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You are here: Home --> Forum Home --> Recent posts by Jozan1
Topic: Durloch Q&A
Subject: Dont' worry...


I've been reading everything, just waiting for a good time for me to post. Been working a bunch all week so post soon

Posted on 2012-08-01 at 20:23:33.

Topic: Durloch Q&A
Subject: .


Seems like Brundel forgot to add in our constitution modifiers for our HP, that's all.

Posted on 2012-07-23 at 04:19:12.

Topic: A first for everything!
Subject: Page 5


I submitted my character, half orc rogue

Posted on 2012-07-19 at 23:10:26.

Topic: A first for everything!
Subject: My submission, will come up with rest later but here's the core of it


Quote:
Character Name: Havaluk
Player: Jozan1
Class & Level: Rogue/1
Race: Half orc
Alignment: Neutral Good
Deity:
Size: M
Age: 19
Gender: M
Height: 6'0
Weight:187
Eyes: Brown
Hair: Black
Skin: Ruddy grey/green

Abilities:
STR: 14 +2
DEX: 16 +3
CON: 12 +1
INT: 12 +1
WIS: 10 +0
CHA: 8 -1

HP: 7
AC: 16 (+3 studded leather, +3 dex)
Touch AC: 13
Flatfooted: 13
EXP: 0/1,000
INITIATIVE: +3

Saving Throws:
FORT: +1
REFL: +5
WILL: +0
BAB: +0
Grapple: +2

Attacks:
Heavy mace, +2 attack, D8+2, x2
Shortbow, +3 attack, D6, x3
Dagger(melee), +2 attack, D4+2, 19-20 x2
Dagger (thrown) +3, d4+2, 19-20 x2

SKILLS:
Appraise (Int)
Balance (Dex) 2 ranks, 3 dex = +5
Bluff (Cha) 2 ranks, -1 cha = +1
Climb (Str) 1 ranks, 2 str = +3
Craft (Int)
Decipher Script (Int)
Diplomacy (Cha)
Disable Device (Int) 3 ranks, 1 int = +4
Disguise (Cha)
Escape Artist (Dex) 2 ranks, 3 dex = +5
Forgery (Int) 2 ranks, 1 int = +3
Gather Information (Cha)
Hide (Dex) 3 ranks, 3 dex = +6
Intimidate (Cha)
Jump (Str) 2 ranks, 2 str = +4
Knowledge (local) (Int) 2 ranks, 1 int = +1
Listen (Wis) 2 ranks, 0 wis = +2
Move Silently (Dex) 2 ranks, 3 dex = +5
Open Lock (Dex) 3 ranks, 3 dex = +6
Perform (Cha)
Profession (Wis)
Search (Int) 3 ranks, 1 int = +4
Sense Motive (Wis)
Sleight of Hand (Dex) 2 ranks, 3 dex = +5
Spot (Wis) 2 ranks, 0 wis = +2
Swim (Str) 1 ranks, 2 str = +3
Tumble (Dex) 2 ranks, 3 dex = +5
Use Magic Device (Cha)
Use Rope (Dex)

Armour:
Studded Leather Armor: +3 ac, +5 max dex, -1 acp

Shield/Protective Item:

Protective Item:

Protective Item:

Possessions:
Studded Leather
Heavy Mace
Daggers x2
Short bow
quiver, 20 arrows
thieves tools
backpack
bedroll
4 days rations
simple lock
waterskin
10 ft. chain


Feats:
Point Blank Shot

Class/Racial Features:
• +2 Strength, -2 Intelligence, -2 Charisma.
A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
• Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
• Half-orc base land speed is 30 feet.
• Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
• Orc Blood: For all effects related to race, a half-orc is considered an orc.
• Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
• Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty

• Sneak Attack +1d6
• Trapfinding

Languages:
Common, orc, goblin

Appearance:

Background:


Posted on 2012-07-19 at 01:19:34.
Edited on 2012-07-19 at 01:20:47 by Jozan1

Topic: A first for everything!
Subject: I know what I'd like to play,


Probably a Half-orc rogue, later multiclassing into fighter probably.

Posted on 2012-07-18 at 13:36:54.

Topic: A first for everything!
Subject: .


Would there happen to be room for another or is this filled up?

Posted on 2012-07-18 at 03:10:49.

Topic: Rattenkrieg: Battle of Stalingrad *Recruitment*
Subject: Yup


That looks like a great character! Also you are right about these characters probably not having too much skill in fighting, shooting, or throwing because they are conscripts. My table top game my character had a D4 fight and a D6 shooting, just to get himself by.

Also bennies are "luck tokens" kinda. Each session that people sit down and play they get 3 bennies, and they can use them to re roll trait tests ( traits being abilities and skills), or soak wounds. Say you were shot and your toughness was 5, and you took 13 damage. That's 2 wounds and shaken. You would probably want to soak the wounds by spending a benny and then making a vigor roll. You'd roll your vigor Die type and your wild card D6, and then if you succeed on target number 4, you soak one wound. If you get a raise you soak two wounds. (a raise is getting 4 more points over the target number [which would be 4]. Another thing is all dice rolls are open ended. If you roll an 8 on a D8, you get to roll it again and add the numbers together. If you got another 8 you'd keep going until you'd fail to roll an 8. yes this means some rolls can get into the 30's as had happened before. This rule is called Acing.) Also if you soak all wounds you also avoid being shaken. If you soak only some of the wounds, you are still shaken.

Posted on 2012-07-14 at 14:52:14.

Topic: Rattenkrieg: Battle of Stalingrad *Recruitment*
Subject: .


Technically there is nothing wrong with your sheet except for the fact that your charisma is 0, that number that is there only being a modifier on your charisma checks.

Also, just a suggestion, you will be in a warzone, and will need skills such as Shooting and fighting, or it will be very hard for your character to survive. Also have a low toughness and low strength coupled with no combat skills almost guarantees your character to die very quickly. Remember everyone, we are fighting in Stalingrad, the bloodiest single battle in human history. Your characters will need as much as they can get to survive.

Now, I'm not bashing anyone's character who doesn't have anything like this, but I'm just letting people know ahead of time that it will make it very hard for them to succeed. And let me tell you, death is a very very realistic thing that could happen.

Oh, also another note. Remember D6 is an average die type for a character, and I'm seeing a lot of characters with few skills with D10's and D8's. This ok, but it is kind of along the lines of putting all your eggs in one basket sort of deal and not having any skills in anything else. A character can always try to do every skill, albeit it will be at a D4(plus your d6 wild die) with a -2 tacked on.

Posted on 2012-07-13 at 14:50:20.

Topic: Rattenkrieg: Battle of Stalingrad *Recruitment*
Subject: .


Awesome! if you have any questions please feel free to ask privately or here if you wish, and I'll try to help as best as I can.

Posted on 2012-07-12 at 23:05:12.

Topic: Rattenkrieg: Battle of Stalingrad *Recruitment*
Subject: .


Also Loki, if you want to join i'd love to have another We do need enough for a squad!

Posted on 2012-07-12 at 00:53:08.

Topic: Rattenkrieg: Battle of Stalingrad *Recruitment*
Subject: .


Things don't look too bad, just as a suggestion as i'm looking through this, one skill that everyone might need is notice. Think of it like spot/listen rolled into one.

Also the knowledge skill is like DnD also, like knowledge(history) or something. You might have Knowledge medicine, for example, since you were a doctor. It's pretty much anything you can think of.

Also I forgot to explain how damage works, i'll give an example.


The average toughness of a person is 5, (d6 vigor being average), and every wild card (a wild card is a PC, or important NPC's) has 3 wounds. When you take damage, every raise above your toughness causes a wound. A raise is every 4 points over your toughness. So say our example guy is shot, and takes 2d8 Damage (your average rifle damage). I roll a 9 on the dice, and that would mean our person takes 1 wound, 9 being 4 points higher than 5. If he took 13 damage, it would of been 2 wounds.

If you take damage equal to your toughness or 3 points above, you are shaken. Shaken means you take a debilitating hit but aren't damaged and can only move half your pace until you are unshaken(by making a spirit roll).

Also another quick thing, most things you roll like shooting, throwing, notice, or knowledge, have target numbers. The most common number is 4. So if my shooting is a D6, I roll a D6, and another D6. (This extra Die 6 is called the wild die, which all wild cards get to roll with all trait tests.). If either one of these is a 4, you hit. There are modifiers for range, cover, etc. etc. For example, light cover for the enemy gives you a -1 to hit.

Other than that your character looks decent. I know it's your first time making one and it's not bad, and for equipment you only get your clothes on your back and 1 item of 20 dollars or less. I'll get a list soon of what you can take.


Oh also your sanity is half your spirit, +2. You'll need to make spirit tests when you see really atrocious, mind breaking things or supernatural stuff that just might change your character foverever. A success means your ok, a fail means you lose 1 sanity point, a critical fail (double ones on both trait die and wild die) means you lose 2. Once you are down to 1 point, you act a bit strange and develop a minor hindrance, and when you hit 0 you roll on the section eight table(which is pretty much a "you go insane and break down" chart)

Posted on 2012-07-12 at 00:52:36.
Edited on 2012-07-12 at 00:55:57 by Jozan1

Topic: Paranoia: Adventures in Clonesitting
Subject: .


Blowz-R-Upp walked with the group past the doors, adjusting his red fuzzy hat getting all the gunk out of it that might of gotten on him from the path here.

He watched as the hover craft lit up, and spoke to them, a happy cheerful female voice with the look of a rough and tumble vehicle. Blowz made sure his hat would stay on through out the ride stayed down tight, trying to brace himself. He knew how testy some "new" inventions might be and wondered if the rest of his party felt the same anxiousness he felt just by getting into the bot.

Posted on 2012-07-10 at 20:57:27.

Topic: Paranoia: Adventures in Clonesitting Q&A
Subject: crap crap


sorry, forgot with work and all, posting now.

Posted on 2012-07-10 at 20:52:14.

Topic: Rattenkrieg: Battle of Stalingrad *Recruitment*
Subject: Okeydoke


No problem, there was no real schedule on when to start it, and this'll give everyone time to ask questions and make characters.

Posted on 2012-07-08 at 22:25:35.

Topic: Paranoia: Adventures in Clonesitting Q&A
Subject: .


ok guys i'm back and I will be posting again. Sorry for the hiccup in the game and hopefully we'll be able to esc-help alpha complex!




Posted on 2012-07-06 at 17:58:14.

Topic: Rattenkrieg: Battle of Stalingrad *Recruitment*
Subject: Character creation


Name:
Nationality:
Armed Service:

Charisma:
Pace:
Parry:
Toughness:
Sanity:

Attributes
Agility:
Smarts:
Spirit:
Strength:
Vigor:

Skills:

Rank:
MoS:
Injuries:

Equipment:

Edges:

Hindrances:

Advancements:

N
5
10
15
S

















1) Race
• Choose any race available in your setting.
2) Traits
• Your hero starts with a d4 in each attribute, and has 5
points with which to raise them. Raising an attribute a die
type costs 1 point.
• You have 15 points for skills. Each die type in a skill costs 1
point up to the linked attribute. Going over the linked attribute
costs 2 points per level.
• Charisma is equal to the total bonuses or penalties given
by Edges and Hindrances.
• Pace is 6”.
• Parry is equal to 2 plus half Fighting.
• Toughness is equal to 2 plus half Vigor. Go ahead and
add the bonus granted by the armor worn on your torso to
this value as well for speed’s sake, but remember it may not
count if attacks target other parts of the body.
3) Edges & Hindrances
• You gain additional points for taking up to one Major
Hindrance (2 points) and two Minor Hindrances (1 point each).
For 2 points you can:
• Gain another attribute point, or
• Choose an Edge
For 1 point you can:
• Gain another skill point, or
• Increase starting funds by 100%
4) Gear
• Start with $500 unless your setting book says otherwise.
5) Background Details
• Fill in any other background details you care to add.

Skill Attribute
Boating Agility
Climbing Strength
Driving Agility
Fighting Agility
Gambling Smarts
Healing Smarts
Intimidation Spirit
Investigation Smarts
Knowledge Smarts
Lockpicking Agility
Notice Smarts
Persuasion Spirit
Piloting Agility
Repair Smarts
Riding Agility
Shooting Agility
Stealth Agility
Streetwise Smarts
Survival Smarts
Swimming Agility
Taunt Smarts
Throwing Agility
Tracking Smarts


Hindrance Type Effects
All Thumbs Minor –2 Repair; Roll of 1 causes malfunction
Anemic Minor –2 to Fatigue tests
Arrogant Major Must humiliate opponent, challenge the ‘leader’
Bad Eyes Minor/Major –2 to attack or notice something more than 5” distant
Bad Luck Major One less Benny per session
Big Mouth Minor Unable to keep a secret, blabs at the worst time
Blind Major –6 to all actions that rely on vision; –2 on social rolls, gain additional Edge
Bloodthirsty Major Never takes prisoners
Cautious Minor Character is overly careful
Clueless Major –2 to most Common Knowledge rolls
Code of Honor Major Character keeps his word and acts like a gentleman
Curious Major Character wants to know about everything
Death Wish Minor Hero wants to die after completing some task
Delusional Minor/Major Character suffers from grave delusions
Doubting Thomas Minor Character doesn’t believe in the supernatural
Elderly Major Pace –1, –1 to Strength and Vigor die types; +5 skill points for any skill linked to Smarts
Enemy Minor/Major Character has a recurring nemesis of some sort
Greedy Minor/Major Character is obsessed with wealth
Habit Minor/Major Charisma –1; Fatigue rolls when deprived of Major Habits
Hard of Hearing Minor/Major –2 to Notice sounds; automatic failure if completely deaf
Heroic Major Character always helps those in need
Illiterate Minor Hero is unable to read or write
Lame Major –2 Pace and running die is a d4
Loyal Minor The hero tries to never betray or disappoint his friends
Mean Minor –2 to his Charisma for ill-temper and surliness
Obese Minor +1 Toughness, –1 Pace, d4 running die
One Arm Major –4 to tasks requiring two arms
One Eye Major –1 Charisma, –2 to rolls requiring depth perception
One Leg Major Pace –2, d4 running die, –2 to rolls requiring mobility, –2 to Swimming skill
Outsider Minor –2 Charisma, treated badly by those of dominant society
Overconfident Major The hero believes he can do anything
Pacifist Minor/Major Character fights only in self-defense as a Minor Hindrance;
won’t harm living creatures as Major Hindrance
Phobia Minor/Major –2 or –4 to Trait tests when near the phobia
Poverty Minor Half starting funds, inability to hang onto future income
Quirk Minor Character has some minor but persistent foible
Small Major –1 Toughness
Stubborn Minor Hero always wants his way
Ugly Minor –2 Charisma due to appearance
Vengeful Minor/Major Character holds a grudge; will kill as a Major Hindrance
Vow Minor/Major A pledge to a group, deity, or religion
Wanted Minor/Major The character is a criminal of some sort
Yellow Major The character is cowardly and suffers –2 to Fear checks
Young Major 3 points for Attributes, 10 skill points, +1 Benny per session




Edge Requirements Effects
Ace N, A d8 +2 to Boating, Driving, Piloting; may make Soak rolls for vehicle at –2
Acrobat N, A d8, St d6 +2 to nimbleness-based Agility rolls; +1 Parry if unencumbered
Adept N, AB (Miracles), Str+d4 unarmed attacks; always considered armed; may choose certain
Faith d8+, Fighting d8+ powers to active as a free action (see text)
Alertness N +2 Notice
Ambidextrous N, A d8 Ignore –2 penalty for using off-hand
Arcane Background N, Special Allows access to supernatural powers
Arcane Resistance N, Sp d8 Armor 2 vs. magic, +2 to resist powers
Imp. Arcane Res N, Arcane Res. Armor 4 vs. magic, +4 to resist magic effects
Assassin N, A d8+, Climbing d6+, +2 to damage when striking a foe unawares
Fighting d6+, Stealth d8+
Attractive N, V d6 Charisma +2
Very Attractive N, Attractive Charisma +4
Beast Bond N Character may spend Bennies for his animals
Beast Master N, Sp d8 You gain an animal companion
Berserk N See text
Block S, Fighting d8 Parry +1
Improved Block V, Block Parry +2
Brave N, Sp d6 +2 to Fear tests
Brawler N, St d8 +2 to unarmed damage rolls
Bruiser S, Brawler Bonus die to unarmed damage is d8 instead of d6
Brawny N, St d6, V d6 Toughness +1; load limit is 8 x Str
Champion N, See text +2 damage / Toughness vs. supernatural evil
Charismatic N, Sp d8 Charisma +2
Combat Reflexes S +2 to recover from being Shaken
Command N, Sm d6 +1 to troops recovering from being Shaken
Command Presence N, Command Increase command radius to 10”
Common Bond WC, N, Sp d8 May give Bennies to companions
Connections N Call upon powerful friends
Counterattack S, Fighting d8 Receive free Fighting attack at –2 once per round when a foe fails a
Fighting attack
Improved Counterattack V, Counterattack As above but ignore the –2 penalty
Danger Sense N Notice at –2 to detect surprise attacks/danger
Dead Shot WC, S, Double ranged damage when dealt Joker
Shoot/Throw d10
Dodge S, A d8 –1 to be hit with ranged attacks
Improved Dodge V, Dodge –2 to be hit with ranged attacks
Elan N, Sp d8 +2 when spending a Benny on a Trait roll (including Soak rolls)
Extraction N, A d8 Ignore one foe’s free attack when withdrawing from melee with an Agility roll
Improved Extraction N, Extraction As above. With a raise, no foes get their free melee attack.
Fast Healer N, V d8 +2 to natural healing rolls
Fervor V, Sp d8, Command +1 melee damage to troops in command
First Strike N, A d8 May attack one foe who moves adjacent
Imp. First Strike H, First Strike May attack every foe who moves adjacent
Fleet-Footed N, A d6 +2 Pace, d10 running die instead of d6
Florentine N, A d8, Fighting d8 +1 vs. foes with single weapon and no shield; ignore 1 point of gang up bonus
Followers L, WC Attract 5 henchmen
Frenzy S, Fighting d10 1 extra Fighting attack at –2
Imp. Frenzy V, Frenzy As above but no penalty
Gadgeteer N, See text May “jury-rig” a device once per game session
Giant Killer V +1d6 damage when attacking large creatures
Hard to Kill N, WC, Sp d8 Ignore wound penalties for Vigor rolls made on the Injury Table
Harder to Kill V, Hard to Kill 50% chance of surviving “death”
Healer N, Sp d8 +2 Healing
Hold the Line! S, Sm d8, Command Troops have +1 Toughness
Holy/Unholy Warrior N, See text See text
Improvisational Fighter S, Sm d6+ Ignores the usual –1 penalty to attack and Parry for improvised weapons
Inspire S, Command +1 to Spirit rolls of all troops in command
Investigator N, Sm d8, Inv. d8, +2 Investigation and Streetwise
Streetwise d8
Jack-of-All-Trades N, Sm d10 No –2 for unskilled Smarts-based tests
Killer Instinct H Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”
Leader of Men V, Command Roll a d10 as the Wild Die for subordinates’ group rolls
Level Headed S, Sm d8 Act on best of two cards in combat
Imp. Level Headed S, Level Headed Act on best of three cards in combat
Linguist N, Sm d6 Begin play with a number of languages equal to Smarts; Smarts –2 to be
understood in any language heard for a week
Liquid Courage N, V d8 Gain Vigor die type after imbibing at least 8 oz of alcohol
Luck N +1 Benny per session
Great Luck N, Luck +2 Bennies per session
Marksman S Aim maneuver (+2 Shooting) if hero does not move
Martial Artist N, Fighting d6 Never considered unarmed, +d4 to unarmed damage rolls
Improved Martial Artist V, Martial Arts, Fighting d10 +d6 to unarmed damage rolls
Martial Arts Master L, Imp. Martial Arts, +2 to unarmed damage rolls; may take this Edge up to five times
Fighting d12
McGyver N, Sm d6, Repair d6, May improvise temporary gadgets
Notice d8
Mentalist N, AB (Psionics), +2 to any opposed Psionics roll
Sm d8, Psionics d6
Mighty Blow WC, S, Fighting d10 Double melee damage when dealt Joker
Mr. Fix It N, See text +2 to Repair rolls, 1/2 Repair time with raise
Natural Leader N, Sp d8, Command Leader may give Bennies to troops in command
Nerves of Steel N, WC, V d8 Ignore 1 point of wound penalties
Imp. Nerves of Steel N, Nerves of Steel Ignore 2 points of wound penalties
New Power N, AB Character gains one new power
Noble N Rich; +2 Charisma; Status and wealth
No Mercy S May spend Bennies on damage rolls
Power Points N, AB +5 Power Points, once per rank only
Power Surge WC, S, arcane skill d10 +2d6 Power Points when dealt a Joker
Professional L, d12 in Trait Trait becomes d12+1
Expert L, Prof. in Trait Trait becomes d12+2
Master L, WC, Expert in Trait Wild Die is d10 for one Trait
Quick N Discard draw of 5 or less for new card
Quick Draw N, A d8 May draw weapon as a free action
Rapid Recharge S, Sp d6, AB Regain 1 Power Point every 30 minutes
Imp. Rapid Recharge V, Rapid Recharge Regain 1 Power Point every 15 minutes
Rich N 3x starting funds, $150K annual salary
Filthy Rich N, Noble Birth or Rich 5x starting funds, $500K annual salary
Rock and Roll! S, Shooting d8 Ignore full-auto penalty if shooter doesn’t move
Scavenger N, Luck Find an essential piece of equipment once per session
Scholar N, d8 in affected skills +2 to two different Knowledge skills
Sidekick L, WC Character gains a Novice WC sidekick
Soul Drain S, See Text Special
Steady Hands N, A d8 Ignore unstable platform penalty; Running penalty reduced to –1
Sweep N, St d8, Fighting d8 Attack all adjacent foes at –2
Imp. Sweep V, Sweep As above but with no penalty
Strong Willed N, Intimidation d6, +2 Intimidation and Taunt, +2 to resist
Taunt d6 Tests of Will
Tactician S, Wild Card, Sm d8, Make a Knowledge (Battle) roll at the beginning of a fight to get an
Knowledge (Battle) d6, Action Card per success and raise; these may be given to any allies
Command throughout the course of the battle
Thief N, A d8, Climbing d6, +2 Climb, Lockpick, Stealth, or to disarm traps
Lockpicking d6, Stealth d8
Tough as Nails L Toughness +1
Imp. Tough as Nails L, Tough as Nails Toughness +2
Trademark Weapon N, Fighting or +1 Fighting or Shooting with particular weapon
Shooting d10
Imp. Tr. Weapon V, Trademark Weapon +2 Fighting or Shooting with particular weapon
Two-Fisted N, A d8 May attack with a weapon in each hand without multi-action penalty
Weapon Master L, Fighting d12 Parry +1
Master of Arms L, Weapon Master Parry +2
Wizard N, See text Each raise reduces cost of spell by 1 point
Woodsman N, Sp d6, Survival d8, +2 Tracking Survival, and Stealth
Tracking d8





Ok, so I know this looks like a lot, but it's just the lists for edges and hindrances that look big. I think this will summarize how to make a character and if you can get it from this, great, if not it's not big deal and I will be more than happy to help!


Also additional information, everyone is obviously human, and you don't get 500 for starting money, you get 20$ starting money for some items that you had on your person before you left on the train to Stalingrad.

Posted on 2012-07-06 at 06:00:02.
Edited on 2012-07-06 at 14:24:43 by Jozan1

Topic: Rattenkrieg: Battle of Stalingrad *Recruitment*
Subject: .


Oh sweet, ok yeah well it'll just be the Weird Wars II book you need, but I didn't know there is a players guide, I'll try to get a look at that book also.

There is an edge you can buy called veteran that will let you be an experienced soldier if you want, but if you don't take it you will be a new soldier like everyone else.

And with that we have three people, enough for us to start the game if you'd like. So I will type up the necessary things for making a character and hopefully with a little help we can get characters done.

Or if you'd like, I can make the characters for you, I'm ok with this also


Never forget, 3 was the minimum I wanted but we can take plenty more folks!

Posted on 2012-07-06 at 05:07:02.

Topic: Rattenkrieg: Battle of Stalingrad *Recruitment*
Subject: .


Yea sure, once I get a few more people hopefully I'll type up the skills and stuff. I would type up the edges too but there are WAAAAAAAAY too many for me to transcribe all onto the internet.

You can definitely take the heal skill and the shooting skill, just as long as your backstory fits. Like you were a doctor or something, that works well.

Posted on 2012-07-05 at 02:09:56.

Topic: Rattenkrieg: Battle of Stalingrad *Recruitment*
Subject: .


Yeah definitely, you could play as a russian infantrymen who just uses the Mosin Nagant, the bolt action many russians used. It's a great rifle history wise and game wise too

Posted on 2012-07-04 at 22:28:53.

Topic: Rattenkrieg: Battle of Stalingrad *Recruitment*
Subject: .


just bumping this real quick, if anyone wants any more info on anything please just ask.

Posted on 2012-07-04 at 22:16:02.

Topic: Rattenkrieg: Battle of Stalingrad *Recruitment*
Subject: Rattenkrieg: Battle of Stalingrad *Recruitment*


Ok so I think I've found out something very recently that is true for me on the inn. I'm kind of bored with DnD. So, to make up for this I'm going to run a game using the rules system of "Savage Worlds". I know any new rules system is intimidating but I promise you this game is simple to learn yet complex enough to keep you wanting more. It's a perfect blend.

Let me tell you just a bit about the rules. There a generic set of rules that can be used for many different settings ranging from High fantasy, Modern day, and even futuristic space battles. They have rules for everything and they leave the details for their game settings in the supplements that they have. The core rules are like a generic blank slate that you fill in with whatever setting and style you like.

For this game I'm going to offer up to the inn, I'll be using the "Weird Wars 2" setting, a World War II campaign setting with a mix of the supernatural. Some say evil is spread by war, and this isn't any truer than in Weird Wars 2.
One of the examples of what might be "weird" is say you are a squad of Royal Air Force pilots fighting in the Battle of Britain. A good amount of your time will be fighting dog fights against the Luftwaffe and tending to your plane, but on the down time between missions the heroes could be exploring a string of weird sighting or murders through out London, only to eventually find out it's a werewolf that now is hunting them, something like that.

So this game I want to run will take place in September of 1942, the Battle of Stalingrad. You will play as Russian soldiers fresh from the trains, with little or no experience in fighting. Usually there is a requirement for training when you play a soldier in one of the armies of World War 2, but since you are pretty much Russian conscripts you have no requirement. This leaves room for whatever you wish in Character creation.

The only requirement the squad will need is ONE person needs to be an Officer, either academy trained or an NCO.

I know I'm going to have to help probably everyone with character creatin but it's so simple compared to DnD it's not even funny.

There are a few main points during character creation that you need to know.

-You get 5 point to put through out your stats. All stats start at a D4, and there are five stats. Agility, Strength, Vigor, Spirit, Smarts.

- You get 15 points for skills. This is how you'll be doing most things like fighting, shooting, sneaking, and etc. Buying a skill at a D4 is one point, and upgrading it by one die type is another point, unless the linked attribute that goes with it is lower than the number you want. Then it's two points. heres an example.

Ex: Say I want to buy and upgrade the skill shoot. I buy it so I have it, and that means it's at D4. 1 point. I then upgrade it to a D6, the next die type up. 1 more point. But my Agility is only a D6, so if I wanted to up my Shooting to a D8, it would cost two points. for over all 4 skill points.

- Next, there are things called hindrances and edges. Think of Edges like Feats in DnD, and think of hindrances as things you give your character that are bad, but you then get a certain amount of points to buy more edges, skills, or up your attribute. Edges and Hindrances give your character some uniqueness and RP wise make things fun. An example of one edge is "tank hunter" where the character can get extra armor penetration versus tanks. An example of a hindrance is "bad eyes" where they need glasses but then they get enough points to up some of your skills.

You can only buy hindrances at character creation. You can have One major and two minor. A major hindrance gives you two points, a minor hindrance gives you 1 point. OVerall if you take all three, you get 4 points. With 2 points, you can buy an edge, or up an attribute 1 die type. For 1 point you can get more starting money or up a skill die type.


I know a lot of this is going to be confusing but I promise once you get a little into it it's really easy.

So, if you like the idea of RPing in a world war 2 game, playing as Russian soldiers fighting in one of the most bloodiest battles in human history then please jump on in!

Party size I'm limiting to 6 people please.

Posted on 2012-07-04 at 15:02:46.

Topic: Happy 4th of July
Subject: Thank you but....


I'll be working a produce department for seven hours. Today's going to be veeeeeeeeeeery busy >.<

Posted on 2012-07-04 at 14:37:57.

Topic: Savage worlds anyone?
Subject: Just testing the waters...


I'm going to put up a recruitment thread too, but just wondering if anyone who sees this has any interest in a game like this?

Posted on 2012-07-02 at 22:57:20.

Topic: Savage worlds anyone?
Subject: /


Hmm, well I was thinking about it but now I think I will kinda want to. Weird wars 2 is kind of like a supplement (liken it to a specific campaign setting in DnD) for Savage worlds, and think of hte setting as like 75% normal historical world war 2 stuff, and 25% "Weird" stuff. like magic, monsters, undead, ghosts, stuff like that.

If I did run a game it'd be a short adventure run out of the battle of Stalingrad, and the heroes would be Russian soldiers.

What's great about this game is that it's very simple to learn but at the same time complex enough to give your mind something to chew on if you wanted to sit down and read it all.

I can help with character creation, it's very easy and all of those rules are super simple.

If we did run one I'd be more than happy to WM(warmaster as they put it) a game for a group

Posted on 2012-07-02 at 05:04:43.

Topic: Savage worlds anyone?
Subject: .


hmmm, no one? or maybe the peopel who do know just haven't seen it yet :p

Posted on 2012-07-01 at 18:26:13.

 


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