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Michael Silverbane

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  1. The choice between sandbox vs adventure path or some combination thereof for me depends on the specific campaign and its goals. I've got two games in the planning stages right now, one being more on the sandbox end of the spectrum and the other being almost a pure adventure path. For the sandboxier game, the player characters will be able to travel pretty freely between points of interest (planets), and each point of interest will have a few extant plots going on for them to choose to engage with. Alternatively, the player characters can probably start up their own plots at a point of interest. If they choose to do so, that will push the game even more into the sandbox realm. For the adventure pathier game, player characters will be presented with an episodic series of mysteries to solve, which will push them toward a more or less predetermined end-game conflict with an insidious cabal of bad criminals. Or whatever.
  2. To edit the thread title, edit the first post, using the "full thread editor" in the three-dots menu at the top right of the original post.
  3. Machiavelli also has an "," which is less general than the Sun Tzu treatise of the same title. It is geared more toward the style of warfare being practised by the Italian City States of the early fifteen hundreds, which is pretty ideal for D&D style warfare.
  4. The User Guide says that editing the first post allows you to edit the thread title, but that appears to no longer be the case. How to edit?
  5. The User Guide says that the Thread Title can be changed by editing the first post, but that does not appear to be the case. I've posted the question in the "How do I?" thread.
  6. Kelarith, Human Warlock STATISTICS ST: 9 DX: 11 IQ: 13 HT: 10 HP: 12/12 FP: 10/10 DMG: 1d-2/1d-1 BL: 16 PER: 14 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 16/32/48/96/160 Age: Adult Appearance: Average Culture Familiarity: Bandit Kingdoms Languages (Spoken): Common (Native), Suloise (Broken) Languages (Written): Common, Suloise (semi-literate) Advantages: Blessed, Doesn't Sleep, Ritual Magery 1, Night Vision 2, Ritual Adept (Space), Ritual Adept (Time) Amulet Disadvantages: Lame Hand, Secret, Skinny, Vow Quirks: Dislikes Bright Light, Minor Addiction, Proud, Uncongenial, Unnatural Pallor Skills: Acting 13(+0), Area Knowledge (Bandit Kingdoms) 13(+0), Cloak 10(-1), Crossbow 13(+2), Detect Lies 12(-1), Filch 10(-1), First Aid/TL 3 13(+0), Hidden Lore (Magic Writings) 12(-1), Hiking 9(-1), Holdout 12(-1), Meditation 11(-2), Observation 12(-1), Occultism 13(+0), Riding 10(-1), Ritual Magic 17(+4), Scrounging 13(+0), Search 12(-1), Stealth 11(+0), Survival (Plains) 12(-1), Thaumatology 10(-3) Spell Colleges: Illusion & Creation 13(+0), Light & Darkness 12(-1), Mind Control 14(+1), Necromantic 16(+3) Kelarith nods, then shrugs after a moment, "Hopefully they'll be somewhat less loose tongued about us once we warn them about their impending troubles. I'd suggest that the... least conspicuous of us... should hand off the note to whomever passes for the authority here, and let them know what we surmise about this 'Runt.' He may be a necromancer, or in the company of one, and he may be an orc, or in the company of a band of orcs. Is there anything else that we can add to that?" OOC Active Effect: Ritual of Obscurity (Margin of Success equal penalty to Sense rolls to notice - Mos 5, Rindo's Ritual MoS 7)
  7. I am interested in - but have not played - Savage Worlds, and am also interested in the supers genre in general. Does that count?
  8. Kelarith, Human Warlock STATISTICS ST: 9 DX: 11 IQ: 13 HT: 10 HP: 12/12 FP: 10/10 DMG: 1d-2/1d-1 BL: 16 PER: 14 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 16/32/48/96/160 Age: Adult Appearance: Average Culture Familiarity: Bandit Kingdoms Languages (Spoken): Common (Native), Suloise (Broken) Languages (Written): Common, Suloise (semi-literate) Advantages: Blessed, Doesn't Sleep, Ritual Magery 1, Night Vision 2, Ritual Adept (Space), Ritual Adept (Time) Amulet Disadvantages: Lame Hand, Secret, Skinny, Vow Quirks: Dislikes Bright Light, Minor Addiction, Proud, Uncongenial, Unnatural Pallor Skills: Acting 13(+0), Area Knowledge (Bandit Kingdoms) 13(+0), Cloak 10(-1), Crossbow 13(+2), Detect Lies 12(-1), Filch 10(-1), First Aid/TL 3 13(+0), Hidden Lore (Magic Writings) 12(-1), Hiking 9(-1), Holdout 12(-1), Meditation 11(-2), Observation 12(-1), Occultism 13(+0), Riding 10(-1), Ritual Magic 17(+4), Scrounging 13(+0), Search 12(-1), Stealth 11(+0), Survival (Plains) 12(-1), Thaumatology 10(-3) Spell Colleges: Illusion & Creation 13(+0), Light & Darkness 12(-1), Mind Control 14(+1), Necromantic 16(+3) Kelarith looks over the note, "This 'Runt' must either be the necromancer, or be working with the necromancer that animated poor Vordie and his friends, here. It would have been nice if his comeuppance came at the hands of his own zombie. Although, it doesn't appear that he is very good at following direction, he may not even be headed to Artonsbrueck," he scoffs. OOC Active Effect: Ritual of Obscurity (Margin of Success equal penalty to Sense rolls to notice - Mos 5, Rindo's Ritual MoS 7)
  9. Kelarith, Human Warlock STATISTICS ST: 9 DX: 11 IQ: 13 HT: 10 HP: 12/12 FP: 10/10 DMG: 1d-2/1d-1 BL: 16 PER: 14 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 16/32/48/96/160 Age: Adult Appearance: Average Culture Familiarity: Bandit Kingdoms Languages (Spoken): Common (Native), Suloise (Broken) Languages (Written): Common, Suloise (semi-literate) Advantages: Blessed, Doesn't Sleep, Ritual Magery 1, Night Vision 2, Ritual Adept (Space), Ritual Adept (Time) Amulet Disadvantages: Lame Hand, Secret, Skinny, Vow Quirks: Dislikes Bright Light, Minor Addiction, Proud, Uncongenial, Unnatural Pallor Skills: Acting 13(+0), Area Knowledge (Bandit Kingdoms) 13(+0), Cloak 10(-1), Crossbow 13(+2), Detect Lies 12(-1), Filch 10(-1), First Aid/TL 3 13(+0), Hidden Lore (Magic Writings) 12(-1), Hiking 9(-1), Holdout 12(-1), Meditation 11(-2), Observation 12(-1), Occultism 13(+0), Riding 10(-1), Ritual Magic 17(+4), Scrounging 13(+0), Search 12(-1), Stealth 11(+0), Survival (Plains) 12(-1), Thaumatology 10(-3) Spell Colleges: Illusion & Creation 13(+0), Light & Darkness 12(-1), Mind Control 14(+1), Necromantic 16(+3) Kelarith makes a face, "If only there were some strong and tireless tool that could be used for all this heavy lifting..." OOC Active Effect: Ritual of Obscurity (Margin of Success equal penalty to Sense rolls to notice - Mos 5, Rindo's Ritual MoS 7)
  10. Somehow, I did not even realize that there was a separate Game Advertisements listing page.
  11. Kelarith, Human Warlock STATISTICS ST: 9 DX: 11 IQ: 13 HT: 10 HP: 12/12 FP: 10/10 DMG: 1d-2/1d-1 BL: 16 PER: 14 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 16/32/48/96/160 Age: Adult Appearance: Average Culture Familiarity: Bandit Kingdoms Languages (Spoken): Common (Native), Suloise (Broken) Languages (Written): Common, Suloise (semi-literate) Advantages: Blessed, Doesn't Sleep, Ritual Magery 1, Night Vision 2, Ritual Adept (Space), Ritual Adept (Time) Amulet Disadvantages: Lame Hand, Secret, Skinny, Vow Quirks: Dislikes Bright Light, Minor Addiction, Proud, Uncongenial, Unnatural Pallor Skills: Acting 13(+0), Area Knowledge (Bandit Kingdoms) 13(+0), Cloak 10(-1), Crossbow 13(+2), Detect Lies 12(-1), Filch 10(-1), First Aid/TL 3 13(+0), Hidden Lore (Magic Writings) 12(-1), Hiking 9(-1), Holdout 12(-1), Meditation 11(-2), Observation 12(-1), Occultism 13(+0), Riding 10(-1), Ritual Magic 17(+4), Scrounging 13(+0), Search 12(-1), Stealth 11(+0), Survival (Plains) 12(-1), Thaumatology 10(-3) Spell Colleges: Illusion & Creation 13(+0), Light & Darkness 12(-1), Mind Control 14(+1), Necromantic 16(+3) Kelarith shrugs, "If you all truly feel it necessary to destroy this valuable tool which has so conveniently fallen into our laps, I suppose there is nothing to be done about it." he turns to the ex-Vordie, "Kneel down, and raise your chin. Then do not move." He gestures with his withered hand to the zombie, who is ready for execution. "If we still wish to question his spirit as to who was behind this attack, if there were any captives taken from among their number, or any unfinished business, that will take me some time. Otherwise, it is probably best to burn the bodies. Though it would require significant effort to raise them again, it is not entirely outside the realm of possibility." OOC Active Effect: Ritual of Obscurity (Margin of Success equal penalty to Sense rolls to notice - Mos 5, Rindo's Ritual MoS 7) Active Effect: Control Zombie (Vordie - MoS 3)
  12. And Miscellaneous is for traditional game systems that aren't on the list. As extensive as the list of game systems is, it would be impossible to have every game system on it.
  13. Kelarith, Human Warlock STATISTICS ST: 9 DX: 11 IQ: 13 HT: 10 HP: 12/12 FP: 10/10 DMG: 1d-2/1d-1 BL: 16 PER: 14 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 16/32/48/96/160 Age: Adult Appearance: Average Culture Familiarity: Bandit Kingdoms Languages (Spoken): Common (Native), Suloise (Broken) Languages (Written): Common, Suloise (semi-literate) Advantages: Blessed, Doesn't Sleep, Ritual Magery 1, Night Vision 2, Ritual Adept (Space), Ritual Adept (Time) Amulet Disadvantages: Lame Hand, Secret, Skinny, Vow Quirks: Dislikes Bright Light, Minor Addiction, Proud, Uncongenial, Unnatural Pallor Skills: Acting 13(+0), Area Knowledge (Bandit Kingdoms) 13(+0), Cloak 10(-1), Crossbow 13(+2), Detect Lies 12(-1), Filch 10(-1), First Aid/TL 3 13(+0), Hidden Lore (Magic Writings) 12(-1), Hiking 9(-1), Holdout 12(-1), Meditation 11(-2), Observation 12(-1), Occultism 13(+0), Riding 10(-1), Ritual Magic 17(+4), Scrounging 13(+0), Search 12(-1), Stealth 11(+0), Survival (Plains) 12(-1), Thaumatology 10(-3) Spell Colleges: Illusion & Creation 13(+0), Light & Darkness 12(-1), Mind Control 14(+1), Necromantic 16(+3) Kelarith puts on a disdainful expression that says, 'I know darn well what you mean' and goes on to make disparaging remarks about 'backwards, superstitious, bull-headed louts', but he responds with, "I'm not sure what you mean, a thing like this. But as far as questioning it... Yes. And also no. This is merely an empty husk, animated by negative energy. We'll question the spirit of the man who previously resided in it." He turns back to Rindo before continuing, "His name was Vordie, I think? You don't happen to know his full name. That would be very helpful." OOC Nobody else wants to yell at Kelarith about his new best friend? How is he going to be turned away from his dark path if no one ever smacks his nose with a newspaper, or whatever (I may have mixed some metaphors). Active Effect: Ritual of Obscurity (Margin of Success equal penalty to Sense rolls to notice - Mos 5, Rindo's Ritual MoS 7) Active Effect: Control Zombie (Vordie - MoS 3)
  14. He'd prefer to let the barbarian hit him with a zombie.
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