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Topic: Trilogy War Q/A
Subject: Wow.

I haven't seen one of those since the Ghost Tower of Inverness. That is a long time ago.

Posted on 2006-12-04 at 08:46:15.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: Let's get some characters started

The following is a general guide to creating characters in the Verse. If you are from a free-form background and don’t get this stuff, let me know and we can work it out together based on what person you want to play.

Attributes in Serenity RPG are dice, not stats. You pick a higher dice to represent a better attribute. The steps of dice progression are:

d2 – d4 – d6 – d8 – d10 – d12 – d12+d2 – d12+d4 etc.

Any time you want to do something, from fly a ship to shot a guy, you take attribute + skill die and roll them against a difficulty class.

You have six attributes, three are physical and three are mental

Agility – Your ability to move quickly and physical coordination
Strength – Just how strong is your character.
Vitality – a measure of general health and toughness

Alertness – Intuition and observation. How much you can spot and notice.
Intelligence – Basic smarts. How bright you are and how much you’ve learned
Willpower – Determination and force of will.

Initiative (How shots act first in combat) is Agility + Alertness
Life Points (Hit points, how much damage you take) is Vitality + Will Power
Physical combat – strength + skill
Gun combat – agility + skill
Basic Combat Dodge – Agility + alertness

Making the characters;

Everyone starts with 48 points. If you want d12 in strength, it will cost you 12 points. But don’t be dividing up points yet. First there be Assets and Complications.

Assets are bonuses and addons that help your character do things that define them. Kaylee’s ability to talk to engines, Jayne’s ability to take a hit, Wash being able to fly the ship all come out of assets. Assets are major or minor. Every player should have at least one asset, and no more than five. Minor Assets cost 2 points and major assets cost 4.

Complications are those quirks or personality traits that make people human. Jayne getting greedy when the money is good. Or the circumstances that make things difficult like Simon and River being wanted fugitives. Minor complications add 2 to your points and major ones add 4. Everyone should have at least one complication and no more than five. Note, play to your complication in the game will get you plot points as well.
Once you have your assets and complications done, you take the remains points to give to you attributes. Remember that d6 in an attribute is considered average.

The following are the list of assets and complications in general terms. If you want to know them in specifics, let me know. If you can think of something not on here, let me know. If minor or major is listed after a trait, then that is the only level possible for that trait.

Allure – You are damn good looking and you know it. You can play it up, dress it up or just have that look.
Athlete – You excel at one specific athletic specialty (tennis, running, swimming etc)
Born behind the Wheel – You could drive before you could walk. You can drive any type of a specified vehicle (ships, land machines, etc) so well that you can amaze people.
Cortex Spectre – The is no record of you on any alliance data bank. As far as the computers know, you do not exist
Fightin’ Type (major) – You are always ready for a fight and can handle yourself well in a tussle.
Friends in High Places (minor) – You have friends and contacts in the high class social groups.
Friend in Low Places (minor) – you have friends and contacts in the underworld and seedy parts of the verse.
Good Name – You are known and have a good reputation. People respect you for something you did or have done or supposedly did.
Healthy as a Horse – You rarely get sick and shake off injuries faster than most.
Heavy Tolerance (minor) – You can drink most people under the table. Doc has to hit you twice with meds to put you under.
Highly Educated (minor) – You have school training and can refer it from time to time. You can rhyme of facts and figure galore about a whole lot of places and things,
Intimidatin’ Manners (minor) – You have that look that makes people scared of you. Complete strangers call you sir.
Leadership – You have the way about you to bring the best out of people. You inspire, you motivate and the right word of praise for you will make people want to work harder.
Lightning Reflexes (major) – You are a fast draw. Most guys haven’t touched their guns by the time you have drawn and shot them.
Math Whiz (minor) – You do math in your head faster than a gorram computer.
Mean Left Hook (minor) – You are deadly in a fist fight. Hands can do lethal damage.
Mechanical Empathy (minor) – Machines talk to you and your hear them. The slightest of sounds from an engine means volumes to you and you are gifted at fixing them.
Military Rank (minor) – You rode a tank or held a general’s rank on one side or the other. Be it winning or losing side, you have served in the military and have military training.
Moneyed Individual* – You are loaded. Your dad is rich, or you wrote the jingle for Fruity-oat bars that everyone sings. Either way, you can get you hands on cash if need be.
Natural Linguist (minor) – You have an ear form languages and pick up different ones easily.
Nature Lover (minor) – You are at home in a forest and in harmony with nature. Trees seem to talk to you and you have a gentle touch with animals.
Nose for Trouble – Every once in a while, you get that feeling as if her is trouble about and sure as shooting, you know that trouble is about somewhere.
Prosthetic Limb/organ – You lost something in the war or a fight or an accident and had it replaced with a bionic replacement that enhances its ability. An extra strong arm or an eye with infra-red, either way you are better than you were before.
Reader* - you can sense other people’s thoughts and feelings. Getting inside a person’s head is possible for you, even if you don’t want to.
Registered Companion* (minor) – You have completed the Companion training and are legally entitled to the benefits of the guild members.
Religiosity – You are a man or woman of god (Buddha or Christian). Faith guides your actions and movement through the verse.
Sharp Senses (minor) – Pick a sense and yours is better than most.
Steady Calm – Even in the most dangerous situations, you remain clam, as if nothing fazes you or could ruffle your feathers.
Sweet and Cheerful (minor) – You are a happy person and you like to show it. Nothing can bring you down and people just can’t help but like you.
Talented – One skill you are exceptionally good at and perform better than most.
Things go Smooth – Lady Luck likes you and good things tend to happen to you.
Total Recall (major) – You have an amazing ability to recall something you have seen or heard in the past, in great detail.
Tough as Nails – You are much tougher than you look. You can dish it out and you can take it as well.
Trustworthy Gut – You have learned to trust your gut reactions as they are rarely wrong.
Two Fisted (major) – You are ambidextrous.
Walkin’ Timepiece (minor) – You don’t need no watch, you just know the time. Freaky really and your friend use you to set their owen clocks.
Wears a Badge – You are a law man, a sheriff or a member of some law enforcement organization. You are sworn to serve and protect.

Allergy – something sets off your body to a rash or sneezing fits.
Amorous (minor) – Sex might not be the only thing one your mind, but it is in the top 3.
Amputee (minor) – You lost a limb and never got a fancy replacement
Bleeder (major) – You suffer a blood condition that makes you bleed and not clot well.
Blind (major) – Since birth or after some accident, you are completely blind. May need a guide animal of some sort.
Branded – You are a bad bad apple and you are rotten to the core. Everyone knows you and everyone knows what you are capable of.
Chip on Shoulder – Anger management? Screw that! You lash out at people for the slightest of things.
Credo – You have a personal set of principles that you can not go against no matter what. The sense of honour you have is all that keeps you going and damned if you are going to compromise that.
Combat Paralysis – Guns start to blaze, you stop moving. You need to take a few moments before you can face a fight.
Coward (minor) – You ain’t no hero and believe to leave the fighting for those who are into fighting.
Crude (minor) – Yo usay the wrong thing at the wrong time, and the right time and well any time really. Subtle is not your middle name.
Dead broke (minor) – No matter how big your take, you always seem to be broke. Money just burns through your pockets
Deadly Enemy (minor) – Someone doesn’t like you and you are on their list of who to eliminate. Even if you kill this guy, he has a brother, sister and uncles that would like you dead.
Deaf (major) – You can’t hear a thing. Your ability to speak may be effected
Dull Sense (minor) – One sense doesn’t work so well.
Easy mark (major) – You are gullible and believe every hard luck story in the verse.
Ego Signature (minor) – You have a thing for leaving calling cards wherever you go, a little sign that you were here for your fans and enemies. Makes you easier to track.
Filcher (minor) – You steal things out of habit. You tried quitting but you gained so much weight so you try to keep it to a minimum instead.
Forked Tongue (minor) – You like to lie. You get to spinning a tale and the tale takes on a life of its own.
Greedy (minor) –Money can make you do stupid things, like betray your crewmembers.
Hero Worship (minor) – Someone in your life can do no wrong and you won’t hear otherwise.
Hooked – You are addicted to a substance, and require doses of that substance or find your perform will become effected.
Leaky Brainpan – You are crazy. You talk to people who aren’t there, or think you are a flower and people should water you. Whatever the case, you are a nutcase.
Lightweight (minor) – You get drunk really easily. Doc has to show you a needle to make you pass out.
Little Person (minor) – You are a dwarf. 3 to 4 feet tall.
Loyal (minor) – Some group of people know you are loyal to them, and that you’ll do anything they ask of you out of loyalty.
Memorable (minor) – You have something distinctive about you that makes people remember you.
Mute (major) – You can’t speak. You have to use non-verbal communication
Non-Fightin’ Type (minor) – You just don’t believe in violence and will avoid conflict if you can.
Overconfident (minor) – “Hey, I can do that” is your motto in life. You are bold, brave, cocky and full of dare.
Paralyzed (major) – Spinal ord injury has put you in a wheelchair for life.
Phobia (minor) – Something scares you badly. If you come near it, it freezes you up completely.
Portly – You never met a pot roast you didn’t like. You are a heftyperson.
Prejudice* - You dislike a certain group of people and react negatively when brough tin contact with them.
Scrawny (minor) – You look like you have missed a few meals.
Slow Learner (minor) – You have a mental block on a certain set of skills that keeps you from learning it well.
Soft (minor) – You can’t take pain and crack under the smallest of pressure.
Stingy (minor) – You never feel rich enough. You lock away money, never spend it on things you need.
Straight Shooter – You are generally honest and like to remain that way.
Superstitious (minor) – You believe in the crazy mumbo –jumbo that affects your everyday life.
Things Don’t Go Smooth – Lady Luck hate you. Things never work out in the end for you without a series of complications.
Traumatic Flashes – You have flashbacks and horrible dreams of things done to you in the past. It can freeze you up at the worst times.
Twitchy (minor) – You aren’t paranoid – you know there are people out to get you. Trust no one is your motto.
Ugly as Sin – Whether by scar or by birth, you are one ugly critter.
Weak Stomach – Sign of blood makes you weak. A Dead body will drop you faster though. You can’t handle all but the dullest of foods.

* - means requires GM approval and a heck of a backstory

Next Post – Skills and Plot Points

Posted on 2006-12-03 at 21:17:55.
Edited on 2006-12-03 at 21:20:10 by Alacrity

Topic: Continuing Where We Last Left Off
Subject: This night, the knight, all is not alright.

You settle into the Waymeet. Char goes hunting for food while the others prepare for the night. A fire is lit, firewood gathered, water is brought up though the squeaky well and all of you have a chance to wash the ick, goo, guts and road dirt of yourselves.

Sunset, the pseudo-dragon returns to your group, now that the danger has passed, and that now familiar craving for spicy sausages returns with her. There is a brief tense moment, when Sunset sees Killer, and the ancestral urge to hunt comes to the drake, but years of abuse and living off scraps has made Sunset a meek hunter at best. A quick but loud discourse from Killer is more than enough to scare her off to hide within the cloak of Dapple, giving off vibes of spicy sausage neediness so powerful that you all have to avoid her for an hour.

The ranger returns just as it is getting dark with four good size grouse that he has caught. The birds are cleaned, put over the fire to cook, some spices and herbs offered from Jal, and soon the smell of the meat is making all your mouths water.

There is quietness to the group. You have spent your first day together and already meet a foe quite powerful, and with a foreboding danger. Why are they here? What were they looking for? What or who was “the Lady” the mage had spoken of? Dinner is prepared and eaten with minimal conversation. (DM’s note – feel free to back post after dinner conversation)

Jal looks over the Staff and amulet of the mantis. Close to the end of the day, and feeling very curious, he uses his magic to identify the items. The staff of similar to a wand of Paralyzation, and retains some charges. However, there is no way a human mouth could pronounce the command words to active it. The amulet is another matter. The magic is vague, alien to Jal. It is made to find a source of magical power – which is the direction you are heading. Beyond pointing in the direction of the power, it has no other properties.

Char offers to take the watch for the night, to let all rest and takes position on the roof of the Waymeet – the best place to spot any danger. The rest of you get the feeling that Char wants to have the time alone, so take advantage of the offer.

Char spends a quiet evening on the roof keeping watch. No dangers occur during the evening from without. Later, Sunset joins him, curls up between his crossed legs and shares some mental imagery of mean squirrels, warm places to stay and really spicy sausages.

But not all passes well in the evening.

Arien is shining his armour. The ick and goo is all over it and it seems to withstand the toughest of polishes. As he scrubs, he sees a reflection in his shield – His sister Alloryn standing at the door. Arien turns surprise to see she is not there. Ignoring polish and armour, he steps around his sleeping companion to run outside to look for his sister.

It is dark outside. Very dark. Almost too dark. He is blinded by the saturation of the night, but he knows he saw his sister here. He looks around then turns back to the Waymeet to grab a stick from the fire.

But the Waymeet is gone. The building, his friends, his sword and armour are all gone. It is pitch black and he can not see where he is going. He struggles with the buckles on his Imperial uniform, hoping they can be used as a weapon or a way out of the darkness. But why am I wearing an Imperial Uniform?

There is a flash of red light from beneath Arien’s feet. Its sheer intensity blinds the knight for a moment, and then he perceives what is below him. A vast hole in the ground has opened, and from deep within demonic creatures are crawling upwards. But below them is Alloryn, being dragged downward by something – Arien can’t see its face, just that is has an immensely large green arm with six claw like fingers. A deep voice laughs at Arien from below.

“She’s mine now Knightling!”

Arien awakes with a start. He is in the Waymeet, it is late and his companions sleep all around him. It was just a dream, but he is sweating and all tensed up. Any chance for more sleep coming to Arien is now gone into the night.

Dm’s Note – I’ll stop there in case anyone wants to post more for the evening. Otherwise, the morning moving out post will be Wednesday.

Posted on 2006-12-03 at 11:10:02.
Edited on 2006-12-03 at 11:10:34 by Alacrity

Topic: The Trilogy War
Subject: Say, that's a nice axe

Magma stretched his arms wide. He thanked Cor for his healing aid, ‘Aye Brother. Thanks be to Odin for your skills. I feel strong enough to face another of those beasties now!” he says with a laugh. "Now don't be too hard on Brother Conall. For he did lead us to the best part of this quest in weeks."

Alasdair says "Af'til and Magma, be soon kind as to scout about and keep a sharp eye for anything else that is amiss or may be coming our way."

“Aye. I’m up for it.” Magma agrees, and looks over to Af’til to see which direction he is going so he might go the other – cover more ground faster. Besides, if there was going to be talk and discussion with Conall and this romance thingie, Magma would prefer to be far away when it happened. Maybe, I’ll fine a nice set of bandits somewhere that need a lesson taught

Before he leaves, Magma takes a brief look at the battleaxe of the fallen knight. Though he is loathed to take from the dead; his fondness for axes and love of craftsmanship causes him to take a look, to see of its value.

Posted on 2006-12-03 at 07:46:02.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: crew and sheets

I am hoping for a crew of 6, but will settle on four, with two stay on ship NPCs.

I don't know Bro, your character sheets can be intimidatingly detailed. I am trying to keep it simple.

I will post character creation details soon. We will be playing on the veteran level - meaning the ship and crew have been together for a while and have developed a reputation for getting the job done.

The game will start with the ship docking on Beaumonde, and Captain in desparate need for work because the crew needs pay, the ship needs fuel and, oh there's the powerful need to eat. Your last mission when wonderfully smooth until you reached your employer and found he and all his men had been killed by a rival gang. So you made half of what you expected and were stuck with a hold full of self sealing stem bolts for high powered compression mining equipment. Hopefully you can dump these on Beaumonde.

When developing your characters, you should think along the lines of Serenity's crew and any other movie/TV team that works together but often deals adversity. Battlestar Galactic has some great characters (Starbuck as mechanic) and did the A-Team (Murdock as pilot), CSI (Horatio as gunslinger), and many others.

There are some core positions that need to be filled though. You have to have:

A Pilot - someone to fly the ship, keep the reavers off your tail and manage to land eventhough the main coupling just blew.

A Mechanic - Someone to fix the ship when mean people do all sort of nasty stuff to it.

A Medic - Someone to fix up the crew when them mean and nasty people put holes in them.

A Gunslinger - A person who fights, can handle a gun, are a pool cue or whatever comes to hand.

A Talker - Someone to make contacts with people. The smooth talker who can use words and subtle gestures to get in and out of trouble.

A Commander - The person who will have the final say so the crew doesn't spend their entire day yammering at each other.

Now, these roles are not exclusive. You could play a Commander Talker Gunslinger, however the more hats you put on the less effective you will be at any one thing.

So far I believe I have Yanamari, Bromern, Lyskhala and Blamm as interested. Please speak up here or via PM or email if you'd like to join.

Posted on 2006-12-03 at 07:14:55.
Edited on 2006-12-03 at 07:16:28 by Alacrity

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

Everyone is listed on both q&a and main page. Talk about beating a dead horse here.

I am not getting any email notifications anymore, not even for PM. (and yes I have checked my spam filter, it isn't that) So I haven't been noticing any activity lately, otherwise I would have responded.

Now I have/had a busy weekend. I need to post to the games I am in before the DM's start to send me nagograms. I may not get a chance to move CWWLLO forawrd today, but I will do so before Wed.

If you'd like to talk to each other, feel free.

Posted on 2006-12-03 at 06:51:20.

Topic: Getting to know you
Subject: good to know

I hope it stops at age 12! The feet at least!

St. Nickolas Day with the boots and candy is celebrated in Hungary, that I know for sure. I have friends who are very Hungarian (? Hungurian? Hungry? I don't know) and they go on and on about St. Nickolas and fill your boots.

Posted on 2006-12-01 at 10:17:52.

Topic: Getting to know you
Subject: Really big shoe

Just wanted to share this...

Every year, Cathy *Vanadia* (my wife) usually has to go out at this time with my daughter Veronica to get her new shoes and winter boots. My daughter is ten and currently five feet tall, which is scary to Cathy who is all of five foot one.

Well, I had to do this shopping run this year, as Cathy was away for work. This year, Veronica jumped two and a half sizes. She is wearing size 7.5 Ladies at age 10.

Now I am six foor four. I grew at the same astonshing rate and wear size 14 today. I remember my dad cursing at me because I grew out of clothes so fast. He'd always say - I hope one day you have a child that grows as fast as you- then you'll see what its like.

Who says there are no magic curses?

Posted on 2006-12-01 at 05:22:22.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: Ohhhh!

Now I am all a shiver!

Hasn't been decided yet, but I was thinking a Firefly class because that is what everyone will be familiar with. There are others though (Shark and Dragonfly come to mind)

Depends on whether the Captain (or crew owners) want to own a ship outright(in which case expect cheap) or owe a lot of money to a sleezy Loan Shark named Al (you get mods, but you have to make enough to make monthly payments).

But I still need a full crew to decide.

Posted on 2006-11-30 at 19:55:53.

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

In a Verse where "I'aim to misbehave" is the golden rule, rules are not an issue.

The mechanics of the game will be in the background. I am assume everyone playing doesn't know the rule system. I will keep it as free and open as possible.

It is a western in space. You will draw your guns. If someone tries to kill you, you will kill em right back. Rogues, scoundrels, con men and snake oil salesmen galore.

Posted on 2006-11-30 at 14:13:40.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: coming soon

I fully intend to run this if I can get a crew. I will go with a crew as small as 4 if I have to and NPCs. So far I have a confirmed interested in three (yanamari, Bromern and Blamm).

Start is in January

Links are coming

Captain, if it is an issue then you don't have to have a Captain. You could all own an equal part of the ship and never seem to have enough credits to buy the others out.

Posted on 2006-11-30 at 10:59:13.

Topic: Audalis: afterlife
Subject: faith

When you die your sould goes to a holding warehouse in Bayris. The Gods fill out forms on a daily basis to have them released and sent to the correct plane. Any left for three years or more are recycledand used as floral print wallpaper.

Sorry. on painkillers. Feeling weird.

Posted on 2006-11-29 at 11:12:59.

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

I don't expect people to have the rules. It is a easy system to learn, especially for on line where I will doing doing all the rolling anyway.

However, the interest is slow so far. We shall see if we can get a crew.

Posted on 2006-11-28 at 14:39:48.

Topic: Firefly/Serenity RPG - Looking for Browncoats
Subject: hard to say

I haven't got enough responses to answer your questions. One post a day is still too much of a goal I think for most people. I tend to stick to one a week, but I am averaging better than that (2-3 per week) in CWWLLO right now.

I would think if people were into it and we kept up the pace, the first campaign would takes a number of months (at least 6).

Posted on 2006-11-28 at 10:09:03.

Topic: Continuing Where We Last Left Off Q&A
Subject: Okay Bro...

Unfortunately 29 of them shattered while fighting the Thri-Keen. Man, you are so wet!

Posted on 2006-11-27 at 19:33:38.

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

Duly noted. Thanks.

Posted on 2006-11-27 at 10:16:45.

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

Everyone has started out with 3 potions of extra healing. I have a running bet with Olan on whether you will use them all up before you get to the main adventure.

Posted on 2006-11-27 at 09:49:58.

Topic: Continuing Where We Last Left Off Q&A
Subject: didn't expect anything this weekend

It being Thanksgiving and all for the US, and I understand it is a much bigger celebration there than it is here.

I also expect that things will slow down a bit as we approach Christmas. As long as I don't lose anyone, we should be fine.

Posted on 2006-11-27 at 07:41:57.

Topic: Getting to know you
Subject: Sorry dudes

I don't include Finland, Holland, Utah, Maryland and Texas on my list of wish to visit because I fully intending on getting there some day.

The others are merely dreams that may never happen.

Sheesh. The guilt involved.

Posted on 2006-11-26 at 20:17:27.

Topic: The Trilogy War
Subject: quick post

Magma sits down on the ground once the battle is over and pulls out a healing potion to deal with his wounds.

"Nice fight." he says outload to no one in particular, "too short, but still nice."

ooc: Pardon the short post but I have been sick with a bad cold all this weekend.

Posted on 2006-11-26 at 07:51:23.

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

Take my love, take my land
Take me where I cannot stand
I don't care, I'm still free
You can't take the sky from me
Take me out to the black
Tell them I ain't comin' back
Burn the land and boil the sea
You can't take the sky from me
There's no place I can be
Since I found Serenity
But you can't take the sky from me...

Are you a fan of Jose Whedon’s Firefly/Serenity series? Ever felt like you wanted to role play in the verse? Well here is the opportunity to do so. I have recently acquired the Serenity RPG system. It is a very simple rule system that I am adapting for online gaming. What I would be looking for are players to be the crew of a ship, most likely a firefly class. Ideally I would like a crew of six with someone being Captain. The ship will need a mechanic, a pilot, someone with doctoring skills, and a couple of people to handle PR (knowing guns, fights etc).

Before I go into the mechanics of the game, I want to see who is interested and in what type of characters. Look to the crew of Serenity and see what appeals to you, add your own twists and voila. Or if you have something completely different in mind – let me know.

As I said, game rules are simple and background. This is a game for the creative. Basically, you have stats in the form of die (d2, d4, d6, d8, d12). You then have skills. If you attempt anything it is ability + skill rolled against a difficulty. Your character will have assets (good in a fight, good pilot etc) and complications (quick tempered, plain crazy etc). This is a game where things going wrong will be part of the regular norm.

So sound off if you wish to sail the ‘Verse, looking for work or just staying ahead of the alliance. The actual game will probably not start until the new year.

Posted on 2006-11-25 at 17:31:30.

Topic: Question and Answers Game
Subject: Eq

So will this house stand up to a 9.7 earthquake?


Santa hat, reindeer ears, angel wings ... I'm ready honey!

Posted on 2006-11-23 at 13:38:02.

Topic: Continuing Where We Last Left Off Q&A
Subject: Like with Paladins? look! Over there! Goblins! *stab*

I was wondering if anyone would object.

I can see your point with Char, and let the record show that Someone wanted Dapple to go up to the mantis and snap its neck while you questioned it. Talk about bloodthirsty!

It's fun to be the DM.

Anyway, I can edit my post so that either Talas or Dapple takes care of the beast while the others are elsewhere.

"Char: Where's the bug? Talas: I cut him free."

Not a biggie. It is why I wrote one of you dispatched it and moved on.

Posted on 2006-11-23 at 11:58:10.

Topic: Continuing Where We Last Left Off
Subject: Really big

"woof" "with passing hand gesture

The battle is over and as far as you are concerned, the good guys won. The bug brigade is safely dispatched and you have all made it out alive. Now for the clean up.

Kilgim uses his divine magic to soothe the wounds of Char and Jal. He offers his aid to Dapple who merely shakes her head and walks away. The same reaction she has to Char’s offer of a potion. She chooses to use her own with no help from others. The dwarf shrugs at Dapple’s refusal – knowing she had always been a reclusive type. He uses his magic twice on Jal, bringing him back to full health. The other two blessings are used on Talas and himself, bringing everyone back to fighting ready. Talas checks on his horse, who is hurt but the spell of the mantis has wore off at least. Talas feeds to his horse the potion of healing – although magical healing is not as effective on animals, it does seem to help poor Magma.

Adrian holds the Mantis mage hostage to question it. It chitters away madly at its captives until the magic spell is used. Even then, it doesn’t help much. The mage struggles to get free, crying out at its captive.

“Trifles, trifles, light as air! We have questering for the lady. Lonely took the lady, but we construct our own uncivilization and exclusified anykind. We can not disrecall the paindemonium of the assassatoir and the untellable things that follow. Yet the lady calls.

“We are called by the lady. Venturing desperoically forth into unfathomed fathoms. Group veripick to assumove the Lady. Trifles, trifles, light as air.”

Beyond that, the creature makes no sense. Once the end of its usefulness and your patience is reached, one of you quickly dispatched the creature. (ooc: If you want something more, let me know but he ain’t making much sense)

Dapple goes over the bodies but finds nothing really of interest. Their armour is great, if you are a bug. Their weapons are made for small hands and four of them. They have no valuables beyond that with is on the mage. He has a magic staff which paralyzed Talas’ horse. He also bears a necklace that looks like a compass. Only it doesn’t point north, it points in the southeast. (who is taking these?)

Luckily, the Ankhegs have provided you with somewhere to dispose of the bodies quickly. The hole is already dug for you so tossing their remains within is an easy task. But the Ankhegs are too big and heavy to move, plus, their armour is highly valued. In his letter to Dwan, Kilgim mentioned the ankhegs remains and that the finders fee for the shells should be given to the boys. (100 gp each shell)

The route to the boys’ farm is in the direction you would be going, and the farmstead is not far from where they had fled. The building is destroyed, but they do manage to find some of their possessions and parts of their father to bury.

The mission weighs on your minds, and you don’t want to lose a day escorting the boys back. Jal, in that eerie knowing way, claims that the threat from the bugs is gone. Although many of you are beginning to suspect as to where Jal’s knowledge comes from, others are not so sure. In the end, Phil makes the decision for the boys to go to Freegate with Kilgim’s letter and that it is a journey they will make alone. As much as he appreciates the offer, it is important to him that they stand on their own. Besides, it is less than a half day away from the city, and not that far from areas of rocky lands. You stay along enough to help bury their father, and then you part company. Some of you give the boys some coin to get them started, others merely watch them leave.

It is now mid-afternoon, and you put must speed to your horses in order to gain some of the time you have lost. Talas chooses not to ride Magma out of fear of injuring him further, so he runs on foot. No doubt, the Gladiator has magic aiding him, for he keeps up the pace with the horses quite well. The battle has warmed some of you to each other, and friendships are born anew.

It is just as sun is going down that you reach a Waymeet – those structures built by the Iron League as shelter and defense for road travelers. It on is a large stone building, 20 wide and 60 long, some distance from the pathway. There is a stable area on one side, roofed with pens, but also with shuttered windows so you can keep an eye on your animals. Reinforced oak doors are on either of the short ends of the building. The door squeaks loudly when you open it, giving a sign of its lack of use. Inside, there is a single room with a large fireplace/cooking hearth in the centre. A well with a pump is in the corner, which is still operational, although noisy at first. Usually this place would be stocked with firewood and oats by the lord of the land – but since there is none, the supply bins are empty. It is shelter, it has a stone floor, a roof and that is most welcome. There is just enough light left in the day to hunt if anyone is inclined to a hot meal.

OOC: Potion use:
Talas - 1 potion gone (to heal horse)
Dapple – 1/3 of a potion gone
Char - 2/3 of a potion gone

Mana Lose:
Adrian – 2 point (Armour, Colour Spray)
Jal – 9 points ( Colour Spray, Magic Missile X2, C. Languages, 5 point loss due to unconsciousness)

Posted on 2006-11-22 at 12:08:19.
Edited on 2006-11-22 at 12:25:10 by Alacrity

Topic: Continuing Where We Last Left Off Q&A
Subject: it's natural

You think dwarf, you think grim. I will try to remember to check my typos.

Wow. Everyone posted already. I guess that means I can move the story along by American Thanksgiving. So -- Thanks to everyone!One thing I am not clear on though is whether you will question the mantis mage or not (assuming someone has comprehend languages)? I am correct in assuming that you do plan to squish it in the end?

I love the posts after a battle when everyone breaks out the potions. It is like you went to a battle and a bar broke out - here, drink this, here drink this! It is funny from a editing perspective. I am going to assume that people will take the clerical healing offers before doing the dew. Just makes sense not to use up potions before you get to the main event.

Posted on 2006-11-22 at 05:32:30.

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