(NSFW - Page 3/topless pics)

Wednesday 29 December 2021

Kyre of the Order

 Mulmaster, 1360 DR - Roxy game





Kyre's Beast

Kyre's Laurel





Kyre, Paladin of the Black Order

Saturday 25 December 2021

5e D&D: Achtung! Cthulu

All PCs are Human (standard or variant), standard attribute rules. Point Buy or roll best 3 of 4d6 assigned in order SDCIWC and optionally replace any one roll with a 15.

Multiclassing (see below) and Feats are permitted.

Start level: 3, 900 XP.

Armour Proficiency  Unarmoured Base AC

NONE                            10+DEX

LIGHT                           11+DEX

MEDIUM                      12+DEX

HEAVY                          13+DEX

Helmet: light armour, when worn gives +2 to DEX saves vs area attacks.

Steel Jack: heavy armour, AC 17, STR 15, +2 to DEX saves vs area attacks.

Soldaten: AC 14 HP 13 (2d8+4) STR 13 DEX 12 CON 14 INT 10 WIS 10 CH 10 Weapon: M98 Mauser ATT +3 Dam 2d10+1

Leutnant: AC 14 HP 13 (2d8+4) STR 13 DEX 13 CON 14 INT 12 WI 12 CH 13 Weapon: Luger ATT +3 Dam 2d6+1. Intimidate +3 Survival +3 History +3

Sonnenrad Sturmsoldaten: AC 17 (Steel jack, helmet, gas mask) HP 16 (3d8+3) STR 15 DEX 14 CON 13 IN 10 WIS 12 CH 11 SKILLS: PERCEPTION +3 WEAPON: mp-41 SMG att +4 dam 2d6+2, or sturmgewehr-44 assault rifle att+4 dam 2d8+2. Intimidate +2

Starting Classes Available

Rogue (any)

Fighter (any)

Monk (any)

Warlock (Great Old One)

Wizard (any) - 1 level only for starting PC.

Weapons

Modern weapons ignore AC bonuses from archaic armours.

Machine pistol: 2d6 damage, automatic.

Assault rifle: 2d8 damage, automatic.

Heavy rifle: 2d10 damage

LMG: 2d10 damage, automatic.

Carbine: 2d8 damage

Grenade: 60' range, to hit AC 10, BLAST 20' radius, DEX save DC 15 or take 5d6 piercing damage. On a successful save either fall prone or take half damage.

Heavy pistol. eg .45: 2d8 damage

9mm or .38 pistol: 2d6 damage

Automatic weapon 3 round burst: Attack action, 1 target. If an attack hits, roll 1d3 for the number of bullets that hit. DEX mod applies only once. For a longer burst eg d6 or d10 the same rule applies, to a maximum of the weapon's fire rate - typically d10 for hand weapons, or d20 for the famous MG34 and MG42.

Automatic weapon area burst: As an attack, the firer shoots a 10+ round burst at a group of targets all within 15' (hand weapon) or 30' (mounted weapon). Up to 1 target per round fired. Roll a d6 for each target, on a roll of 4-6, roll a weapon attack vs that target. Cover bonuses apply normally.  No DEX mod applies to damage. After 3 long bursts a hand weapon must be reloaded.



Mini Six: Achtung! Cthulu

Characters: standard Mini Six, 12 dice on Attributes min 2D max 4D. 7 skill dice. Standard and Exotic perks are permitted.

Advancement: Attributes may be raised in play to the standard maximum of 4D. Skills may be raised up to 6D above the controlling Attribute. So the highest possible skill is 4D+6D = 10D.

Extra Damage: every 10 over attack target number increases damage by +1 die.

Armour

Helmet: +3 Might vs explosion damage.

Steel Jack: -2D Dodge, +6 Might vs damage.



Thursday 23 December 2021

BX style chargen.

 Attributes 3d6 in order.

Dungeon Fantasy: Can reroll if sum total attributes are under 70, or net attribute mods are below +1. Start with 0 XP.

Every unsuccessful stat line is a zero level associate of the PC - retainer, henchman, friend or family, who the player may detail as desired. Each starts with 1d6x10 gp and base hp equal to 1/3 their STR, rounded to nearest integer.

STR HP

3-4    1

5-7    2

8-10  3

11-13 4

14-16 5

17-18 6


PC hp are maximum at 1st level and high average thereafter.

0 hp = unconscious. -10 hp = dead.

A character reduced to -1 hp by a sharp weapon or -3 hp by a blunt weapon is dying, losing 1 hp/round until death.

A dying character may be stabilised by a successful healing (Wisdom) check. This takes 1 round.

House Rules

BFRPG with S&W single save/task resolution number.

Cleric: 16-level, minimum 4. +2 vs paralysis and poison.

Fighter: 15-level, minimum 4.

Magic-User: 16-level, +2 vs spell effects, minimum 4.

Thief: 16-level, +2 vs devices inc traps and rod/staff/wand, minimum 4.

Fighter multi attack

Level 4-7: 2

Level 8+: 3

Haste etc give +1 attack.

Two weapon fighting: a character using two weapons makes 1 attack (either weapon) at +1 to hit.

Shield wall: a shield wall of 2+ characters, or using a shield in narrow doorway, gives an additional +1 AC, +3 vs missiles.

Critical hits: a 20 always hits and does maximum damage.

Thief Backstab may be by melee or missile attack.

Thief Backstab multiplier by Level

1-4 x2

5-8 ×3

9+  x4

Fireball Maximum damage dice is 10d6.


Saga of the Shadow Lord

https://www.google.com/url?sa=t&source=web&rct=j&url=http://gobbi.free.fr/scenarii/X11%2520-%2520Saga%2520of%2520the%2520Shadow%2520Lord.pdf&ved=2ahUKEwjU29WKq_z0AhUhnVwKHUOBCMcQFnoECFIQAQ&usg=AOvVaw2r3KtyvcMfkPKEzsD9HOnm

High Fantasy: best 3 of 4d6 in order, can reroll if under 75 or net mods below +3. Start with 10,000 XP.