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

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

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

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

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

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


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

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

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


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


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

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


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



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

 
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