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You are here: Home --> Forum Home --> Recent posts by Vorrioch
Topic: Generations of the Requiem Q&A
Subject: Sorry about that…


I’ll have a post up by the end of the week.

If you’d prefer to update sooner then please feel free to continue without me, and I’ll catch up later.

Posted on 2009-01-19 at 13:00:52.

Topic: [WFRP Actual Play] - Don’t ask me, I’m just a Rat Catcher
Subject: Session 1


Finally got round to writing the first session up. Sorry it took so long, I’ve had quite a hectic week.

The game started with a flashback. Our characters all served together in the last war, and one night over drinks our sergeant let us know about the little racket he had going in peacetime. It turns out some very rich merchant families were willing to pay him a great deal of money to do as little as possible as a sewer watchman and occasionally run errands for them. He offers to pass the job on to us if he dies, and even gets the regimental scribe (a one-armed halfling named Ham - I’m not making this stuff up!) to draw up a will in our favour.

Cut to two years forwards. Our characters are informed that Sergeant Jameson’s died, and that we stand to inherit his entire worldly estate in the town of Bogenhafen.

En route to the town we stumble across the site of an ambush - two stage coaches lie empty in the road, the guards murdered, and a blood-spattered trail leads away to the north. After a lively debate (remember, combat’s deadly) we decide to investigate.

The tracks lead to a camp currently occupied by six bandits, after a brief, bloody fight we kill three and subdue the rest. Our Elven Envoy comes perilously close to death himself in the process, and is forced to spend a Fate Point to survive. The Agitator’s sword breaks in his hand, but he’s fortunately unharmed. The Dwarven Protagonist also suffers a nasty cut, which he shrugs off as a mere “flesh wound” before going on to brutally dismember the unfortunate bandit who’d inflicted it on him.

Quick word of explanation here: Since combat’s so unpredictable and characters can potentially be killed or maimed for life in a single hit the system introduces a resource called Fate Points which can spent to avoid this. Once you’ve spent them, they’re gone for good. To the best of my knowledge, the Envoy had two at character creation.

Turns out the bandits had a couple of hostages: our old friend Ham the halfling and a girl who turns out to be the daughter of one of the local merchant houses. The only cargo the two stagecoaches were carrying was a single lead-lined box. Ham’s also working for the merchant house, and he offers the party 10 gold crowns a head to escort the box back unopened. The surviving bandits, when questioned, admit to having been hired by a man named Leon Jager to bring him the box (again, unopened) and that they were offered 40 crowns each for the job. Hmm…. We take a vote on whether to see what’s in the box but decide against by a majority of 4-3.

We head back to town, turn the bandits over to the watch and are told to return later to find out if there’s a reward. Later in the session it’s revealed that human corpses fetch a black market value of 12 crowns a head in this town (presumably to represent body-snatchers being hired by doctors and scientists). We’ll bear that one in mind in the future…

The group goes about its business in town. We take over the sergeant’s house, and split his money between us. We also agree to take over the sewer contract. While the rest of us are out running errands two of the players decide to search the house and find … something … in a priest hole hidden in the cellar. The GM takes the two of them outside to discuss it, and they decide not to tell the rest of us about whatever they’ve found. Ah well, I’m sure we’ll find out soon enough. Unless it’s anything even remotely valuable. It also turns out that the local halfling population are running a mafia with a thriving side line in fresh “meat” pies. They’ll make you a dinner you can’t refuse?

Sergeant Jameson’s body is still being held in a local temple and we head over to make sure he’s really dead pay our last respects. There are two poisoned daggers sticking out of his back - Skaven workmanship - coated with a venom that must have cost several thousand gold crowns to buy. The assassin apparently left the sergeant’s rifle (worth a small fortune itself) with the body, but his other hand’s still splayed open as though something had been pried out of it after he died. I ask, but it turns out to be the wrong shape to match the mystery box we recovered earlier.

As the group makes it’s way about town it soon becomes obvious that we’re being shadowed by a man in black robes. We confront him and he produces documentation revealing him to be the aforementioned Leon Jager - a witch-hunter authorised by the local church to investigate rumours of a cult to the dark gods. He explains, with some frustration, that the local people he’s arrested as cultists can’t remember a single thing about this cult’s existence, even under torture. We form the obvious conclusion - namely that he must be stark raving crazy. He draws a gun on us and demands that we hand the box over, we start threatening him back and the negotiation begins.

The conversation’s interrupted at this point when Jager spots a man whom he claims to be a cultist and half the group drop everything to give chase. The rest of us agree to sell him the box (for rather more than he’d been offering the bandits). Jager hands over the cash, takes the box, and promptly disappears… leaving my character still holding his identification scroll. (Which, as far as a couple of Academic Knowledge skill ranks can tell me appears to be totally bona fide, even down to the local temple’s seal.) Perhaps a quick spot of identity theft might be in order? While this negotiation’s taking place the
suspected cultist is duly apprehended and, indeed, can’t remember a single thing about who he is or what he’s been doing.

We head over to the temple, who explain that Jager’s no longer in their employ (having been released on the grounds of insanity), that he must have forged the scroll and they’ve no idea where he’d have got the money from. It’s now revealed that the box he was so desperate to acquire contained a few pounds of warpstone (think enriched uranium). We head back over to the town jail, Jager’s had the bandits we apprehended earlier released and they’ve taken off with him to an unknown destination. I suggest that we track Jager down, with the intention of retrieving our box and his kneecaps. And the session wraps up, cue end credits.


Posted on 2009-01-17 at 20:52:20.
Edited on 2009-01-17 at 20:53:10 by Vorrioch

Topic: Feeding The Undead
Subject: You can run on for a long time...


Bryson fired almost without thinking, his finger not leaving the trigger of the gun until the dead man’s head exploded like an overripe watermelon in the hail of bullets and the corpse crumpled limply to the already blood-spattered tarmac underfoot.

One bullet left, and it was all the minister could do to avoid cracking a smile at the morbid rightness of the situation. “More! There are more!”, Goth Girl’s hysterical scream rang out from the other car and the sight of another trio of revenants, shambling unrelentingly across the parking lot, brought Bryson sharply back to reality.

His foot already on the accelerator, praying his sedan wouldn’t stall, the minister spared a look across to the other car. "I'll follow you guys!" the stranger shouted back and Bryson breathed a sigh of relief as he felt a familiar rush, the engine roaring to life as his car darted forwards towards the apparent safety of the exit.

OOC: Bryson will be heading out of town, to one of the stores you mentioned. He won’t much care which one, provided it sells food and ammunition.


Posted on 2009-01-16 at 14:19:17.
Edited on 2009-01-16 at 18:26:58 by Vorrioch

Topic: Feeding The Undead Q/A
Subject: Will have a post up…


By the start of the weekend.

Bryson will be heading out of the parking lot.

Posted on 2009-01-13 at 22:32:08.

Topic: Vampires VS Lycanthropes
Subject: Hmm…


Rystefn, when you asked me for a reference in the first place, what exactly were you looking for?

I’ve provided you with a link to an online magazine article. Have you actually glanced over it yet, or are you still too distracted by the domain title? (Which, incidentally doesn’t have anything to do with video games.)

I’ve also suggested that if you’d prefer a book reference then the four books referenced in that article in support of its content might be a good place to start. Apparently this isn’t good enough either as it would require you to actually go out and read them.

If you’re on Athens (which most colleges and universities subscribe to) then I’m happy to do another quick search and see if I can find an academic article which reiterates the same point.

So, give me a hint what sort of reference you’re asking for here. Do you actually have any interest in finding out more about this topic or are you just intending this as a wind-up?

For the record, it’s extremely unlikely that either you or I would ever have the chance to personally read a source to the effect of “Yes, this was written in 1634 and the vampire is killed by sunlight". If you’ve ever spent any time in a historical archive (which I personally have, while writing my dissertation last summer) then you’d realise that anything that old -and which anyone has any interest in preserving - would inevitably be locked away somewhere inaccessible to anyone without a Doctorate or Ph.D in History. And even if I were able to get to it I certainly wouldn’t be able to post it for you online, so again you’d only have my word that it existed in the first place. Which apparently wouldn’t be anywhere close to good enough on the back of your last few posts.

What I can post, and have been trying to for the last page, are references to books and articles which will in turn reference people who actually have undergone this sort of research. Or you could use Athens and hopefully skip the middle step.

Posted on 2009-01-12 at 23:16:57.

Topic: Vampires VS Lycanthropes
Subject: ..


No, none of those books were published before 1920. It should be fairly obvious, though, that this isn’t in any way a bar to their subject matter covering folklore from any period in recorded human history. In fact, that’s generally something which historians and classicists tend to rely on. For example, if I wanted to read a book on religious beliefs during the American Civil War then I wouldn’t in any way be restricted to those published before 1865.

Either way, if you really do have interest in the topic then that might be a good place to start.

Posted on 2009-01-12 at 21:40:57.

Topic: [WFRP Actual Play] - Don’t ask me, I’m just a Rat Catcher
Subject: Character Creation


Characters were rolled on Saturday and Sunday.

It turns out that the GM’s been doing some advertising online and found four new players… all of whom actually turned up.

Which is probably just as well since one of our regulars has been signed up to a weekend gourmet cooking course by his wife. I get the feeling we might not be seeing him for a while…

Anyhow, we ended up with…

1. A Human Student (me). I managed to roll… myself. Down to height, build and hair and eye colour. Wow.

Apparently he’s also ambidextrous, and exceptionally lucky, which is just as well since he’s got no other worthwhile combat abilities whatsoever. I made him an ecclesiastical law student, a skill which has come in surprisingly useful in play.

2. A Dwarven Protagonist. The description for this Career was that he’s someone who gets paid to start fights in pubs. Drunk and violent. In other words, perfect Player Character material.
3. A Human Barber Surgeon. Surprisingly competent healer, with a strong streak of Sweeny Todd. In fact, the Career even had an “assassinate” type ability to help him slit throats. No way we’re going to this guy for a “close shave”.
4. A Human Agitator. His starting equipment (rolled randomly) included 2d10 political leaflets, advertising various subversive causes. Should make for an interesting game.
5. A Human Outlaw. Our group visited a watch house in play and saw wanted posters up for this guy… (un)fortunately they weren’t offering enough to make it worth turning him in.
6. An Elven Envoy. Noble diplomat from one of the elven cities. Somehow got stuck with the rest of the group.
7. A Dwarven Woodsman. Somehow uses a longbow twice his height, the joke at the table was that he stands on a stool to fire it.

In the words of one of the players, “so, we’re basically half an outlaw gang and half the Young Conservatives?” Such are the pitfalls of random character generation.

Posted on 2009-01-12 at 12:02:42.
Edited on 2009-01-12 at 12:06:08 by Vorrioch

Topic: Vampires VS Lycanthropes
Subject: This is getting a bit tedious…


Here’s the reference from my first post again.

To prevent a vampire returning to its tomb a good solution is to sprinkle large amounts of mustard seeds outside. The vampire, constrained to count every last seed before he passes, is soon caught by the dawn and perishes.

http://www.tabula-rasa.info/Horror/VampireMythos.html

If you’d prefer a book reference then please follow the link, and you’ll find the following referenced in the article:


  1. The Rivals of Dracula, edited by Michael Parry, Corgi, London, 1977.

  2. The Vampire in Legend, Fact and Art, by Basil Copper, Corgi, London, 1973

  3. A Dictionary of Monsters and Mysterious Beasts, by Carey Miller, Piccolo, London, 1974.

  4. Hôtel Transylvania, by Chelsea Quinn Yarbro, Signet, New York, 1979.



Maybe that might be a good place to start if you’re actually interested in finding out more about the subject. There’s also absolutely no point in asking for references if you’ve no intention of following them - seriously, how hard would it have been to click the link and read the article for yourself the first time round?

Posted on 2009-01-12 at 11:34:39.
Edited on 2009-01-12 at 12:16:28 by Vorrioch

Topic: [WFRP Actual Play] - Don’t ask me, I’m just a Rat Catcher
Subject: Grugg


If you’d like to move this one then that’s fine with me, it’s just good to see that it might be of interest to someone other than myself.

The Common Room might be the obvious place, since that’s where Ginafae and GreyGrey posted theirs. I was just assuming that since it was RPG related it belonged here instead.


Posted on 2009-01-11 at 23:30:55.

Topic: [WFRP Actual Play] - Don’t ask me, I’m just a Rat Catcher
Subject: [WFRP Actual Play] - Don’t ask me, I’m just a Rat Catcher


Hi everyone

I noticed that we didn’t have any actual play threads at the moment and (inspired in part by Ginafae’s excellent Sojourn in Middle Earth) decided to get the ball rolling.

If anyone’s interested, I’ll be posting a play log of my tabletop group’s weekly Warhammer Fantasy Roleplaying Game.

We’ll be rolling up characters tomorrow (along with playing a Traveller one-shot) and running through the first session on the Sunday.

A Few Words About the System:

It’s nasty, brutish and anything but short.

In a D&D game the assumption might be that the characters will triumph over adversity, slowly gaining in rank, power and renown until they rank among the world’s foremost heroes or even ascend to the status of demigods.

In WFRP characters might also become more proficient over time - but they can also expect to lose limbs, contract the plague and be driven slowly insane by the supernatural horrors their world is exposed to. Combat’s deadly, and generally something best avoided, and there are no piles of gold conveniently situated on every floor of a dungeon. In fact, they’re more likely to lose money adventuring. They won’t be saving the world, but they can certainly do a lot of good in their own little corner of it.

Character Creation:

It’s almost entirely random.

In fact, the only real input that you get into it is choosing a race for your character. A character’s career (class) and ability scores are determined by rolling dice.

If you’re lucky then you might roll up a Norse Berserker or Apprentice Wizard, if not then you might end up with a Fisherman or Rat Catcher. The idea’s less that these people have decided to go out and become adventurers, and more that something unpleasant happened to them, forcing them out onto the road.

A character’s career determines their starting equipment, their abilities at character creation and the abilities they can spend experience to increase in play. The assumption is that characters will switch professions several times in play, but this requires a decent in-character reason, along with the expenditure of roughly two sessions’ experience.


I for one would love to see this, but don't know if Surveys is the right place. Might move this...but to where?! I know not. Please let me know if you have a suggestion. - Grugg

Posted on 2009-01-09 at 23:09:27.
Edited on 2009-01-11 at 03:54:27 by Grugg

Topic: Vampires VS Lycanthropes
Subject: I’m guessing you didn’t click the link then?


It’s a link to a vampire fanzine. Do a Google search and you’ll find plenty of other sites saying the same.

And here's a link to another of their articles in the same vein. For what it's worth they actually seem quite well researched.

http://www.tabula-rasa.info/BurntToast/Issue13/WhatIsSF.html

Alternatively, if you’re subscribed to Athens I can try to find a link to an actual journal article. (If you aren't on Athens then it won't let you view the link).


Posted on 2009-01-09 at 11:22:28.
Edited on 2009-01-09 at 11:25:07 by Vorrioch

Topic: Vampires VS Lycanthropes
Subject: Reference


I don’t have a book reference on hand, no. In fact I don’t have any non-RPG related vampire books in the house at all.

Do a quick Google search, though, and it’s certainly a recurring theme. Of course, personal web pages aren’t exactly authoritative so make of this what you will.

To prevent a vampire returning to its tomb a good solution is to sprinkle large amounts of mustard seeds outside. The vampire, constrained to count every last seed before he passes, is soon caught by the dawn and perishes.

http://www.tabula-rasa.info/Horror/VampireMythos.html

Posted on 2009-01-09 at 11:14:24.
Edited on 2009-01-09 at 11:15:11 by Vorrioch

Topic: Vampires VS Lycanthropes
Subject: Sunlight


If I remember correctly, a lot of the Southern European folklore about vampires being magically compelled to count beans or mustard grains revolved around the idea that the vampire would continue counting until dawn, at which point the sunlight would destroy it.

So there is some mythological basis to this idea beyond more recent Hollywood films.

Posted on 2009-01-09 at 01:08:54.

Topic: Vampires VS Lycanthropes
Subject: Rystefn…


Pretty much agree with you there. We were talking about the World of Darkness system specifically.

If you move on to real-world mythology then the problem is that the folklore on vampires and werewolves varies enormously worldwide. Staking vampires, for example, was a purely European superstition. And burning probably wouldn’t do an awful lot against a Chinese vampire.

Depending on which region’s folklore you’re looking at, vampires and werewolves might even be pretty much the same thing. When it comes down to it, both sets of stories play on basically the same human fears.

I don’t really understand the Hollywood sexual obsession with vampire either (let's face it a corpse is probably one of the least erotic things imaginable). But there qas a fairly strong sexualised element even in Bram Stoker and Polidori’s original fiction, so it can’t be an entirely modern development.

Posted on 2009-01-08 at 23:22:47.

Topic: Vampires VS Lycanthropes
Subject: Agreed, nothing’s that clear cut…


And if you were to see some sort of general Werewolf/Vampire war in a game then it would be because the Storyteller was using it for dramatic effect… so the outcome would probably just be whatever he felt suited the chronicle best. Neither group would actually have anything much to gain by destroying the other and open warfare would be almost impossible to disguise from mortals and other supernatural creatures.

With regards to multiple actions I understood the rules for spending vitae on p. 157 of Vampire the Requiem to mean ““vampires can spend vitae to increase a dice pool by two for a turn. My dice pool is Dexterity + Firearms and it’s increased by two for the turn.” But you could just as easily interpret it to mean that only one attack is increased.

According to Werewolf the Forsaken (p. 171) a werewolf’s teeth and claws just deal lethal damage. Page 171 of Vampire the Requiem refers to “magically enhanced” werewolf claws as dealing aggravated damage, as there are Gifts that let a werewolf deal aggravated I’d assumed this was what the book was referring to. But, again I guess that you could read it another way if you wanted to.

Sure, a Werewolf could make a pact with a fire-spirit to create a Fetish but this would require merit points, which are probably a combat character’s most valued resource. IMO a vampire who took used a silver weapon and spent the same points on a fighting style or relic would probably get at least as much bang for their buck.

And, werewolves are absolutely hunters… but so are vampires. And by the rules the werewolf would be unlikely to get a surprise round, which should allow for the Quick Draw merit to be used and the vampire to (probably) take down the werewolf in a single combat round with the 40 dice pool.

All vampires may well distrust each other, but the books show us that they’re perfectly capable of working together to overcome even minor crises (such as mortal hunters).

Werewolf society, on the other hand, is hopelessly fractured between the Forsaken, the Pure and the Bale Hounds. It’s difficult to imagine a situation where a Vampire Prince decides to purge his city of Forsaken, and the local Pure don’t either offer to give him a helping hand or simply stand back to watch the mayhem. Even relations between different Forsaken packs seem standoffish at best. You can also bet that the rat- and spider-hosts (whose instincts tell them to hunger for werewolf flesh) are also going to taking advantage of the situation to pick off any werewolf they can.

Posted on 2009-01-08 at 22:55:31.

Topic: Vampires VS Lycanthropes
Subject: Not 100% with you on that one...


That’s true, on average a combat-focused neonate werewolf should be able to take down a combat-focused werewolf. But even in a straight up fight, I think the vampire would have a few advantages you’re not taking into account:

1) Spending Vitae to increase dice pools. This one works especially well with any dice pool that allows multiple attacks. And this one becomes even more of a factor when you start dealing with older vampires who can use more blood each turn.
2) The three physical Disciplines (Celerity, Resilience and Vigour). These can provide a huge bonus, especially at higher levels, and there’s no equivalent for werewolves.
3) Silver weapons and bullets.

I’m also pretty sure that a Werewolf’s teeth and claws only deal Lethal damage, giving a real advantage to any vampire who uses silver in a fight.

On account of these advantages a few new combat builds open up which simply wouldn’t be as effective for a werewolf. Since it’s bloody cold out tonight and I’m not going anywhere here’s an example. I’d never bring this character to a game (there wouldn’t really be much point…) but you get the idea.

Vampire: The Combatant

- Create a Gangrel, Physical Attributes as Primary, Social as Secondary or Tertiary.
- Dexterity 4, Composure 4. Spend the Favoured Attribute point to raise Composure to 5.
- Take Firearms 5 and a Pistol Specialty.
- Buy 5 dots in Fighting Style Combat Markmanship. Spend your last Merit dot on Quick Draw.
- Buy a pistol and some silver bullets.
- Spend your Discipline points on Resilience 3.

- That gives a combat dice pool of 10. Plus 2 dice for the pistol, minus 1 for using silver ammunition.
- But: with Combat Markmanship 5 you can make 4 attacks each round. (The first at 11 dice, the second at 10 and so on).
- So… you’re now dealing 40 dice of aggravated damage a round, with a possible 9 again depending on the type of gun you’re using.
- Spend a point of Vitae (for a Dexterity bonus of 2) and you’re up to 48.

Unless the werewolf can somehow take out the vampire first you’ll be able to waste him in a single round of combat. (And with an Initiative Bonus of 9, you should be going first anyway).
- Even if the werewolf does somehow manages to survive he’ll probably be in Death Rage and fleeing blindly. In which case there isn’t much stopping the vampire from finishing the job next round.

Why this wouldn’t work as well for a werewolf:

- Vampires only take bashing damage from bullets, they’re also not incapacitated until their last health box is filled with lethal. So, a werewolf would need to deal 20 points of firearms damage to take out the example above.
- Werewolves can’t spend Vitae to increase dice pools and don’t get favoured attributes.

Also, if a war broke out between the Kindred and the Forsaken there’d be a lot more to it than one on one duels.

The general assumption of the game seems to be that vampire society’s a lot less fragmented than the werewolves and that they’ve got significantly greater resources at their disposal. The werewolves are already fighting (and slowly losing ground) on a number of fronts (against the Hosts, the Pure and rogue spirits) while the vampires are more firmly entrenched and only have to worry about the occasional witch-hunter and VII.

Posted on 2009-01-08 at 21:27:31.
Edited on 2009-01-08 at 21:29:25 by Vorrioch

Topic: Vampires VS Lycanthropes
Subject: One vote for team human…


Vampires? Lycanthropes? Kill them all and let God sort them out.

If you hadn’t guessed, my tabletop group are playing a Hunter the Vigil game and I’m still a bit stoked on it.

And, Skari-Dono, I disagree with your statement that a Werewolf could take down a Vampire without any problems at all in a World of Darkness game.

On average the odds might be stacked in the Werewolf’s favour, but I can think of at least three starting Vampire builds off the top of my head that should be able to kill off pretty much any starting Werewolf without any problems at all.

Posted on 2009-01-08 at 18:04:51.
Edited on 2009-01-08 at 18:31:56 by Vorrioch

Topic: THE SMURFS, THEY ARE COMMUNIST
Subject: Heard that one before…


Here’s a link to the full version.

http://www.iamlost.com/features/smurfs/commies.shtml

The story goes that the letters Smurf stood for “Socialist Men Under Red Father”.

Personally, I think, “don’t try out for anything that you’re not already, because you’ll just fail” seems a pretty crappy message to teach children. But perhaps I would say that, being an evil capitalist and all.

Posted on 2009-01-06 at 23:43:03.

Topic: Generations of the Requiem Q&A
Subject: On the off-chance it matters...


Deodatus’ excuse would just be somewhere along the lines of “sorry, mate, I had a few too many back there”.

It’s not like he’d be the first to throw up after a hard evening’s drinking.

Posted on 2009-01-06 at 23:23:17.

Topic: Sounds of Trumpet - a game of dark heroism
Subject: Good stuff!


I’ve never actually seen an episode of Heroes… but I guess it’s just a Wikipedia search away.

What I meant was do you want say, a group of characters who all have a reason to fight crime in Chicago? Or who are all going to be paranoid about the US government?

From your opening post I’m guessing that you’ve got a fairly strong idea about where we’re going with this game. It could just be handy to know broadly the sort of campaign that you’ve got in mind so that we can all design characters that suit the sort of game you’d like to run. I’m not asking for any spoilers.


Posted on 2009-01-06 at 17:11:11.

Topic: Feeding The Undead Q/A
Subject: Sorry to keep asking so many questions…


But let me just try to get my bearings in-game:

1. If Bryson wants to buy some ammunition, food and petrol then there are shops in Herkimer. But there are also some smaller stores in the surrounding area where he could pick up all of these things without going into anywhere too densely populated. Right?

2. Are the zombies in your last post actually blocking Tiann and Bryson’s exit? If so, would Bryson be able to run them over (or swerve around them) without risking serious harm to his vehicle?

Posted on 2009-01-06 at 16:26:29.
Edited on 2009-01-06 at 16:27:21 by Vorrioch

Topic: Sounds of Trumpet - a game of dark heroism
Subject: Count me in please


I’d be interested. Should hopefully be able to send you a character concept by the end of the week.

Could you give us any more information on the rule syatem for this one? Also, what sort of tone are you going for? It could be handy to know the sort of game you've got in mind when we're designing characters.

Posted on 2009-01-06 at 16:17:28.

Topic: Vote for the Inn
Subject: Let’s keep this one moving…


We’re getting dangerously close to 4th place.

Posted on 2009-01-03 at 17:41:48.

Topic: I'm gonna get shot.... 2nd Edition DnD Game!
Subject: Sure, will do…


But you still haven’t told us how to create characters for this game.

How many points do you want us to divide between our characters’ six attributes (Strength, Dexterity etc)? How much equipment do you want our characters to start with? And are you allowing kits or just the standard character classes from the Player’s Handbook?

Posted on 2009-01-03 at 00:43:06.
Edited on 2009-01-03 at 00:49:31 by Vorrioch

Topic: Feeding The Undead Q/A
Subject: My vote’s for the gun shop


Might save us from needing to pistol-whip zombies to death for the rest of the campaign.

Is there an out of town retail centre anywhere near Herkimer (or failing that any petrol stations)? Somewhere our characters could pick up petrol, food and all of the other necessities of life.

Posted on 2009-01-02 at 17:03:20.

 


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