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Comment Re: Katy's Discworld GURPS Adventure (Every other Saturday afternoon)
by admin last modified Jun 01, 2015 11:15 PM
Posted by Hawke at September 24. 2014 Katy's Discworld GURPS semi-weekly Saturday afternoon group. Running since Summer 2014, in the North Spokane area (near North Town Mall). Currently has 3 participants, potentially open to 1-2 additional players (must be significant fans of Terry Pratchett's Discworld!).
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Comment Katy's Discworld GURPS Adventure (Every other Saturday afternoon)
by admin last modified Jun 01, 2015 11:15 PM
Posted by Hawke at July 25. 2014 Katy is starting up a Discworld semi-weekly campaign on Every-other Friday beginning August 1st. More details to come soon!
Located in Forum / RPG Group Discussions / Katy's Discworld GURPS Adventure (Every other Saturday afternoon)
Comment Re: Hawke's Thieves' World Campaign
by admin last modified Jun 01, 2015 11:13 PM
Posted by Hawke at September 24. 2014 Hawke's Thieves' World Campaign - Generally Wednesdays, but potentially other days/times. Meeting at Hawke's house on North Five Mile (Spokane / Mead area). Currently running campaign in Sanctuary, first generation not the reboot. Using combination of the old boxed set, plus the newer d20 resources, using their d20-based character/rules. Open to 1-2 more players. Please post to this forum if you want more information.
Located in Forum / RPG Group Discussions / Hawke's Thieves' World Campaign
Comment Re: Hawke's Thieves' World Campaign
by admin last modified Jun 01, 2015 11:13 PM
Posted by Hawke at September 24. 2014 Hawke's Thieves' World Campaign - Now Generally Wednesdays, but potentially other days/times. Meeting at Hawke's house on North Five Mile (Spokane / Mead area). Currently running campaign in Sanctuary, first generation not the reboot. Using combination of the old boxed set, plus the newer d20 resources, using their d20-based character/rules. Open to 1-2 more players. Please post to this forum if you want more information.
Located in Forum / RPG Group Discussions / Hawke's Thieves' World Campaign
Comment Hawke's Thieves' World Campaign
by admin last modified Jun 01, 2015 11:13 PM
Posted by Hawke at July 25. 2014 Hawke is running a weekly Thieves' World campaign in North Spokane, typically on Thursdays (though sometimes on Wednesdays), from 3:00 pm to anywhere from 7:00 pm to midnight. Characters include mid-level (4th to 7th) Assassin, Thief, and Magic-User. Using the 3.5 version of the rules, but also drawing on the original resources of the boxed Thieves World setting from the 80's. This is set in the Classi Thieves' World setting (Rankan Era), rather than the reboot.
Located in Forum / RPG Group Discussions / Hawke's Thieves' World Campaign
Comment Jackson's Pendragon RPG campaign
by admin last modified Jun 01, 2015 11:13 PM
mber 24. 2014 Jackson's Pendragon Campaign. North Spokane. Sessions vary. Currently 3-4 players. Maybe open to 1-2 more, but does not have consistent schedule (meets when it works out).
Located in Forum / RPG Group Discussions / Jackson's Pendragon RPG campaign
Comment Re: Semi-weekly Sci-fi RPG Group (Mondays, every-other, 6:00 pm to 10:00 pm)
by admin last modified Jun 01, 2015 11:12 PM
Posted by Hawke at October 11. 2014 Babylon 5 RPG 2nd Edition Player Character Sheet (4 pages) OGL PDF Attached.
Located in Forum / RPG Group Discussions / Semi-weekly Sci-fi RPG Group (Mondays, every-other, 6:00 pm to 10:00 pm)
Comment Re: Semi-weekly Sci-fi RPG Group (Mondays, every-other, 6:00 pm to 10:00 pm)
by admin last modified Jun 01, 2015 11:12 PM
Babylon 5 d20 Influence Rules Summary Posted by Hawke at October 11. 2014 Influence plays a key part in the role-playing in this campaign, so you will definitely want to have a reasonable understanding of how this system works. Keep in mind I will of course focus mostly on the role-playing aspect over the mechanics, but to improve abilities using influence, we will definitely make use of these rules. This will NOT be used as a replacement for role-playing, rather it will be a means for helping determine success (or failure) of efforts, based first of all on role-playing efforts, then checked with usual DC check. For example, you wish your character to use his/her influence with a down-below vendor on Babylon 5 to find out who keep stealing from a friend of your's in the Zocalo, you will actually first need to find that contact, have a conversation. Then, during the course of the conversation, depending on how it is going initially, you will roll to see if something goes awry or well. Your actual role-playing though may trump the need to rely on a roll, but if it isn't clear from the interaction, then the rolling of the rules will often come into effect (maybe your contact is just having an exceptionally good (or bad) day). You will definitely want to read pages 106-110, and then any specifics related to your character after 110. We will take a few minutes at the beginning of Session #2 to let everyone read that section, and answer any questions. INFLUENCE "Politics and diplomacy, underworld connection, military authority, secret alliances, and cryptic "associates" - few characters in Babylon 5 universe are without allies, influence, or contacts. The INFLUENCE RULES allow characters to exert political and social power upon the universe." All characters gain some Influence with each level. There are numerous types of Influence, reflecting the multiple factions and types of power."   Gaining Influence All characters gain influence when they gain a level based on the "Influence per level chart". First determine your starting influence at 1st level based on your class/profession. Then when you achieve subsequent levels, apply the second column for your class/level. Characters can also gain influence as a role-playing reward for aiding a group. Such influence rewards are at the discretion of the GM. Losing Influence Influence can be taken away by role-playing actions, or environmental effects.... .... also be lost by burning it to achieve a result otherwise out of a character's reach. Using Influence Character's relevant influence score + 2d6 + miscellaneous Modifers => DC (equal or greater than Difficulty Check number). Influence checks can be modified by ... and how many requests the character has recently made... ...when multiple requests are made within a short time (typically one week) = -4 additional (cumulative) per attempt (After initial attempt). Burning Influence If an Influence check's result is lower than the DC , then the character can choose to burn his Influence - by permanently reducing his Influence, a character can boost his result by double the burned amount. Influence Checks and Time Making an Influence check usually takes about an hour .... A character cannot Take 10 or 20 on an Influence check.. . must normally wait for one Influence attempt to resolve before making another check of the same type. Contacts Contacts are gained through the Contact feat (and of course ROLE-PLAYING), and are always associated with a specific field of influence... ... contact is considered to have 6 points of Influence in their field. If the PC does have personal Influence in the contact's field of Influence, ... gains a +2 bound to Influence checks made within the contact field of Influence... ... character must be able to speak to the contact. .. Drawing on Resources   Pressuring Another Group ... must use an Influence from the same race or of the same type as the target Influence ... ...result of 10 or higher succeeds, each faction further away from PC is -5 to total (and must still exceed 10 to have chance for success....   Aiding Another's Influence PC's can help each other's Influence rolls.... Boosting Diplomacy or Intimidate Skills ... This bonus is equal to the character's Influence with the faction he has called upon, divided by five. Factions & Influence Types Influences are divided into racial and general categories....
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Comment Re: Semi-weekly Sci-fi RPG Group (Mondays, every-other, 6:00 pm to 10:00 pm)
by admin last modified Jun 01, 2015 11:12 PM
Posted by Hawke at October 11. 2014 I will come back to this posting and edit/update as I dig through the other supplements I have on hand, I am starting out with just the core B5 2nd edition d20 rulebook "Fath Manages". Character Richness, Combat & Skills Overview GM style is to emphasize ROLE-playing and story over ROLL-playing or Hack n' slash. Prefering rich character backgrounds and interactions, rich NPC interactions, complex plots, sub-plots, political intrigue, multiple overlapping arcs, dynamic universe, and meaningful character development. Though situations may occur where combat seems the best option (though remember is much more deadly than typical D&D;) from time to time, the most important skills will mostly be the non-combat abilities, especially those related to interaction with others as well as, clue-finding, problem-solving, negotiations/diplomacy, science, stealth, knowledge/lore, languages, and many other non-combat skills. Characters have far fewer hit points, combat is much deadlier. The key distinction with the B5 RPG setting is that while there are firefights and space battles that occur in the galaxy, "the high drama of Babylon 5 comes not with guns, but through character interaction.   Hit Points (HP) Hit points at first level are calculated by their "Initial Hit Points" (iHP) listed for the class, plus CON bonus. At each level, the PC received an additional number of HP based on the class's Additional Hit Points (aHP) entry. Chararacter Creation Steps Overview Step 1 - Concept Step 2 - Ability Scores Step 3 - Race Step 4 - Class Step 5 - Skills Step 6 - Feats Step 7 - Influence Step 8 - Equipment Step 9 - Finishing Touches Races Human Ability Adjustments: None. Favored classes: Any   Minbari Ability Adjustments: +2 Strength, -2 Charisma (I do not understand what CHA is minus). Favored Classes: Relgious Caste: Diplomat, Ranger Warrior Caste: Officer, Soldier Worker Caste: Scientist, Worker   Narn Ability Adjustments: CON +2, CHA -2. Favored Classes: Officer, Soldier.   Centauri Ability Adjustments: WIS +2, CHA +2 Favored Classes: Agent, Diplomat.   League of Non-Aligned Worlds Races   Abbai Ability Adjustments: STR -2, WIS +2 Favored Classes: Diplomat, Scientist.   Brakiri Ability Adjustments:None. Favored Classes: Trader.   Drazi Ability Adjustments: STR +2, INT -2. Favored Classes: Soldier.   Pak'ma'ra Ability Adjustments: DEX -2, CON +4, CHA -2. Favored Classes: Lurker.   Ability Adjustments: Favored Classes:   Classes Agent A skilled operative in the employ of a corporation, government, or military organization who performs much of their dirty work. iHP:6 aHP:2 Initial Influence: 1d6 any two influences, one of those must be a faction of the agent's native culture. Additional Influence: An Agent may increase any two influences by +2 Class features overview: Abilities: need good all-round scores in every ability Class Skills: Acrobatics, Appraise, Athletics, Bluff, Computer Use, Concentration, Drive, Intimidate, Intrigue, Investigate, Knowledge (law, specific culture, or specific local), Linguistics, Notice, Pilot. Weapons Proficiencies: Skill Points: (8 + INT) x 4 Starting Credits: 3d6 x 100 Possible Careers & Professions: Assassin, corporate "fixer", covert operative, judicial officer, private detective, spy Master of the Crafts Multi-skilled Opportunism Crippling Attack Sneak Attack Stunning Attack Skill Mastery   Diplomat An intelligent and charismatic individual who is capable of representing governments at the highest levels of negotiation. iHP: 6 aHP: 2 Initial Influence: 2d4 Political Influence in native culture. Additional Influence: A diplomat's Political Influence in own native culture increases by +2 per level. May also increase any 3 other Influences by +1. Class features overview: Abilities: CHA + WIS. Class Skills: Appraise, Bluff, Computer Use, Diplomacy, Intimidate, Intrigue, Knowledge (history, law, philosophy, specific culture or specific locale), Linguistics, Profession (white collar), Sense Motive. Weapons proficiencies: all pistols. Skill Points: (6 + INT) x4, 6 + INT per level Starting Credits: 4d6 x100 Possible Careers & Professions: Ambassador, corporate negotiator, diplomatic courier, government minister, union representative. Cultural diversity. Improved Diplomacy Strong influence Swift diplomacy Aide Powerful influence   Lurker A character who lives on the fringes of society, surviving by their wits and often turning to crime. iHP: aHP: Initial Influence: Additional Influence: Class features overview: Abilities: Class Skills: Weapons proficiencies: Skill Points: Starting Credits: Possible Careers & Professions:     Officer A ranking member of a military force, skilled at leading others in times of crisis. iHP: aHP: Initial Influence: Additional Influence: Class features overview: Abilities: Class Skills: Weapons proficiencies: Skill Points: Starting Credits: Possible Careers & Professions:   Ranger A member of the elite Anla'Shok, the Minbari order of spies and warriors trained to fight the darkness. iHP: aHP: Initial Influence: Additional Influence: Class features overview: Abilities: Class Skills: Weapons proficiencies: Skill Points: Starting Credits: Possible Careers & Professions:   Scientist A learned individual who specializes in one or more areas of technological discovery. iHP: aHP: Initial Influence: Additional Influence: Class features overview: Abilities: Class Skills: Weapons proficiencies: Skill Points: Starting Credits: Possible Careers & Professions:   Soldier A warrior well trained in combat and skilled in a variety of weaponry. iHP: aHP: Initial Influence: Additional Influence: Class features overview: Abilities: Class Skills: Weapons proficiencies: Skill Points: Starting Credits: Possible Careers & Professions:   Telepath A rare character who is able to use the power of their mind to read the thoughts of another. iHP: aHP: Initial Influence: Additional Influence: Class features overview: Abilities: Class Skills: Weapons proficiencies: Skill Points: Starting Credits: Possible Careers & Professions:   Trader A merchant and spacefarer. iHP: aHP: Initial Influence: Additional Influence: Class features overview: Abilities: Class Skills: Weapons proficiencies: Skill Points: Starting Credits: Possible Careers & Professions:   Worker A hard working individual used to back breaking labor in space docks and construction, more cerebral endeavors within larger corporations or perhaps entertaining paying customers with performances. iHP: aHP: Initial Influence: Additional Influence: Class features overview: Abilities: Class Skills: Weapons proficiencies: Skill Points: Starting Credits: Possible Careers & Professions:   List of Skills Overview Acrobatics - DEX Appraise - INT Athletics - STR Bluff - CHA Computer Use - INT Concentration - CON Diplomacy - CHA Drive - DEX Intimidate - CHA Intrigue - CHA Knowledge - INT: Astrophysics Biology Chemistry Engineering History Law Philosophy Physics Specific Culture - knowledge of a character's native culture is always a class skill and can be used untrained. specific locale Tactics Telepathy Medical - INT Notice - WIS Operations - INT Driving Gunnery Piloting Sensors Systems Pilot - DEX Profession White Collar - INT BLue Collar - WIS Performing - CHA Sense Motive - WIS Stealth - DEX Subterfuge - DEX Technical - INT Electronics Engineering Mechanical Telepathy - CHA
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Comment Re: Semi-weekly Sci-fi RPG Group (Mondays, every-other, 6:00 pm to 10:00 pm)
by admin last modified Jun 01, 2015 11:11 PM
Posted by Hawke at October 11. 2014 We are on track to have our first gathering Monday October 13th, 2014 at 6:00 pm to 10:00 pm. We will meet on the 2nd and 4th Mondays thereafter. We still have a couple of seats available if you wish to join. Meeting near downtown Spokane near the intersection of Maxwell and Monroe. Through participant agreement, we are beginning with the Babylon 5 setting. Other settings we might also use down the road include by are not limited to: Serenity / Firefly RPG, Paranoia (classic), Star Trek (various eras available), Star Wars (classic d6, or newer versions), and others. GM style is to emphasize ROLE-playing and story over ROLL-playing or Hack n' slash. Prefering rich character backgrounds and interactions, rich NPC interactions, complex plots, sub-plots, political intrigue, multiple overlapping arcs, dynamic universe, and meaningful character development. Meeting at 1312 North Monroe, Spokane, WA, 99201, plenty of parking in the rear.   GAME SYSTEM Babylon 5 The Role-Playing Game Second Edition (B5 2nd), based on d20 Open Gaming License (OGL), basically D&D; 3.x in a science fiction setting. I will provide copies of the core rule book "Faith Manages", if you wish to have a copy of your own book down the road, these can be found on Amazon and elsewhere fairly easily. Some key differences with the d20 version you should be aware of if you are a d20 veteran: Instead of AC, all characters have a Defense Value (DF). DF = 10 + class Defense Bonus + DEX mod + size mod. Attack rolls are made normally against the DF. Skills work as normal but many are changed or work differently than you may be used to experiencing in the D&D; setting. Feats are similar but there are appropriate tweaks for the setting. Characters have far fewer hit points, combat is much deadlier. The key distinction with the B5 RPG setting is that while there are firefights and space battles that occur in the galaxy, "the high drama of Babylon 5 comes not with guns, but through character interaction. SETTING OVERVIEW We will begin with some shorter chapters beginning in 2250, then some time will pass, and the PCs will once again meet in 2257. The Dilgar War happened in 2230. After the Earth Alliance's success in helping the League of Non-Aligned Worlds fend up the Dilgar invasion, Earthforce developed a new level of confidence in space travel and space combat capabilities. They began to explore deeper reaches of the galaxy. As the years passed and the realities of war faded, earth became more aggressive in exploration. Ignoring the Centauri Ambassador's Warnings to leave the edges of Minbari space alone, the "Earthers" sent an expeditionary military force to the edges of this isolated race, with the attitude of "we handled the Dilgar, we can handle whatever else is out there", to which Londo Molori stated, "Arrogance and stupidity wrapped into one package, how efficient of you." Months later, due to cultural misunderstandings and the incompetence of the head officer of the expeditionary group's first contact skills, the Earth-Minbari War began in 2245. In May 2248 it ended. At "The Line" between Earth's moon and homeworld of the humans, on the verge of annihilating Earth and the Human race, inexplicably the Minbari surrendered. Of the approximately 20,000 human defender forces on The Line, only about 200 survived. Never again! In order avoid another such catastrophe, The Babylon Project was created, to build a space station in neutral territory for all races to meet and find diplomatic solutions, "A last best hope for peace". Shortly after the end of the Earth-Minbari War, The Babylon Project began. In 2250 the construction of the Babylon Station has begun. Whatever your background, race, culture, or home world, you have recently received (and accepted) an order/invitation/request/contract requiring that you arrive at Tau Ceti IV by March 10th, 2250... The rest of the information, discussion, and adventure logs will be posted here: http://spokanerpg.com/forum/rpg-group-discussions/743489207 Also feel free to call/text my cell at (509) 481-5437, especially if you have a last minute delay/cancellation.
Located in Forum / RPG Group Discussions / Semi-weekly Sci-fi RPG Group (Mondays, every-other, 6:00 pm to 10:00 pm)