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Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
Drakar och Demoner är © RiotMinds AB
| textdata/thevault/Drakar och demoner [SV]/aventyr/DoD a_ventyr - Tvilling Bergen.pdf |
NAME
NAME
BASE
BASE
TCH
TCH
FLT
FLT
TMP
TMP
AC
DEX
CON
WIS
STR
CHA
INT
SPD
ALIGN/RACE
ALIGN/RACE
FORT
REF
WILL
........................
........................
Special/Notes
VIS
www.thegamemechanics.com
™
DELAY or READY
UNCONSCIOUS
™
CLASS/LEVEL
CLASS/LEVEL
Attack (#)
Bonus
Type
Damage
HP
©2003 The Game Mechanics, Inc.
THE GAME MECHANICS and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.
INIT
INIT
........................
........................
........................
........................
Skills
GRAP
NAME
NAME
BASE
BASE
TCH
TCH
FLT
FLT
TMP
TMP
AC
DEX
CON
WIS
STR
CHA
INT
SPD
ALIGN/RACE
ALIGN/RACE
FORT
REF
WILL
........................
........................
Special/Notes
VIS
www.thegamemechanics.com
™
DELAY or READY
UNCONSCIOUS
™
CLASS/LEVEL
CLASS/LEVEL
Attack (#)
Bonus
Type
Damage
HP
©2003 The Game Mechanics, Inc.
THE GAME MECHANICS and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.
INIT
INIT
........................
........................
........................
........................
Skills
GRAP
NAME
NAME
BASE
BASE
TCH
TCH
FLT
FLT
TMP
TMP
AC
DEX
CON
WIS
STR
CHA
INT
SPD
ALIGN/RACE
ALIGN/RACE
FORT
REF
WILL
........................
........................
Special/Notes
VIS
www.thegamemechanics.com
™
DELAY or READY
UNCONSCIOUS
™
CLASS/LEVEL
CLASS/LEVEL
Attack (#)
Bonus
Type
Damage
HP
©2003 The Game Mechanics, Inc.
THE GAME MECHANICS and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.
INIT
INIT
........................
........................
........................
........................
Skills
GRAP
©2003 The Game Mechanics, Inc.
THE GAME MECHANICS and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.
End of
Round
Monster Cards/End of Round
Permission granted to photocopy for personal use.
Original found at http://www.thegamemechanics.com/
| textdata/thevault/Dungeons & Dragons [multi]/Sheets & Lists/Sheets/TGM_EndOfRound_Card.pdf |
GP
Starting GP
Lifestyle
•
Free standard upkeep for all TUs spent
crafting
- 1000 GP
GP Spent
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
Subtotal
-
GP
GP Spent
GP
FINAL GP TOTAL
Skill Bonus (circumstance bonuses)
(cumulative with previous ranks)
•
+2 to Craft (Alchemy) in urban centres of
Zeif
•
+1 to Profession (Architect OR Engineer)
and Craft checks for the purpose of
generating income
Any TWO of the following (circle two):
•
+1 to Disable Device on both mechanical
and magical traps/devices
•
+1 to Knowledge (Planes)
•
+1 to Profession (Engineer)
•
+1 to Spellcraft when applied to magical
constructs/traps/other mechanical devices
Burdens (circumstance penalties)
(cumulative with previous ranks)
•
No additional penalties
Previous Zeif
regional module,
introductory module,
or interactive:
AR # ______
CURRENT XP TOTAL
XP
TU
Starting TU
4
TU Cost
-
TU
Added TU Costs
TU REMAINING
ACCESS GAINED FROM MEMBERSHIP
ACCESS GAINED FROM MEMBERSHIP
ACCESS GAINED FROM MEMBERSHIP
ACCESS GAINED FROM MEMBERSHIP
All items are Access: Regional (Zeif)
All feats are Access: Any
Cross off all access NOT gained
�
One Influence Point with the Mouqollad
�
Access to a spell library of all Core 4th level arcane
spells of any 3 schools (must include all schools
chosen at previous ranks). Schools chosen:
o
________________________
o
________________________
o
________________________
�
Access to any THREE of the following mundane
equipment (circle three)(cumulative with access at
previous ranks):
o
armour maintenance kit (AEG)
o
distillation kit (Ss)
o
collapsible grappling hook (AEG)
o
fast-donning straps (RS)
o
jeweler’s loupe (AEG)
o
spider poles (AEG)
o
superior hacksaw (AEG)
�
Access to any THREE additional types of
alchemical gear from either the following list, or
lists from previous ranks (circle three here or on
previous ranks)(cumulative with access at previous
ranks (9 total)):
o
Alchemist’s arrow (AEG)
o
Bladefire (AEG)
o
flash pellet (CV)
o
Lockslip Grease (CV)
o
Thundering arrow (AEG)
Meta Play Record#
32
32
32
32 56
56
56
56 BH
BH
BH
BH
(59
(59
(59
(597777 CY)
CY)
CY)
CY)
O r d e r o f
K w a l i s h
L E V E L O F
O r g a n i z a t i o n
& Annual Costs
(CIRCLE ONE)
Rank Four
Servant of
Kwalish
4 TU per year
1000 gp per year
(Special note: up to ½
of gold requirement may
be spent on related
Town Project
investments)
Requirements:
•
6 months as Acolyte of Kwalish
•
Passed final examination
Advancement to higher ranks:
•
3 months as Servant of Kwalish
•
At least 40 ranks in various Knowledge and Craft skills
(or Profession (Architect OR Engineer)) including at least
10 ranks in each of 3 Knowledge/Craft/Profession
(Architect OR Engineer) skills
•
At least 3 metamagic/crafting feats (at least two of which
must be crafting feats)
This Record Certifies that
This Record Certifies that
This Record Certifies that
This Record Certifies that
______________________________
Played by
____________________________
Player
RPGA #
Is A
Servant of Kwalish
Servant of Kwalish
Servant of Kwalish
Servant of Kwalish
A Zeif Meta-game Organization
Event: _____________ Date: ________
DM:
Signature
RPGA #
Org Notes:
�
Gained rank AR # ___
�
Paid Upkeep AR # ___
�
Gp spent on TP AR # ___
�
Left
AR # ___
�
Suspended AR # ___
�
BANNED! AR# ___
______________________
______________________
Home Region Sultanate of Zeif
This AR does not
count when
determining
Access: Adventure.
Items purchased through Org
__________________ ________gp
__________________ ________gp
__________________ ________gp
__________________ ________gp
__________________ ________gp
| textdata/thevault/Living Greyhawk/Metaorg Material/Zeif/Order of Kwalish - Rank 4 - Servant Cert.pdf |
NEW MAJOR GEOMANCIES
BURROW
5th-level transmutation (Artificer, Druid, Ranger, Sorcerer,
Wizard)
Casting Time: 1 action
Range: Self
Components: V, S, M (a groundworm or mole's claw)
Duration: Concentration, up to 1 hour
You become magically attuned to the earth and ground
around you, enabling you to traverse it like a fish in water.
Until the spell ends, you have tremorsense that extends out to
60 feet around you, you gain a burrowing speed of 60 feet,
and you can hold your breath for 10 times the normal limit.
While burrowing using this speii you can use an action on
your turn to make a melee spell attack against another
creature that is above the ground within 5 feet of you. On a
hit, if the target doesn't have a burrowing speed, you pull the
target's legs (or similar appendages) beneath the ground,
causing them to become grappled (escape DC equal to your
spell saving throw DC) and restrained while grappled, though
it is not a magical effect, and they are grappled by the earth,
not a creature or spell
If this spell ends while you are still underground and you
lack a burrowing speed, you become trapped underground
until you are excavated or you manage some way out on your
own. The effects are as if you had a living burial (new 7th
level) spell cast on you to completion.
BURROWING AND TREMORSENSE RULES
A creature that has a burrowing speed can use
that speed to move through sand, earth, mud, or
ice. Most forms of burrowing (such as the burrow
spell) don't allow you to burrow through solid rock.
A creature's reach with melee attacks is not
considered to extend into the floor, walls, ceiling,
or other obstacles. Thus a creature who burrows
into the ground will trigger opportunity attacks
before it gains total cover from the ground.
A creature with tremorsense can detect and
pinpoint the origin of vibrations within a specific
radius, provided that the creature and the source of
the vibrations are in contact with the same ground
or substance. Tremorsense can't be used to detect
flying or incorporeal creatures.
SEISMIC JAWS
6th-level transmutation (Druid, Sorcerer, Wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a petrified jawbone)
Duration: Instantaneous
You cause the earth to tumble and churn until massive
slabs of stone crash out of the ground and slam together in a
20-foot cube centered on a point on the ground within range
that you choose. Each creature in the area must make a
Constitution saving throw. Flying creatures and Gargantuan
creatures have advantage on this saving throw, and
burrowing creatures have disadvantage on it.
On a failed saving throw, a creature takes 4d10 nonmagical
bludgeoning damage, is stunned until the start of your next
turn, and is knocked prone. On a successful saving throw, a
creature takes half damage and suffers no other effects.
After casting the speli the ground within the area becomes
difficult terrain until cleared Each 5-foot-square portion of
the area requires at least 1 minute to clear by hand
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Elements & Beyond/D&D Unleashed -- Major Geomancies for Burrowing (1p0).pdf |
1�
Craftsmen
)$�
Craftsmen
Which career should you play? If you want to create new high quality objects,
then you should be a Craftsman.
Craftsman: A skilled creator. An artisan. A master of a trade or manual art. An
artificer. A craftsperson. A craftsophont.
Craftsman
is never a first career.
CRAFTSMAN
To Begin Automatic*
Masterpiece Str C2 C3 Int
Continue Craftsman x 2
*If TWO Skill-6+ and Craftsman-1+
SKILL ELIGIBILITY
Per Term 4 skills
Per Success 1 skill
Per Success Craftsman-3
Per Failure Craftsman-1
MUSTERING OUT BENEFITS
1D
Money
Benefits
2
Low Psg
Forbidden Knowle
3
Mid Psg
Wafer Jack
4
High Psg
C5 +1
5
Cr 15,000
Str +1
6
StarPass
C2 +1
7
Cr 25,000
C3 +1
8
Cr 30,000
Int +1
9
Cr 35,000
Ship Share
10
Cr 40,000
TAS Fellow
DM + Terms
CAREER CHANGE OPTIONS
Citizen, Scholar, Entertainer,
Spacer, Soldier, Rogue,
Noble, Marine, Functionary.
subject to eligibility
THE CRAFTSMAN’S PASSION
The focus of a Craftsman’s activity is creating Masterpieces.
The Controlling Characteristic governs creating the current Masterpiece
(and cannot be used again until all of the others have been used as well).
Master Points. In each Term, the Craftsman totals available Master Points
which will be used toward the current Masterpiece. Roll 9D for Masterpiece
Points or less for success in creation. If the Craftsman cannot show at least 40
Masterpiece points, he cannot attempt a Masterpiece (treat as failure).
MASTER POINTS
Controlling Characteristic
Master Points =
Craftsman
Up to FIVE skills at Skill-6+
9D <
Master Points
Masterpiece attempt not possible if Master Points <40.
For example, the Craftsman has 45 Master Points when creating a
Masterpiece; he must roll 45 or less (on 9D) for success.
If The Creation Is Successful,
A beautiful Masterpiece has been created. Name an object capable of being
lifted or carried by the Character, and reasonably created using the Skills applied.
Allocate the Masterpiece points to QREBS (for the ranges -5 to +5, -5 = 1 point;
+5 = 11 points). If all QREBS values are set at the Maximum, excess Master
Points can be allocated equally in excess of +5.
A Perfect Masterpiece has 55 or more Master Points.
If The Creation Fails,
The Craftsman receives Craftsman +1 (it’s called learning from experience).
The Value of a Masterpiece
The Craftsman has spent most of three years conceiving and creating the
Masterpiece. Simple living expenses and cost of labor (=Cr25 an hour for 6000
hours) puts the cost of the Masterpiece at Cr150,000. The Masterpiece can be
sold at Cr150,000 plus Cr10,000 per Master Point over 39. A Perfect Masterpiece
(=55 points) sells for Double (= Cr600,000).
Vintage Masterpieces. A Masterpiece increases in value about 5% per year,
but are subject to Flux when sold.
CRAFTSMAN SKILLS
1 Personal 2 Academic 3 Travel
4 General
5 Business 6 Vocation
7 Avocation
1 C1 +1
Major*
Seafarer
Animals
Comms
One Art
One Art
1
2 C2 +1
Major*
Navigation
Comms
Bureaucrat
One Trade
One Science
2
3 C3 +1
Minor*
Hostile Env
Designer
Diplomat
One Trade
One Trade
3
4 C4 +1
Minor*
Flyer
Computer
Leader
New Trade***
Athlete
4
5 C5 +1
One Trade
Driver
Designer
Liaison
New Trade***
Animals
5
6 C6** +1
One Trade
Vacc Suit
Designer
Trader
Naval Architect Gambler
6
*If the character does not have a Major/Minor this benefit is lost. **If the character has C6=Caste, this benefit is lost.
***Any Trade not already held; if all are already held; this benefit is lost.
| textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=1134 Characters Chargen Craftsmen.pdf |
Official Regional Certificate of the County of Urnst
Soldier Certificate
Character Name:
Player Name:
RPGA #:
Brief Description
The army, militia, marines, and mercenaries are tasked with defending our lands from
invasion, raids, and marauding monsters. Enlistment is open to all persons loyal to the
County of Urnst. PC’s start at Rank-1. The ranks detailed below, may be increased as
the requirements are met, but may not advance faster than one rank per adventure.
Name of the PC’s Fighting Unit:
Initial DM Signature:
RPGA #
Date:
RANK
MINIMUM ADVANCEMENT REQUIREMENTS
1 Private
Profession (soldier): 1 rank; plus two (2) unpaid TU’s at the end of an adventure for basic training
2 Sergeant
Profession (soldier): 4 ranks; Knowledge (war) 1 rank; plus one (1) TU for training
3 Lieutenant
Profession (soldier): 6 ranks; Leadership Feat; plus two (2) TU’s at the end of an adventure
4 Captain
Warmaster or Warpriest Prestige class; plus three (3) TU’s at the end of an adventure
5 Colonel
Warmaster or Warpriest level 3; plus four (4) TU’s at the end of an adventure
6 General
Special appointment by the Countess
A fighter, barbarian, paladin or ranger character may add their wisdom bonus to their Profession (soldier) skill score to
determine actual Military Rank.
Benefits
According to the RUP-2 rules, “Benefits of Non-Adventuring Activity,” a PC can use the Profession (soldier) skill to earn
money in the army/militia as follows: “Profession: You can practice your trade and make a decent living earning half your
total check result (rounded down) in gold pieces when you spend 1 TU immediately after playing in a Regional Living
Greyhawk adventure set in your current home region. You may only spend 1TU per adventure in this way. You may
neither take 10 nor take 20 on this check.”
The Warmaster adaptable prestige class is available upon reaching the rank of Sergeant.
Benefits in regards to rank will be determined through role-playing.
PC may use Influence Point certificates to reduce the cost of Upkeep by 12 g.p.’s per certificate.
The player must abide by all limitations, updates and errata to this information as
defined in the RUP-URC and RUP 1-3 documents.
This official County of Urnst regional certificate has been downloaded from the County of Urnst website and printed by the player. THE
PLAYER MUST HAVE A COPY OF ANY INFORMATION TO BE USED IN PLAY OR THE DM WILL DECLARE IT UNUSABLE. Prior
Adventure Certificates may be referenced if necessary to confirm the benefits conferred by this certificate. All requirements must be met
while playing within the borders of the Mountain States Region (Colorado, Montana, New Mexico, or Wyoming). This document is not
tradable, has no cash value, is property of the RPGA and must be relinquished upon request by the RPGA staff. Limitations, updates,
and errata must be observed and may be found at the County of Urnst website in the RUP-URC document at www.countyofurnst.com.
Original Version: 2-22-02. Updated Version: April 7, 2002
| textdata/thevault/Living Greyhawk/Metaorg Material/County of Urnst/soldier.pdf |
© 2019 James V. West — necroticgnome.com
| textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Character Sheets/Old-School Essentials Underground Character Sheet (Ascending AC Version).pdf |
5�
The Fantastic Drives
5
The Fantastic Drives
The Fantastic Drives are uncommonly encountered interstellar drives available only
as artifacts or at extremely high Tech Levels.
DRIVE TONNAGE
THE FANTASTIC DRIVES
Drive Rating
J
H
S
Letter
EP
J-Drive
H-Drive
S-Drive
A
100
10
1
10
B
200
15
2
20
C
300
20
3
30
D
400
25
4
40
E
500
30
5
50
F
600
35
6
60
G
700
40
7
70
H
800
45
8
80
J
900
50
9
90
K 1000
55
10
100
L 1100
60
11
110
M 1200
65
12
120
N 1300
70
13
130
P 1400
75
14
140
Q 1500
80
15
150
R 1600
85
16
160
S 1700
90
17
170
T 1800
95
18
180
U 1900
100
19
190
V 2000
105
20
200
W 2100
110
21
210
X 2200
115
22
220
Y 2300
120
23
230
Z 2400
125
24
240
N2 2600
140
26
260
P2 2800
150
28
280
Q2 3000
160
30
300
R2 3200
170
32
320
S2 3400
180
34
340
T2 3600
190
36
360
U2 3800
200
38
380
V2 4000
210
40
400
W2 4200
220
42
420
X2 4400
230
44
440
Y2 4600
240
46
460
Z2 4800
250
48
480
N
N-Drive
30
60
90
120
150
180
210
240
270
300
330
360
390
420
450
480
510
540
570
600
630
660
690
720
750
780
810
840
870
900
930
960
990
1020
1050
1100
Any of the Drives shown here must be supported by a
Power Plant with Drive Potential at least equal to this
Drive’s Potential.
Jump Drive (shown for comparison). Jumps are
measured in parsecs; one Jump (regardless of distance)
requires one week.
The Mythical “Hop” Drive. Hops are measured in tens
of parsecs; the ship Hops exactly that distance; one Hop
takes about a day. Fuel usage is relatively small.
The Rumored “Skip” Drive. Skips are measured in
hundreds of parsecs, but the final distance is inexact.
One Skip (regardless of distance) requires several hours.
Fuel usage is negligible. A Skip contaminates Jump
Space in its originating system, and is subject to
SkipScatter.
NAFAL. The Not As Fast As Light interstellar drive.
The drive accelerates the ship perpendicular to a gravity
source and decelerates the ship perpendicular to the
destination gravity source. Acceleration is in Gs.
FUEL REQUIREMENTS
Drives require fuel to provide energy. Fuel is Hydrogen,
stored under pressure and liquefied, fed from fuel tanks to
the appropriate drive.
Hop Drive (per Hop). A Hop Drive requires 1% of Hull
Tonnage per Hop number (subject to PPlant Overclock)
per use. A Hop Drive can perform ONLY a Hop equal to
its Potential.
Skip Drive (per Skip). A Skip Drive requires 1% of Hull
Tonnage per Skip number (subject to PPlant Overclock)
per use. A Skip Drive can perform ONLY a Skip equal to
its Potential and is subject to Skip Scatter (1 parsec in a
random direction from the destination hex).
NAFAL (per month). A NAFAL Drive requires 1% of
Hull Tonnage per G number (subject to PPlant
Overclock).
DRIVE TL
TL
J
H
S
N
TL
J
H
S
N
9
1
-
-
1 |
21
-
-
-
7
10
1
-
-
- |
22
-
-
-
-
11
2
-
-
2 |
23
-
1
-
8
12
3
-
-
- |
24
-
2
-
-
13
4
-
-
3 |
25
-
3
-
9
14
5
-
-
- |
26
-
4
1
-
15
6
-
-
4 |
27
-
5
2
-
16
6
-
-
- |
28
-
6
3
-
17
7
-
-
5 |
29
-
7
4
-
18
7
-
-
- |
30
-
8
5
-
19
8
-
-
6 |
31
-
9
6
-
20
8
-
-
- |
32
-
-
7
-
COSTS
Drive
MCr
Jump
1.0
Hop
5.0
Skip
5.0
NAFAL 1.0
Per Ton
STAGE EFFECTS
Stage
TL QREBS OC
Tons Cost
Ex Experimental*
- 3
Full
50
x3
x10
Pr Prototype**
- 2
3 of 5
80
x2
x3
Er Early
- 1
1 of 5
90
x2
(Standard)
+0
100
Im Improved
+1
+1 of 5 110
Ad Advanced
+2
+3 of 5 120
OC= Overclock (for Power Plants only; ignore Tons).
OVERCLOCK
Standard P-Plant tonnage is based on Overclock= 100.
True P-Plant tons =
Power Plant Tons / (OC/100)
True Hop Fuel Required= Fuel / (OC/100)
True Skip Fuel Required= Fuel / (OC/100)
| textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=5320 Starship 20 The Fantastic Drives.pdf |
5
Semita Errabunda
Characteristics: Int +1, Per 0, Pre –1, Com –1, Str
–1, Sta 0, Dex +3, Qik +2
Size: –1
Age: 20
Decrepitude: 0
Warping: 0 (0)
Virtues and Flaws: Light Touch, Perfect Balance,
Social Contacts (amongst thieves); Small Frame,
Tainted with Evil, Weakness: Money
Personality Traits: Vain +3, Avaricious +2,
Principled –3
Reputations: none
Combat: Dagger: Init +5, Attack +8, Defense +5,
Damage +2
Fist: Init +3, Attack +5, Damage +4, Damage –1
Soak: +1
Fatigue Levels: OK, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12),
Incapacitated (13–16)
Abilities: Area Lore 2 (alleys), Athletics 4 (climbing
walls), Awareness 3 (authority figures), Bargain 1 (ill-
gotten gains), Brawl 2 (dagger), Guile 3 (professing
innocence), Intrigue 2 (townsfolk), Legerdemain 4
(slitting purses), Local Language 5 (vulgar speech),
Profession: Mummer 1 (disguises), Stealth 4 (urban
areas)
Equipment: Half quilted armor, 3 daggers, rope.
Encumbrance: 1 (1)
Appearance: Credo is a small, wiry man, who is
often mistaken for a teenager because of his small
size. He takes a great deal of care in his image,
despite being of low birth. He always keeps up with
the latest fashions amongst the gentlefolk in clothing
and hairstyle - most of the money he steals goes on
his appearance. He has pinched features and beady
eyes, and has both a broken nose and broken teeth,
due to mistreatment by a merchant who caught him
stealing.
Credo gets his unusual name from his mother,
who heard it at Mass and thought it would be a
nice name for her unborn child. It is perhaps the
most inappropriate name (meaning "I believe"),
because Credo is the most underhand, distrusting
and sneaky employee of the covenant. The key
word here is "employee" - he can be trusted as
long as the covenant pay him, and currently, they
are the richest people he knows. Credo is useful
for those tasks that cannot be given to most
grogs; either because they require stealth, intelli-
gence, or loose morals. The magi have not found
a single task that Credo was unwilling to attempt,
for the right price. Credo does not work well
with others, but he can be relied upon to act
independently, without supervision, and return at
the end of his job for his pay. Despite the reli-
gious origins of his name, Credo was never bap-
tized, and so does not have even the basic defens-
es against temptation and vice, and God-fearing
folk are uncomfortable in his presence.
Despite being especially fond of fine quality
ostentatious jewelry, he never wears any of it in
public; instead hiding it away in a secret place,
putting it on when he thinks no-one is looking.
He earns money as a mummer on holy days, but
this is mainly a front while he and his cronies to
fleece the onlookers.
Credo
by Mark Shirley
| textdata/thevault/Ars Magica [multi]/5th edition/Semita Errabunda/Grog - Credo.pdf |
23
legend pts
Birthrights
Weapons
knacks
Boons
WillpoWer
oooooooooo
health
oooooo
oooooo
virtues
ooooo
ooooo
ooooo
ooooo
legend
eXperience
––––––––––––––––––
a–––– l–––– B––––
arMor
a–––– l–––– B––––
soak
name
player
attriButes
academics
ooooo
animal ken
ooooo
art
ooooo
ooooo
athletics
ooooo
awareness
ooooo
Brawl
ooooo
command
ooooo
control
ooooo
ooooo
calling
nature
pantheon
role
aBilities
craft
ooooo
ooooo
ooooo
empathy
ooooo
fortitude
ooooo
integrity
ooooo
investigation
ooooo
larceny
ooooo
Marksmanship
ooooo
Medicine
ooooo
Melee
ooooo
occult
ooooo
politics
ooooo
presence
ooooo
science
ooooo
ooooo
ooooo
stealth
ooooo
survival
ooooo
thrown
ooooo
g o d
s
c
i
o
n
—
g
o
d
s
c
i
o
n
—
g
o
d
physical
strength oooooooooo
dexterity oooooooooo
stamina oooooooooo
social
charisma
oooooooooo
Manipulation oooooooooo
appearance oooooooooo
Mental
perception oooooooooo
intelligence oooooooooo
Wits
oooooooooo
0
–1
–1
–2
–2
–4
i
| textdata/thevault/Scion (storyteller) [multi]/1st Edition/Character Sheets/Scion - Allies - CS - God.pdf |
Semita Errabunda
16
Characteristics: Int +3, Per +1, Str +2, Sta 0, Prs –3
(2), Com –1, Dex +1, Qik +2
Size: 0
Age: 87 (64), Hermetic age 62 yrs past Gauntlet.
Decrepitude: 0
Warping Score: 6 (17)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus;
Puissant Art (Perdo) (free Virtue); Flawless Magic;
Affinity with Perdo, Enduring Constitution, Fast
Caster, Hermetic Prestige, Premonitions, Second
Sight, Strong-Willed; Blatant Gift, Driven (Hunt
Enemies of the Order), Enemies (Renounced Magus
and his Lackeys); Disfigured (Facial Burns)
Personality Traits: Brave +3, Dedicated to Cause +3,
Efficient +3
Reputations: Dedicated Hoplite +3 (Hermetic magi)
Combat: Fist: Init +2, Atk +5, Def +6, Dam +2
Kick: Init +1, Atk +4, Def +4, Dam +5
Long Spear: Init +5, Atk +9, Def +8, Dam +9
Soak: +0
Fatigue levels: OK, 0, 0, –2, –4, Unconscious
Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-15),
Incapacitated (16-20) (* accumulated wound penal-
ties reduce by 1 for Enduring Constitution)
Abilities: Artes Liberales 4 (Grammar), Athletics 2
(Running), Awareness 3 (Alertness), Bargain 2
(Books), Bavaria Lore 2 (Geography), Brawl 3
(Punching), Chirurgy 2 (Bind Wounds), Civil and
Canon Law 1 (Local Customs), Code of Hermes 3
(Wizards’ Marches), Concentration 3 (Spells),
Dominion Lore 2 (Divine Creatures), Etiquette 2
(Merchants), Faerie Lore 2 (Faerie Forests), Finesse
4 (Precision), Folk Ken 2 (Peasants), German 5
(Merchant Slang), Great Weapon 4 (Long Spear),
Guile 3 (Fast talk), Hunt 2 (Tracking), Infernal
Lore 2 (Demons), Intrigue 3 (Plotting), Latin 4
(Hermetic), Leadership 3 (Intimidation), (Local
Area) Lore 3 (Personalities), Magic Lore 2
(Creatures), Magic Theory 5 (Inventing Spells),
Order of Hermes Lore 4 (Criminals), Parma
Magica 5 (Corpus), Penetration 6 (Perdo),
Philosophiae 2 (Moral Philosophy), Premonitions
3 (Enemy Magi), Profession - Scribe 2 (Speed),
Second Sight 3 (Invisibility), Stealth 2
(Shadowing), Survival 2 (Forests), Swim 2 (Rough
Water)
Arts: Cr 10, In 6, Mu 4, Pe 18+3 (15), Re 9; An 5,
Aq 6, Au 6, Co 15, He 6, Ig 6, Im 5, Me 6, Te 6 (4),
Vi 8
Twilight Scars: The shadows in Darius’ hood are
unusually deep, hiding his face; Nearby, non-magical
items decay when Darius uses magic (as the Warped
Magic Flaw).
Equipment: Long Spear with haft enchanted as a tal-
isman, instilled with the effect The Wound that
Weeps (PeCo 15, penetration 0, 50 uses per day),
attuned to a +4 bonus to spells that destroy at a dis-
tance, Longevity Ritual: Lab Total 35, +7 aging
bonus
Encumbrance: 0 (4)
Darius,
filius Xerxes, follower of Flambeau
by Niall Christie
17
Semita Errabunda
Spells Known:
Cripple the Howling Wolf (PeAn 25/+27*),
Mastery 1 (Fast Casting)
Parching Wind (PeAq 20/+28*), Mastery 1
(Penetration)
Curse of the Desert (PeAq 25/+29*), Mastery
2 (Penetration, Magic Resistance)
The Chirurgeon’s Healing Touch (CrCo
20/+26), Mastery 1 (Penetration)
Whispers through the Black Gate (InCo (Me)
15/+13), Mastery 1 (Quiet Casting)
The Inexorable Search (InCo 20/+22),
Mastery 1 (Penetration)
Grip of the Choking Hand (PeCo 15/+37*),
Mastery 1 (Penetration)
The Wound that Weeps (PeCo 15/+37*),
Mastery 1 (Penetration)
Incantation of the Milky Eyes (PeCo
30/+37*), Mastery 1 (Penetration)
Twist of the Tongue (PeCo 30/+37), Mastery
1 (Fast Casting)
Clenching Grasp of the Crushed Heart (PeCo
40/+38*), Mastery 2 (Penetration, Magic
Resistance)
Gift of the Bear’s Fortitude (MuCo 25/+20),
Mastery 1 (Fast Casting)
Endurance of the Berserkers (ReCo 15/+25),
Mastery 1 (Fast Casting)
Lifting the Dangling Puppet (ReCo 15/+25),
Mastery 1 (Penetration)
Seven-League Stride (ReCo 35/+25), Mastery
1 (Fast Casting)
The Leap of Homecoming (ReCo 35/+25),
Mastery 1 (Fast Casting)
The Great Rot (PeHe 25/+28*), Mastery 1
(Fast Casting)
Soothe the Raging Flames (PeIg 20/+28),
Mastery 1 (Fast Casting)
Ward Against Heat and Flames (ReIg
25/+16), Mastery 1 (Fast Casting)
Veil of Invisibility (PeIm 20/+28), Mastery 2
(Quiet Casting x 2)
Tip of the Tongue (PeMe 5/+29), Mastery 2
(Fast Casting, Magic Resistance)
Calm the Motion of the Heart (PeMe 15/+28),
Mastery 1 (Quiet Casting)
Loss of But a Moment’s Memory (PeMe
15/+29*), Mastery 3 (Quiet Casting x 2,
Still Casting)
Blessing of Childlike Bliss (PeMe 25/+30),
Mastery 3 (Quiet Casting x 2, Still
Casting)
Rusted Decay of Ten-Score Years (PeTe 20*,
Target increased to Group/+28*),
Mastery 1 (Fast Casting)
Demon’s Eternal Oblivion (PeVi 30/+30*),
Mastery 1 (Fast Casting)
Wind of Mundane Silence (PeVi 30/+30),
Mastery 1 (Magic Resistance)
(* if Darius is holding his Talisman, he
has a +4 bonus to cast spells which
“Destroy things at a distance”)
Semita Errabunda
18
Appearance: Darius is a frightening indi-
vidual. A bony figure swathed in a black,
all-encompassing robe and carrying a
black-hafted spear, he is reminiscent of
medieval perceptions of the physical
embodiment of death. This image is fur-
ther emphasized if his hood falls away
from his face, for Darius is bald, with a
mass of scar tissue for a face and no eyes.
Darius is content to cultivate his sinister
image; he is a hoplite and an expert with
Perdo magic, dedicated to the discovery
and execution of traitors within the
Order. However, it was not always thus;
Uwe, the boy who would eventually
become Darius, was born into a merchant
family living in Bavaria. He enjoyed a
comfortable life in a moderately prosper-
ous household. However, shortly after
Uwe reached puberty strange things
began to happen. His books would fall
apart, furniture he sat on would break,
and the family cat died in his arms. His
family became aware that there was
something unsettling about the boy and
were only too happy to see him taken
away as an apprentice by the mysterious
scholar who visited them soon after.
Thus Uwe became the apprentice of the
hoplite Xerxes, who indoctrinated his fil-
ius to become a hunter of evils within the
Order of Hermes. A lab accident early
during apprenticeship burned away Uwe’s
eyes and the flesh on his head, but
Xerxes restored Uwe’s sight, although he
refused to do anything about his filius’
appearance. Fifteen years later Uwe
became a magus of the Order of Hermes
named Darius and joined the ranks of the
hoplites, its guardians. He has continued
to maintain contact with his (aging)
pater, but they only see each other on
rare occasions when they can share infor-
mation; Xerxes is now too frail to take
part in combat.
Darius travelled to the covenant to estab-
lish a base from which he could seek out
and destroy its enemies. He pursued this
vocation with an enthusiasm that
impressed his colleagues, and when the
previous leader of the covenant recently
passed into Final Twilight he accepted
the position of head, seeing in this an
opportunity to instill his values into the
new, younger members swelling its ranks.
Darius has been too busy to train an
apprentice, but now he feels the need to
pass on his legacy soon, as he suspects
that he may have encountered his bane;
he recently fought a powerful Renounced
magus and his followers and was nearly
killed, only “escaping” when a magical
maelstrom sent him physically into
Twilight. The traitor is still at large;
Darius intends to kill him in the next
confrontation and is even prepared to
sacrifice himself to achieve this aim.
| textdata/thevault/Ars Magica [multi]/5th edition/Semita Errabunda/Wizard - Darius.pdf |
Expanded Gifts
Name:______________________________
Type:_____________________ Level:____
Book:_____________________ Page#____
Learned From:________________________
Description:__________________________
__________________________________
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System:_____________________________
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Type:_____________________ Level:____
Book:_____________________ Page#____
Learned From:________________________
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System:_____________________________
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Name:______________________________
Type:_____________________ Level:____
Book:_____________________ Page#____
Learned From:________________________
Description:__________________________
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System:_____________________________
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Name:______________________________
Type:_____________________ Level:____
Book:_____________________ Page#____
Learned From:________________________
Description:__________________________
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System:_____________________________
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Name:______________________________
Type:_____________________ Level:____
Book:_____________________ Page#____
Learned From:________________________
Description:__________________________
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System:_____________________________
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__________________________________
Name:______________________________
Type:_____________________ Level:____
Book:_____________________ Page#____
Learned From:________________________
Description:__________________________
__________________________________
__________________________________
__________________________________
System:_____________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
| textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/oWoD/Werewolf (c)/Character Sheets/Breed Sheets/WOD - Werewolf - The Apocalypse - Character Sheet - Ananasi (Expanded Gifts).pdf |
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| textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/oWoD/Werewolf (c)/Character Sheets/Breed Sheets/Bastet/WOD - Werewolf - The Apocalypse - Character Sheet - Ceilican (Expanded Rites).pdf |
Notes
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| textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/oWoD/Werewolf (c)/Character Sheets/Breed Sheets/Bastet/WOD - Werewolf - The Apocalypse - Character Sheet - Khan (Expanded Rites).pdf |
L'Appel
de Cthulhu
1900 - 1945
Acrobatie (DEX/2)
....... ❏
Anthropologie (01) ....... ❏
Archéologie (01)
....... ❏
Architecture (01)
....... ❏
Argot (10)
....... ❏
Art (EDU)
....... ❏
Artisanat (05)
....... ❏
...................................
....... ❏
Astronomie (01)
....... ❏
Baratin (05)
....... ❏
Bibliothèque (25)
....... ❏
Bicyclette (30)
....... ❏
Biologie (10)
....... ❏
Bloquer (DEX x 2)
....... ❏
Chimie (01)
....... ❏
Chirurgie (01)
....... ❏
Cinéma (10)
....... ❏
Comptabilité (10)
....... ❏
Conduire attelage (25) ....... ❏
Conduire automobile (20) ....... ❏
Conduire engin lourd (01) ....... ❏
Conduire motocyclette (01) ....... ❏
Contrefaçons (01)
....... ❏
Courir (CON + POU) ....... ❏
Criminalistique (01) ....... ❏
Danser (05)
....... ❏
Déguisement (01)
....... ❏
Discrétion (10)
....... ❏
Dissimulation (15)
....... ❏
Droit (05)
....... ❏
Ecouter (25)
....... ❏
Equitation ( 05)
....... ❏
Electricité (10)
....... ❏
Esquive instinctive (POU) ....... ❏
Esquiver (DEX x2)
....... ❏
Gastronomie (20)
....... ❏
Géographie (15)
....... ❏
Géologie ( 01)
....... ❏
Grimper (40)
....... ❏
Histoire (20)
....... ❏
Hypnotisme (01)
....... ❏
Jeu (15)
....... ❏
Lancer (25)
....... ❏
Langue natale (EDU x5) ....... ❏
L/E/P
....... ❏
L/E/P
....... ❏
L/E/P
....... ❏
L/E/P
....... ❏
Linguistique (01)
....... ❏
Littérature / Poésie (10) ....... ❏
Mécanique (20)
....... ❏
Médecine (05)
....... ❏
Musique (10)
....... ❏
Mythe de Cthulhu (00) ....... ❏
Nager (25)
....... ❏
Navigation (10)
....... ❏
Occultisme (05)
....... ❏
Oenologie (10)
....... ❏
Persuasion (15)
....... ❏
Pharmacologie (00) ....... ❏
Photographie (15)
....... ❏
Physique (05)
....... ❏
Pickpocket (05)
....... ❏
Piloter aérostat (01) ....... ❏
Piloter avion (01)
....... ❏
Piloter dirigeable (01) ....... ❏
Premiers soins (30) ....... ❏
Psychanalyse (01)
....... ❏
Psychologie (01)
....... ❏
Religion (05)
....... ❏
Sauter (25)
....... ❏
Savoir vivre (EDU x2) ....... ❏
Serrurerie (01)
....... ❏
Ski (01)
....... ❏
Suivre une piste (10) ....... ❏
Trouver Objet Caché (25) ....... ❏
Voile (01)
....... ❏
Zoologie (01)
....... ❏
....................................
....... ❏
....................................
....... ❏
Coup de poing 1d3 (50) ....... ❏
Coup de pied 1d6 (25) ....... ❏
Coup de tête 1d4 (10) ....... ❏
Lutte (25)
....... ❏
Armes blanches (25) ....... ❏
Escrime (10)
....... ❏
Fusil de chasse (30) ....... ❏
Armes de poing (20) ....... ❏
Mitraillette (15)
....... ❏
Fusil (25)
....... ❏
Mitrailleuse (15)
....... ❏
.................................
....... ❏
ARMES
Armes
Calibre Dégats Tir/R. Portée Pvi Cap. Rech. Enr. Dissimulation Munitions
___________________________
_________ _____ ______ _______ ____ ____ _____ ____ ___________
___________________________
_________ _____ ______ _______ ____ ____ _____ ____ ___________
___________________________
_________ _____ ______ _______ ____ ____ _____ ____ ___________
___________________________
_________ _____ ______ _______ ____ ____ _____ ____ ___________
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
18 19 20 21 22 23 24 25 26 27 28 29 30 31
32 33 34 35 36 37 38 39 40 41 42 43 44 45
46 47 48 49 50 51 52 53 54 55 56 57 58 59
60 61 62 63 64 65 66 67 68 69 70 71 72 73
74 75 76 77 78 79 80 81 82 83 84 85 86 87
88 89 90 91 92 93 94 95 96 97 98 99
Points de santé mentale
Points de vie
1 2 3 4 5 6 7 8 9
10 11 12 13 14 15
16 17 18 19 20 21
Points de magie
1 2 3 4 5 6 7 8 9
10 11 12 13 14 15
16 17 18 19 20 21
Compétences
FOR
CON
TAI
Bonus/pénalité aux dommages :
DEX
APP
SAN
INT
POU
EDU
Idée
Chance
Connais.
Nom :
Prénom :
Né(e) le :
Age :
Sexe :
Nationalité :
Lieu de résidence :
Profession :
Études / Dilpômes :
Désordres psychologiques :
Signes particuliers :
Taille :
Poids :
Cheveux :
Yeux :
Main directrice :
Copyright 2007
T.O.C.
www.tentacules.net
| textdata/thevault/Collections/Jeu de Role Trove/LAppel de Cthulhu/Divers/Aides de Jeu/AdC - Fiches de Perso/AdC - Fiche de Perso 1900-1945.pdf |
GP
Starting GP
Lifestyle
� None
� Standard
(12 gp x TU)
� Rich
(50 gp x TU)
� Luxury
(100 gp x TU)
-
GP
Lifestyle Costs
GP
Subtotal
XXXXX GP
Added GP Costs
GP
FINAL GP TOTAL
XP
Starting XP
- XXXXXX XP
XP lost or spent
XP
Subtotal
+ XXXXXX XP
XP Gained
FINAL XP TOTAL
XP
TU
Starting TU
8 TU
TU Cost
-
TU
Added TU Costs
TU REMAINING
Benefits of Membership:
• May claim sanctuary in any temple of Pelor in Veluna
• A Father is considered to be Class 1 for determining cost and eligibility for spells from a
temple or priest of Pelor in Veluna.
• A Father gains a +4 bonus to Diplomacy checks with worshippers of Pelor.
• A Father gains a +2 bonus to Diplomacy checks when dealing with citizens of Falsridge.
• A Father gains a +1 bonus to Diplomacy checks with Velunan NPCs with Commoner
levels.
• The above bonuses shall not apply if the Father is not wearing his holy vestments (his
symbol of Pelor must be obvious). At the same time, this can cause negative reactions
with opposed religions and is subject to modification per the module.
• Access to purchase the following items at normal price: Double Mace (A&E), Focusing
Candle (A&E), Frostwine (A&E), Ghostblight Capsule (CAd), Gravebane (A&E),
Healer’s Balm (CAd), Quicksilver Capsule (CAd), Percolator (A&E), Priest’s Bullet
(LM), Restful Candle (A&E), Sparker (A&E), Weapon Capsule Retainer (CAd)
• Access to purchase the following items at a 20% discount: Antitoxin (PHB), Healer’s Kit
(PHB)
• Access to the following alternate class features: Deity's Favor (PH2), Divine Restoration
(DS), Divine Spirit (DS), Pool of Healing (CC)
• Each time a Father gains a level in the Healer class, he may choose one spell from the
following list to add to his list of spells known (all SpC): close wounds, faith healing,
fortunate fate, mass restoration, positive energy aura, stabilize
• Free standard lifestyle upkeep while in region
• PC may use the honorific “Father” or “Mother”
• Fathers are considered to be sanctioned by the Church for the purpose of meeting the
special requirement for access to the Sacred Exorcist prestige class.
Adventure Record#
59
59
59
598888 CY
CY
CY
CY
OOOO R G A N I Z A T I O N
R G A N I Z A T I O N
R G A N I Z A T I O N
R G A N I Z A T I O N
LLLL E V E L O F
E V E L O F
E V E L O F
E V E L O F
OOOO R G A N I Z A T I O N
R G A N I Z A T I O N
R G A N I Z A T I O N
R G A N I Z A T I O N
& Annual Costs
Acolyte
Acolyte
Acolyte
Acolyte
Brother
Brother
Brother
Brother
Father
Father
Father
Father
8 TUs annually;
10% tithe on all earnings
The Church of Pelor contains most followers of the Sky
Father in Veluna. For the most part, this consists of
priests and paladins of Pelor, though favored souls of
Pelor and Pelor-worshiping healers have recently had
membership in the church opened by Brother-Regent
Solinaar Hallas. Brother-Regent Hallas has taken over
leadership of the church at the request of High
Matriarch Sarana, who has become inexplicably ill as of
late. In contrast to Veluna’s more prominent faiths,
which have increasingly focused on foreign dangers and
rooting out internal threats, Brother Hallas has directed
those who follow the Shining One to put of the bulk of
church resources toward meeting the needs of the
common people of the Vale. Wandering Pelorite priests
have become an increasingly common sight outside the
Diocese of Falsridge, prompting some concern from
clergy of more established faiths.
Requirements to become a Father:
• Resident of Veluna
• Alignment: Neutral good or lawful good
• Must worship Pelor
• At least 10 levels combined of Cleric, Favored Soul,
Healer, Paladin, or Radiant Servant of Pelor
• Skills: Heal 8 ranks, Knowledge (religion) 10 ranks
• 8 Time Units per year (divided between service
projects and ministry duties)
• 1 Year service as a Brother
• Must tithe 10% of all money earned in an adventure,
either donating it to the church or giving it directly
to those in need
• Must uphold the tenets of Pelor at all times –
especially kindness, mercy, and compassion. Gross
violations of these tenets may result in expulsion
from the church.
This Record Certifies that
______________________________________________________
Played by ___________________________________________
Player
RPGA #
Is a Member of
The Church of Pelor
A Meta-Organization of Veluna
Event: _________________________________ Date: ____________
DM: _______________________________________________________
Signature
RPGA #
Play Notes:
� First Joined AR # ________________
� Renewed AR #
________________
� Promoted AR # ________________
� Left AR #
________________
_________________________________________
_________________________________________
_________________________________________
Home Region________________________
This AR does not
count when
determining
Adventure,
Regional,
Metaregional, or
Core access.
NOTE: All bonuses granted by meta-orgs are considered Circumstance bonuses which do not stack with bonuses granted by other meta-orgs
(unless otherwise specified). See the latest edition of the VMCS for additional rules regarding this and other meta-organizations.
| textdata/thevault/Living Greyhawk/Metaorg Material/Veluna/Church of Pelor/Church of Pelor Father.pdf |
5�
Inner System FillForm
5
Fillform
Inner System Fillform
Record the details of the Inner System on this FillForm. Mark
worldnames on the map as necessary.
Inner
THE INNER SYSTEM
LOCATION AND DETAILS
Location (Sector and Hex)
Mainworld Name
Star Name and Spectral
Mainworld Type (Planet or Satellite)
If Satellite, Orbit Name
HZ Variance
MW Climate
System GG
System Belts
Filled Orbits
MAINWORLD StSAHPGL-T
St
Siz
Atm
Hyd
Pop
Gov
Law
-
Tech
Trade Classifications and Remarks
Noble
Alleg
Bases Zone Ix
{ }
Ex
( )
Cx
[ ]
Native Status
OCCUPIED ORBITS
| textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=4221 SystemGen Fillform Inner System.pdf |
Fellreev
Druids, v1.0
This Meta-Record Certifies that
______________________________
Played by
______________________________
Player
RPGA #
has joined
The Fellreev Druids
A Bandit Kingdoms Meta−organization
http://groups.yahoo.com/group/FellreevDruids
Org Notes:
�
First Joined
AR # ____
�
Promoted
AR # ____
�
Promoted
AR # ____
�
Left
AR # ____
�
__________________
_____________________
_____________________
_____________________
Meta-Record
597 CY
Level of
Organization
& Annual Costs
Home Region must be the Bandit Kingdoms
Event: ________________ Date: ___________
DM:_______________________________
Bandit Kingdoms Judge Signature
RPGA #
Fealty to the Druidic Hierarchy: The character must
submit to the authority of the Pack Leaders of the
Fellreev
Druids
(the
Fellreev
Druids
do
not
acknowledge the authority of the either the Old Faith
Druids of the Northern Reaches or the elven druids of
the Oaken Copse). As such, PCs may not belong to any
other organization that requires Fealty.
Residency: The Fellreev Druids call the entirety of the
Fellreev Forest home. As such, the PC may not belong
to any organization that requires residency outside of
the Fellreev Forest.
Feral Nature: Fellreev druids may never pay for
Lifestyle. In addition, Fellreev druids receive a −4
Circumstance penalty to Diplomacy checks when
dealing with anyone other than other Fellreev druids.
However, Fellreev druids receive a +4 Circumstance
bonus to Wild Empathy checks made in the Fellreev
Forest.
Requirements and One−Time Costs:
Cub of the Fellreev:
�
Must have played at least one Bandit Kingdoms
regional event.
�
As of January 1st, 2006, new members must be Flan
humans.
�
5+ ranks in Knowledge (nature) and Survival.
�
Must worship Obad−Hai.
One−time cost: 1 TU spent exploring the Fellreev.
Beast of the Fellreev:
�
Must have been a Cub for 6 months.
�
8+ ranks in Knowledge (nature) and Survival.
�
Must be able to Wildshape.
One−time cost: 1 TU spent exploring the Fellreev
while Wildshaped.
Dire Beast of the Fellreev:
�
Must have been a Beast for one year.
�
12+ ranks in Knowledge (nature) and Survival.
�
Must be able to Wildshape into a Large creature.
One−time cost: 1 TU spent exploring the Fellreev
while Wildshaped into a large form.
Cub
2 TUs; 0 gp
Beast
3 TUs; 0 gp
Dire Beast
4 TUs; 0 gp
ACCESS GAINED FROM MEMBERSHIP
All items are Access: Regional (Bandit Kingdoms)
All feats, spells, and prestige classes are Access: Any
Cub:
�
May take the feat Draconic Heritage (green only, CA).
�
May purchase the following mundane items: bark armor, holy text (Obad−
hai), wood armor (all from A&EG), camouflage kit, blend cream, catstink,
healer’s balm, nature’s draught, longstaff (all from CV), masterwork drums
(PHB & CV), greatspear (CW), fur clothing (FB), blunt arrow (RW).
�
Gains one permanent Influence Point with the Fellreev Druids.
Beast (all of the previous plus the following):
�
Once per year, the PC may subtract 1 TU from the cost of a Bandit
Kingdoms regional even set in the Fellreev Forest.
�
May purchase the following mundane items: burrower’s saddle, flyer’s
saddle (all from RS), forestwarden shroud, leafweave armor, wildwood
armor (all from RW), hide shield (SS).
�
May learn the feat Sudden Silent (CA).
�
Gains one permanent Influence Point with the Fellreev Druids.
Dire Beast (all of the previous plus the following):
�
Gains a +1 Renown bonus to Leadership score when attracting a Neutral
fey, magical beast, monstrous humanoid or plant cohort. This does NOT
provide access to a non−standard cohort.
�
Gains one permanent Influence Point with the Fellreev Druids.
Lifestyle Benefits during Bandit Kingdoms
Events
Living
Wild:
The
PC
receives
a
Circumstance bonus to Survival checks
made when “Living off the Wild” during
Bandit Kingdoms regional events (based
on rank, see below).
�
Cub: +2
�
Beast: +3
�
Dire Beast: +4
Skill Bonuses during Bandit Kingdoms
Events
Lay of the Land: The PC receives a
Circumstance bonus to the following skill
checks made when in the Fellreev Forest:
Balance, Climb, Handle Animal, Hide,
Jump, Knowledge (nature), Listen, Move
Silently, Spot, Survival, and Swim (based
on rank, see below).
�
Cub: +2
�
Beast: +3
�
Dire Beast: +4
| textdata/thevault/Living Greyhawk/Metaorg Material/Bandit Kingdoms/Bandit Kingdoms/Fellreev Druids.pdf |
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
Attack 0
Killing Touch
Target One living creature within your reach
Your fi nger blackens as you reach out to touch the
target. Make a Will attack roll against the target’s
Agility. On a success, you touch the target. Roll
3d6. If the total equals or exceeds the target’s
Health, it dies. If not, the target becomes fatigued
for 1 round.
Shadow of the Demon Lord © 2016 Schwalb Entertainment, LLC
companion 36
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
Utility 0
Protection from Death
Target One living creature within your reach
Duration 1 hour
You touch the target and a leave a skull-shaped
sigil that remains on the target’s body for the
duration. During that time, the target makes
challenge rolls to resist Death spells with 1 boon,
and attack rolls for Death spells cast on the target
are made with 1 bane. In addition, when the
target makes fate rolls, it can roll twice and use
the higher roll.
Shadow of the Demon Lord © 2016 Schwalb Entertainment, LLC
companion 36
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
Attack 1
Injure
Target One living creature within short range
T reads of dark energy gather around the target.
Make a Will attack roll against its Strength. On a
success, the target takes 2d6 + 3 damage.
Attack Roll 20+ T e target takes 1d6 extra
damage.
Shadow of the Demon Lord © 2016 Schwalb Entertainment, LLC
companion 36
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
Attack 1
Life Drain
Target One living creature within short range
You reach for the target to draw forth its life.
Make a Will attack roll against its Strength. On a
success, the target takes 1d6 + 3 damage and you
heal an equal amount.
Attack Roll 20+ T e target takes 1d6 extra
damage, and you heal an equal amount.
Shadow of the Demon Lord © 2016 Schwalb Entertainment, LLC
companion 36
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
Utility 1
Stasis
Target One willing and living creature within
your reach
Duration 8 hours
You touch the target, and it falls prone and
becomes defenseless for the duration. T e target
appears to be dead to creatures other than you.
While in this state, the target is immune to the
diseased and poisoned affl ictions, cannot gain
Insanity, and takes half damage. T e target cannot
see, but it can hear and remains aware of time’s
passage.
Shadow of the Demon Lord © 2016 Schwalb Entertainment, LLC
companion 36
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
Attack 2
Decay
Target One creature that has a physical body or
one object within your reach
Make a Will attack roll against the target’s Agility.
On a success, you touch the target, dealing it 2d6
damage and rendering it subject to decay. At the
end of each round for as long as you concentrate,
up to 1 minute, the target takes 1d6 damage. A
creature incapacitated by this damage dies and
dissolves into a puddle of black slime that dries
af er 1d6 hours. Objects destroyed by the damage
crumble to dust.
Attack Roll 20+ T e target takes 1d6 extra
damage.
Shadow of the Demon Lord © 2016 Schwalb Entertainment, LLC
companion 36
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
Attack 2
Poisonous Breath
Area A cone, 5 yards long, originating from a
point you can reach
You exhale a cloud of stinking mist that spreads
through the area, then dissipates. Each creature
in the area must make a Strength challenge roll.
On a failure, a creature takes 2d6 damage and
becomes poisoned, but takes only 1d6 damage on
a success. A creature poisoned in this way must
get a success on a Strength challenge roll at the
end of each round or take 1d6 damage. T e third
success removes the affl iction.
Shadow of the Demon Lord © 2016 Schwalb Entertainment, LLC
companion 36
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
Attack 3
Feast of Souls
Area A sphere with a 3-yard radius centered on a
point within medium range
Writhing tendrils of darkness spread through the
area and dissipate. Each living creature in the area
must make a Strength challenge roll. A creature
takes 5d6 damage on a failure, or half that damage
on a success. A creatures dies if incapacitated by
this damage. If at least one creature dies from this
spell, you gain a 2d6 bonus to Health that lasts for
1 hour.
Shadow of the Demon Lord © 2016 Schwalb Entertainment, LLC
companion 36
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
Utility 3
Leprous Touch
Duration 1 minute
You hand turns sickly green, and curls of noxious
vapor rise from it for the duration. When you
make an unarmed strike with your hand, you
make the attack roll with 1 boon. On a success,
this spell causes the target to become diseased.
While diseased in this way, the target cannot
heal damage. In addition, the creature must get a
success on a Strength challenge roll at the end of
each round or take 3d6 damage. T e third success
removes the affl iction.
Creatures diseased by this spell can spread it
to others through physical contact. A creature
subjected to such physical contact must make a
Strength challenge roll. On a failure, it becomes
diseased by this spell.
Shadow of the Demon Lord © 2016 Schwalb Entertainment, LLC
companion 36
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
Attack 4
Death Fog
Area A cube resting on the ground, 8 yards on a
side, extending from a point within long range
Duration Concentration, up to 1 minute
Sickly green fog spreads through the area and
remains for the duration or until dispersed by
wind. T e fog heavily obscures its area. Each time
you concentrate on the eff ect, you can move the
area up to 5 yards across the ground.
When the fog appears, and at the end of each
round thereaf er, each living creature in the area
must make a Strength challenge roll. T e creature
makes the challenge roll with 1 bane if it’s injured.
A creature takes 3d6 damage and becomes
poisoned for 1 round on a failure, but just takes
half the damage on a success.
Shadow of the Demon Lord © 2016 Schwalb Entertainment, LLC
companion 36
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
ART AREA 2.5X3.5 INCHES
LIVE AREA 2.25X3.25 INCHES
Attack 5
Stop Heart
Target One living creature within medium range
T e target takes 30 damage.
Shadow of the Demon Lord © 2016 Schwalb Entertainment, LLC
companion 36
| textdata/thevault/Shadow of the Demon Lord/Cards/SotDL - Spell Cards - Death.pdf |
Russian Infantry Division
March, 1942
x 9
x 3
x 1
x 6
x 4
x 1
x 1
Artillery
Regiment
x 1
x 3
Recon
Company
x 2
Anti-
Tank
Battalion
x 2
Engineer
Battalion
x 2
x 2
By Greg Moore
gregpanzerblitz.com
September 2013
The Russians had survived the first winter (just barely). Now, as they attempted to rebuild their
shattered army, they began to reorganize their infantry divisions. Many of the changes were geared to-
wards using less manpower while still retaining the same fighting strength. Though some elements are
motorized, the PBI (poor bloody infantry) still walks unless they are lucky enough to be crowded into
the cattle car of a train for a long move. Most of the Russian front is being held by divisions just like
this one, though most are seriously understrength.
x 1
x 1
Infantry
Regiment
x 3
x 1
x 3
x 2
Heavy
Mortar
Battalion
x 2
x 2
Anti-
Aircraft
Battery
x 2
x 1
or
Improved
Model
1942
45mm AT guns began to be
issued very late in the year.
Most infantry regiments will
have the old guns until then.
| textdata/thevault/Panzer Leader & Panzer Blitz/Summer of '42 on the Russian Front/InfDivMarch1942.pdf |
Russian Infantry Division
December, 1942
x 9
x 3
x 1
x 7
x 4
x 1
x 2
Artillery
Regiment
x 2
x 3
Recon
Company
x 2
Anti-
Tank
Battalion
x 2
Engineer
Battalion
x 2
x 2
By Greg Moore
gregpanzerblitz.com
September 2013
There were now three different infantry division organizations being used (Dec 41, March 42,
and July 42). The Russians decided it was time to standardize all existing infantry divisions. In Decem-
ber, a new directive was issued and within two months, all infantry divisions were changed to this stan-
dard.
x 1
x 1
Infantry
Regiment
x 3
x 2
x 3
x 1
Anti-
Aircraft
Battery
x 1
x 2
or
x 1
x 1
Machine
Gun
Battalion
x 3
x 3
Improved
Model
1942
45mm AT guns began to be
issued very late in the year.
Most infantry regiments will
have the old guns.
| textdata/thevault/Panzer Leader & Panzer Blitz/Summer of '42 on the Russian Front/InfDivJDec1942.pdf |
Goose
Island
Lincoln
Park
Zoo
Douglas
Park
Cook
County
Jail
South Branch
Chicago River
South Fork
South Branch
Chicago River
Collater
Channel
Chicago Sanitary and Ship Canal
Dan Ryan Expy
Stevenson Expy
Stevenson Expy
Dan Ryan Expy
Dwight D. Eisenhower Expy
Chicago
Harbor
Kennedy Expy
Humboldt
Park
South
Lawndale
Illinois
Medical
District
South Lake Shore Drive
Monroe Harbor
Burnham Harbor
Northerly
Island
L A K E M I C H I G A N
Navy Pier
Jardine Water
Filtration Plant
North Branch
Chicago River
Outer
Drive
Bridge
Chicago River
Congress
Parkway
Bridge
Metra
Railroad
Yard
South
Lagoon
Lake View
North
Center
Avondale
Grand
Crossing
South
Shore
Chicago Skyway
Oak Woods
Cemetery
Ogden
Park
Sherman
Park
Bronzeville
Marquette
Park
Englewood
New
City
Little Village
Humboldt
Park
West Lawn
Chicago Lawn
West Side
Loop
Gage
Park
Douglas
North
Lawndale
Lincoln
Park
Brighton
Park
Bridgeport
West
Town
Logan
Square
West Loop
Lower
West Side
University Village
Little Italy
Hyde Park
Woodlawn
Archer
Heights
Hermosa
River
North
Kenwood
Grand
Boulevard
Bucktown
Mckinley
Park
West
Elsdon
Washington
Park
United
Center
Wicker
Park
Near
South
Side
Old
Town
Oakland
Jackson
Park
Streeterville
Chinatown
Ukrainian
Village
East
Village
Fuller
Park
Armour
Square
Museum
Campus
Grant
Park
Gold
Coast
Sheffield
&
DePaul
Rush &
Division
Millenium
Park
Printers
Row
Greektown
Magnificent
Mile
CHICAGO
0.5
0
0.5
Miles
¯
| textdata/thevault/Powered by the Apocalypse/Urban Shadows/Supplements/Maps/Chicago/Urban Shadows Chicago_V2.pdf |
iltharanos
iltharanos
Klingon D4-class
Heavy Scout; Commissioned 2125
HULL DATA
Structure: 20 [51 space] [0 space remaining]
Size/Decks: 4/3
Length/Beam/Height: 100/80/24
Complement: 18
TACTICAL DATA
Disruptors: K-GDM-1 (x2/B) [-6 space]
Penetration: 3/2/2/0/0
Torpedo Launchers: KT-X (x1/B) [-6 space]
Photon Penetration: 2/2/2/2/0
Deflector Shields: PFF 1 (A) [-14 space]
Protection/Threshold: 12/1
PROPULSION DATA
Impulse System: K-HEU-1 (.4c) (A) [-4 space]
Warp System: STN-3 (3/4/6) (C) [-17 space]
OPERATIONAL DATA
Atmosphere Capable: Yes [-2 space]
Cargo Units: 40
Life Support: Class 1 (B) [-3 space]
Operations System: Class 1 (B) [-3 space]
Sensor System: Class 1 (+1/B) [-1 space]
Separation System: No
Shuttlebay: No [0 space]
Shuttlecraft: None
Tractor Beams: 1 av [0 space]
Transporters: 1 standard [0 space]
MISCELLANEOUS DATA
Maneuver Modifiers: 0C, +1H, 0T
Traits: Vulnerable System (Sensors) [+5 space]
iltharanos
Klingon D5-class
Cruiser; Commissioned 2120
HULL DATA
Structure: 25 [65 space] [0 space remaining]
Size/Decks: 5/8
Length/Beam/Height: 257/205/58
Complement: 20
TACTICAL DATA
Disruptors: K-GDM-2 (x2/B) [-18 space]
Penetration: 3/3/3/0/0
Torpedo Launchers: KT-X (x1/B) [-5 space]
Photon Penetration: 2/2/2/2/0
Deflector Shields: PFF 1 (A) [-16 space]
Protection/Threshold: 13/1
PROPULSION DATA
Impulse System: K-HEU-1 (.4c) (A) [-4 space]
Warp System: STN-3 (3/4/6) (C) [-21 space]
OPERATIONAL DATA
Atmosphere Capable: No [0 space]
Cargo Units: 50
Life Support: Class 1 (B) [-3 space]
Operations System: Class 1 (B) [-3 space]
Sensor System: Class 1 (+1/B) [-1 space]
Separation System: No
Shuttlebay: 1a [-2 space]
Shuttlecraft: 5 size worth
Tractor Beams: 1 av [0 space]
Transporters: 1 standard [0 space]
MISCELLANEOUS DATA
Maneuver Modifiers: +1C, 0H, +3T
Traits: Vulnerable System (Sensors, Propulsion), [+8 space]
Prototype (+1 Protection)
iltharanos
Klingon D5 Tanker
Tanker; Commissioned 2130
HULL DATA
Structure: 25 [65 space] [2 space remaining]
Size/Decks: 5/8
Length/Beam/Height: 257/205/58
Complement: 20
TACTICAL DATA
Disruptors: K-GDM-2 (x1/A) [-7 space]
Penetration: 2/2/2/0/0
Deflector Shields: PFF 1 (A) [-14 space]
Protection/Threshold: 12/1
PROPULSION DATA
Impulse System: K-HEU-1 (.4c) (A) [-4 space]
Warp System: STN-3 (3/4/6) (C) [-19 space]
OPERATIONAL DATA
Atmosphere Capable: No [0 space]
Cargo Units: 70 [-20 space]
Life Support: Class 1 (B) [-3 space]
Operations System: Class 1 (B) [-3 space]
Sensor System: Class 1 (+1/B) [-1 space]
Separation System: No
Shuttlebay: 1a [-2 space]
Shuttlecraft: 5 size worth
Tractor Beams: 1 av [0 space]
Transporters: 1 standard [0 space]
MISCELLANEOUS DATA
Maneuver Modifiers: +1C, +1H, 0T
Traits: Vulnerable System (Sensors, Propulsion), [+10 space]
| textdata/thevault/Star Trek RPG/Decipher/Ships/22nd_century_Klingon_ships.pdf |
Ape, M
1/2
12
3
2
2
-2
1
-2
2
19
13
30/30c
Athletics +5, Perception +3
Multiattack: 2 �ist
Fist: +5, 1d6+3b
Rock: 25/50, +5, 1d6+3b
Bandit Captain, M
2
15
2
3
2
2
0
2
2
65
10
30
Athletics +4, Deception +4
Multiattack: 2 scimitar, 1 dagger or 2
ranged dagger
Scimitar: +5, 1d6+3s
Dagger: 20/60, +5, 1d4+3p
Parry (react): +2 AC vs melee
Couatl, M
4
19
3
5
3
4
5
4
2
97
15
30/90f
Truesight 120’, resist: radiant, immune:
scrying, effect to sense emtions/thoughts/lo-
cation, psychic, bps nonmagic
Innate Spellcasting: See spell card*
Bite: +8, 1d6+5p, DC 13 Con save or poisoned &
unconscious 24 hours
Constrict: 10’, +6, 2d6+3b & <L grappled &
restrained, max 1 target, escape DC 15
Change Shape: Polymorph human/beast CR no
higher than own
Giant Ape, H
7
12
6
2
4
-2
1
-2
3
157
14
40/40c
Athletics +9, Perception +4
Multiattack: 2 �ist
Fist: 10’, +9, 3d10+6b
Rock: 50/100, +9, 7d6+6b
Giant Crocodile, H
5
14
5
-1
3
-4
0
-2
3
85
10
30/30s
Stealth +5
Hold Breath: 30min
Multiattack: 1 bite, 1 tail
Bite: +8, 3d10+5p, grappled & restrained,
can’t bite another target, escape DC 16
Tail: 10’, non-grappled target, +8, 2d8+5b,
DC 16 Str save or prone
Giant Constrictor Snake, H
2
12
4
2
1
-5
0
-4
2
60
12
30/30s
Blindsight 10’, Perception +2
Bite: 10’, +6, 2d6+4p
Constrict: +6, 2d8+4b, grappled &
restrained, max 1 target, escape DC
16
Lizardfolk, M
1/2
15
2
0
1
-2
1
-2
2
22
13
30/30s
Perception +3, Stealth +4, Survival +5
Hold Breath: 15min
Multiattack: 2 different melee
Bite: +4, 1d6+2p
Heavy Club: +4, 1d6+2b
Javelin: 30/120, +4, 1d6+2p
Spiked Shield: +4, 1d6+2p
Lizardfolk Gladiator, M
5
16
4
2
3
0
1
2
3
112
14
Athletics +10, Intimidation +5, Perception +4,
Stealth +7, Survival +7
Brave: Adv on saves vs frightened
Brute: Extra damage die melee
weapons (included)
Hold Breath: 15min
Multiattack: 3 melee or 2 ranged
Bite: +7, 2d6+4p
Spear: 20/60, +7, 2d6+4p/2d8+4p 2-hands
Spiked Shield Bash: +7, 2d4+4b, <L DC 15
Str save or prone
Parry (react): +3 AC vs melee
30/30s
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Arcane Library/Fangs of Oatali/Oatali Combat Cards/Print Friendly/Oatali Monster Cards 1 Print Friendly.pdf |
_________________
_________________
Name:
Player:
Chronicle:
Attributes
Strength___________
Dexterity__________
Stamina___________
OOOOO
OOOOO
OOOOO
Physical
Charisma___________
Manipulation_________
Appearance__________
OOOOO
OOOOO
OOOOO
Social
Perception___________
Intelligence__________
Wits______________
OOOOO
OOOOO
OOOOO
Mental
Type:
Breed:
Host:
Nature:
Demeanor:
Concept:
Abilities
Alertness___________
Athletics___________
Brawl______________
OOOOO
OOOOO
OOOOO
Talents
Animal Ken_________
Crafts______________
Drive______________
OOOOO
OOOOO
OOOOO
Skills
Computer___________
Enigmas____________
Investigation_________
OOOOO
OOOOO
OOOOO
Knowledges
Dodge_____________
Empathy___________
Expression___________
OOOOO
OOOOO
OOOOO
Etiquette___________
Firearms___________
Leadership___________
OOOOO
OOOOO
OOOOO
Law______________
Linguistics__________
Medicine___________
OOOOO
OOOOO
OOOOO
Intimidation_________
Primal-Urge__________
Streetwise___________
OOOOO
OOOOO
OOOOO
Melee_____________
Performance__________
Stealth_____________
OOOOO
OOOOO
OOOOO
Occult_____________
Politics____________
Rituals_____________
OOOOO
OOOOO
OOOOO
Subterfuge___________
OOOOO
Survival____________OOOOO
Science_____________
OOOOO
_________________
_________________
_________________
OOOOO
OOOOO
OOOOO
Backgrounds
_______________________
_______________________
_______________________
Powers
_______________________
_______________________
_______________________
Taints
_________________
_________________
OOOOO
OOOOO
_______________________
_______________________
_______________________
_______________________
Advantages
_______________________
_______________________
_______________________
_______________________
OOOOO
OOOOO
Health
Bruised
Hurt
Injured
Wounded
Mauled
Crippled
Incapacitated
�
�
�
�
�
�
�
- 1
- 1
- 2
- 2
- 5
Autonomy
O O O O O O O O O O
� � � � � � � � � �
Rage
O O O O O O O O O O
� � � � � � � � � �
Willpower
O O O O O O O O O O
� � � � � � � � � �
Gnosis
O O O O O O O O O O
� � � � � � � � � �
Experience
G
G
G
G
G
G
G
G
G
Merits & Flaws
Merit Type Cost
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
Flaw Type Bonus
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
Other Traits
Weapon/ Attack Diff. Damage Range Rate Ammo Conceal
Combat
Maneuver
Bite
Body Tackle
Claw
Grapple
Kick
Punch
Roll
Dex + Brawl
Dex + Brawl
Dex + Brawl
Dex + Brawl
Dex + Brawl
Dex + Brawl
Diff
5
7
6
6
7
6
Damage
Strength + 1/A
Special/B
Strength + 1/A
Strength/B
Strength + 1/B
Strength/B
Brawling Chart
A=Aggravated Damage B=Bashing Damage
Armor:_________________
_________________
_________________
_________________
OOOOO
OOOOO
OOOOO
_________________
_________________
_________________
OOOOO
OOOOO
OOOOO
_________________
_________________
_________________
OOOOO
OOOOO
OOOOO
Powers/Taints
Power:_______________________ Cost:___
System:_______________________________
___________________________________
Taint:______________________ Bonus:___
System:_______________________________
___________________________________
Power:_______________________ Cost:___
System:_______________________________
___________________________________
Taint:______________________ Bonus:___
System:_______________________________
___________________________________
Power:_______________________ Cost:___
System:_______________________________
___________________________________
Taint:______________________ Bonus:___
System:_______________________________
___________________________________
Power:_______________________ Cost:___
System:_______________________________
___________________________________
Taint:______________________ Bonus:___
System:_______________________________
___________________________________
Power:_______________________ Cost:___
System:_______________________________
___________________________________
Taint:______________________ Bonus:___
System:_______________________________
___________________________________
Power:_______________________ Cost:___
System:_______________________________
___________________________________
Taint:______________________ Bonus:___
System:_______________________________
___________________________________
Expanded Backgrounds
Allies
___________________________________
___________________________________
___________________________________
Fetish/Equipment
___________________________________
___________________________________
___________________________________
Contacts
___________________________________
___________________________________
___________________________________
Mentor
___________________________________
___________________________________
___________________________________
Consecrated
___________________________________
___________________________________
___________________________________
Symbiosis
___________________________________
___________________________________
___________________________________
Cult
___________________________________
___________________________________
___________________________________
Resources
___________________________________
___________________________________
___________________________________
Other (_______________)
___________________________________
___________________________________
___________________________________
Other (_______________)
___________________________________
___________________________________
___________________________________
Possessions
Gear(Carried)
___________________________________
___________________________________
___________________________________
Equipment(Owned)
___________________________________
___________________________________
___________________________________
Vehicles
___________________________________
___________________________________
___________________________________
Misc
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
Derangements
___________________________________
___________________________________
___________________________________
___________________________________
Experience
TOTAL:
Gained From:__________________________
___________________________________
___________________________________
TOTAL SPENT:_______________________
Spent On:_____________________________
___________________________________
Languages
___________________________________
___________________________________
___________________________________
___________________________________
History
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
Description
Age:____________________ ___________________________________________________
Apparent Age:______________ ___________________________________________________
Date of Birth:_____________ ___________________________________________________
Hair:____________________ ___________________________________________________
Eyes:____________________ ___________________________________________________
Race:___________________ ___________________________________________________
Nationality:_______________ ___________________________________________________
Height:__________________ ___________________________________________________
Weight:__________________ ___________________________________________________
Sex:_____________________ ___________________________________________________
Visuals
Group Chart Character Sketch
| textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/Vampire/Vampire (oWoD)/World of Darkness (WoD)/oWoD/Werewolf (c)/Character Sheets/WOD - Werewolf - The Apocalypse - Character Sheet - Possessed.pdf |
BRADBURY CLASS CRUISER
Heavy Cruiser – Commissioned, 2362
FEDERATION
HULL DATA
Structure
40
Size / Decks
8 / 20
Length / Height / Beam
600 / 84 / 210
Compliment
450
PROPULSION DATA
Impulse System
FIG-5 (.92 / D)
Warp System
LF-44 (6 / 9.5 / 9.7) (C)
OPERATIONAL DATA
Atmosphere Capable
NO
Transporters
4 standard, 3 emergency
Cargo Units
90
Shuttlebay
2 av
Shuttlecraft
16 size worth
Tractor Beams
2 av, 1fv
Separation System
NO
Cloaking Device
NO
Sensor System
Class 4a (+4 / DD)
Operations System
Class 4R (EE)
Life Support
Class 4R (EE)
TACTICAL DATA
Phaser Arrays
Type X (x12 / B)
Penetration
4 / 3 / 3 / 0 / 0
Torpedoes
Mk90 DF (x3 / A)
Penetration
4 / 4 / 4 / 4 / 4
Deflector Shield
FSQ-2 (CC)
Protection / Threshold
14 / 1
MISCELLANEOUS DATA
Maneuver Modifiers
0 C, +1 H, 0 T
Traits
Enhanced System (Missile
Weapons), Hardened System
(Warp Drive)
STAR TREK ROLE PLAYING GAME
| textdata/thevault/Star Trek RPG/Decipher/Ships/Starfleet_Bradbury.pdf |
Core Rules
TRAVELLER5
Science-Fiction Adventure
In the Far Future
| textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=0001 Title Page.pdf |
Traveller. [ TRAV-uh-ler, TRAV-ler]. –noun. [Origin
circa 1300, from the Middle English, travaillour, with
connotations of toil, as in “to make a difficult journey”].
1. One who travels, or who has traveled, or who will
travel, as to distant places. 2. An adventurer. 3. The
game of science-fiction adventure in the far future.
Deraabelar. [der-AAB-el-ur, de-RAAB-e-lur]. –noun.
[Origin circa -2200, loan word from the Anglic, but with
connotations of distance because of its similarity to the
Vilani rabelar rabelar, far away]. 1. One who goes
far away, or has gone far away and returned. 2. A
rogue. 3. A popular Terran role-playing game
transplanted to the worlds of the First Imperium.
| textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=0000a Flyleaf.pdf |
German Infantry Division (8th Wave)
May 10, 1940
x 9
x 1
x 1
x 1
x 1
Infantry
Battalion
x 3
x 1
Infantry
Regiment
x 3
x 6
x 2
x 8
Artillery
Regiment
x 3
x 3
Anti-Tank
Company
x 9
Engineer
Battalion
Recon
Company
x 3
Eighth Wave Divisions: 290, 291, 292, 293, 294, 295, 296, 297, 298, 299
Notes: 291 : Infantry Battalions have no 75IG, instead add 2 75IG and 2 wagons to regiment
295 : Infantry Battalions have no 75IG, instead add 2 75IG and 2 wagons to regiment
296 : Infantry Battalions have no 75IG, instead add 2 75IG and 2 wagons to regiment
297 : Infantry Battalions have no 75IG, instead add 2 75IG and 2 wagons to regiment
299 : Infantry Battalions have no 75IG, instead add 2 75IG and 2 wagons to regiment
Consists of 3 infantry regiments of 3 battalions each, 1 artillery regiment, 1 engineer battalion,
1 anti-tank company, and 1 recon company.
x 1
x 1
x 9
| textdata/thevault/Panzer Leader & Panzer Blitz/Fall Gelb/GermanInfantry1940wave8.pdf |
dungeon monsters: set one
A series of paper miniatures designed for roleplaying and wargaming.
Design and artwork © David Okum 2015
Figures are 30mm scale. To assemble simply cut the figures out, score along the red line, fold and glue figures front to back. Use scissors and a
craft knife to carefully finish trimming and cutting out the figure, leaving a black outline. Cover the white edges carefully with a black permanent marker.
Use fold-up bases or foamcore cut into 20mm squares, carefully cutting a slot for the figure.
http://www.okumarts.com
http://okumartsgames.proboards.com
| textdata/thevault/Kid Friendly/1. Parent & GM Advice & Helpful Hints/In-Game Helpers/Paper Minis & Standees/Fantasy/Darkfast Minis/Darkfast Dungeon - Dungeon Monster Set 1.pdf |
Advantages
Abilities
Attributes
Strength_________________
Dexterity________________
Stamina_________________
Charisma_______________
Manipulation____________
Appearance_____________
Perception_______________
Intelligence______________
Wits_____________________
Alertness_________________
Athletics__________________
Brawl_____________________
Dodge___________________
Empathy_________________
Expression________________
Intimidation_______________
Primal-Urge_______________
Streetwise_________________
Subterfuge________________
Animal Ken_____________
Drive____________________
Etiquette_________________
Firearms_________________
Melee____________________
Leadership________________
Performance_______________
Repair_____________________
Stealth____________________
Survival____________________
Computer_______________
Enigmas________________
Investigation______________
Law______________________
Linguistics_________________
Medicine__________________
Occult____________________
Politics____________________
Rituals_____________________
Science____________________
ooooo
ooooo
ooooo
Breed:
Auspice:
Camp:
Pack Name:
Pack Totem:
Concept:
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
Physical
Social
Mental
Talents
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
ooooo
Skills
Knowledge
Backgrounds
_________________
_________________
_________________
_________________
_________________
ooooo
ooooo
ooooo
ooooo
ooooo
o o o o o o o o o o
o o o o o o o o o o
Attributes: 7/5/3 Abilities: 13/9/5 Gifts: 1 Level One from breed, auspice and tribe; Backgrounds: 5; Freebie Points: 15 (7/5/2/1)
o o o o o o o o o o
Renown
Weakness
Health
Rank
Gifts
____________________________
____________________________
____________________________
____________________________
____________________________
Gifts
____________________________
____________________________
____________________________
____________________________
____________________________
Bruised
Hurt
Injured
Wounded
Mauled
Crippled
Incapacitated
-1
-1
-2
-2
-5
o o o o o o o o o o
Glory
o o o o o o o o o o
Honor
o o o o o o o o o o
Wisdom
Willpower
Gnosis
Rage
TM
Name:
Player:
Chronicle:
-1 TO FRENZY
DIFFICULTIES
AGAINST MEN
Crinos
Lupus
Hispo
Other Traits
Item: _______________ Dedicated Level ____ Gnosis ____
Power___________________________________________
_______________________________________________________
_______________________________________________________
_______________________________________________________
_______________________________________________________
_______________________________________________________
_______________________________________________________
_______________________________________________________
_______________________________________________________
_______________________________________________________
______________
______________
______________
______________
______________
oooooooo
oooooooo
oooooooo
oooooooo
oooooooo
______________
______________
______________
______________
______________
______________
oooooooo
oooooooo
oooooooo
oooooooo
oooooooo
oooooooo
______________
______________
______________
______________
______________
______________
oooooooo
oooooooo
oooooooo
oooooooo
oooooooo
oooooooo
Armor:
Difficulty
Roll
Maneuver/Weapon
Damage
Clip
Rate
Range
______________
______________
______________
______________
______________
oooooooo
oooooooo
oooooooo
oooooooo
oooooooo
Brawling Chart
Maneuver
Bite
Body Slam
Claw
Grapple
Kick
Punch
Roll
Dex + Brawl
Dex + Brawl
Dex + Brawl
Dex + Brawl
Dex + Brawl
Dex + Brawl
Diff
5
7
6
6
7
6
Damage
Strength + 1†
Special
Strength + 2†
Strength
Strength + 1
Strength
Item: _______________ Dedicated Level ____ Gnosis ____
Power___________________________________________
Item: _______________ Dedicated Level ____ Gnosis ____
Power___________________________________________
Item: _______________ Dedicated Level ____ Gnosis ____
Power___________________________________________
† These maneuvers do aggravated damage.
TM
Homid
Glabro
Combat
Rites
Fetishes
No
Change
Strength (+2)_______
Stamina (+2)_______
Appearance (-1)_____
Manipulation (-1)___
Difficulty: 7
Difficulty: 6
Strength (+4)______
Dexterity (+1)______
Stamina (+3)_______
Appearance 0
Manipulation (-3)___
Difficulty: 6
Strength (+1)______
Dexterity (+2)_____
Stamina (+2)______
Manipulation (-3)__
Difficulty: 6
Strength (+3)______
Dexterity (+2)_____
Stamina (+3)_______
Manipulation (-3)___
Difficulty: 7
Merits & Flaws
Nature:
Expanded Background
______________________________________________
______________________________________________
______________________________________________
______________________________________________
______________________________________________
______________________________________________
______________________________________________
______________________________________________
______________________________________________
______________________________________________
______________________________________________
______________________________________________
Demeanor:
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
Allies
Pure Breed
Past Life
Mentor
Kinfolk
Resources
Pack Totem
Contacts
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
Possessions
Sept
Name _________________________________________
Caern Location ________________________________
Level ________ Type ____________________________
Totem ________________________________________
Leader_________________________________________
Gear (Carried) __________________________________
______________________________________________
Equipment (Owned) ____________________________
_____________________________________________
Experience
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
TOTAL:
Gained From:
______________________________________________________
______________________________________________________
______________________________________________________
______________________________________________________
TOTAL SPENT:
Spent On:
TM
Merit Type Cost
Flaw Type Bonus
Description
History
Visuals
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
Prelude
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
Age_____________________
Hair ____________________
Eyes_____________________
Race_____________________
Nationality_______________
Sex______________________
Homid
Glabro
Crinos
Hispo
Lupus
Height
Battle Scars
Metis Deformity
Character Sketch
Pack Chart
TM
Weight
| textdata/thevault/Storyteller [multi]/Werewolf/Werewolf the Apocalypse (White Wolf)/Werewolf charactersheets/blackfur.pdf |
17
The Gamemaster’s Allies and Adversaries Journal © 2016 Fat Goblin Games. All Rights Reserved.
Guild/OrGanizaTiOn:
Leader:
Base of Operations:
Members:
Goals:
Group Symbol
Guild/OrGanizaTiOn:
Leader:
Base of Operations:
Members:
Goals:
Group Symbol
Guild/OrGanizaTiOn:
Leader:
Base of Operations:
Members:
Goals:
Group Symbol
| textdata/thevault/_GM Books/World Building & Game Design/Gamemaster's Allies & Adversaries Journal/Forms/08 NPCWebFormFill - Guilds.pdf |
GP
Starting GP
Lifestyle
� None
� Standard
(12 gp x TU)
� Rich
(50 gp x TU)
� Luxury
(100 gp x TU)
-
GP
Lifestyle Costs
GP
Subtotal
XXXXX GP
Added GP Costs
GP
FINAL GP TOTAL
XP
Starting XP
- XXXXXX XP
XP lost or spent
XP
Subtotal
+ XXXXXX XP
XP Gained
FINAL XP TOTAL
XP
TU
Starting TU
5 TU
TU Cost
-
TU
Added TU Costs
TU REMAINING
Benefits of Membership:
• A Wise Woman suffers a -1 penalty to Diplomacy and Gather Information checks
when dealing with non-Rhennee inhabitants of Veluna, except with members of
the Church of Rao (landfolk prejudice)
• A Wise Woman gains a +4 bonus to Diplomacy, Gather Information and
Intimidate checks when dealing with Rhennee on or around the Velverdyva River
or Attloi in Veluna
• Access to purchase the following items at normal price: Clearwater Tablet (CS),
Float Bladder (Sto), Oilskin Suit (Sto), Sleeve Blade (CS), Smuggler's Boots (AE),
Swimming Goggles (Sto)
• Access to purchase the following vessels (all from Sto): Barge, Coracle, Keelboat,
Launch, Pinnace
• A Wise Woman may use the CAd rules for using bardic music with masterwork
instruments for one of the following instruments (circle one): Fiddle, Lute,
Mandolin
• Access to the Vetha prestige class
Adventure Record#
59
59
59
598888 CY
CY
CY
CY
OOOO R G A N I Z A T I O N
R G A N I Z A T I O N
R G A N I Z A T I O N
R G A N I Z A T I O N
LLLL E V E L O F
E V E L O F
E V E L O F
E V E L O F
OOOO R G A N I Z A T I O N
R G A N I Z A T I O N
R G A N I Z A T I O N
R G A N I Z A T I O N
& Annual Costs
Bargema
Bargema
Bargema
Bargemannnn
Darkhagard
Darkhagard
Darkhagard
Darkhagard
Bargewright
Bargewright
Bargewright
Bargewright
Bargewench
Bargewench
Bargewench
Bargewench
Wise Woman
Wise Woman
Wise Woman
Wise Woman
5 TUs annually
The Rhennee are not native to Oerth; rather, they are
accidental travelers from another plane or world, citizens
of a lost homeland they call Rhop. Their legends say that
they appeared first in the Great Kingdom, in or near the
Adri Forest. Pursued monsters and hostile Aerdi, they
fled west to the shores of the Lake of Unknown Depths,
where they took to life on the water. They now expertly
ply the great rivers that cross the Flanaess and migrate
between the three great lakes.
In Veluna, the bargefolk can be found along the length
of the Velverdyva, and as far up the Fals River as Mitrik
(although barges have been known to navigate the river
at least as far as Thornward). Though generally
unwelcome on the northern shores of the Velverdyva,
people on the Veluna side of the river have slowly
developed a tolerance for the Rhennee presence and
culture; however, a degree of mutual distrust and
antagonism persists, and keeps the Rhenn-folk relatively
unmixed with other races.
Requirements to become a Wise Woman:
• Resident of Veluna
• Race: Rhennee (female)
• Skills: Bluff 3 ranks, Gather Information 3
ranks, Spellcraft 2 ranks, 1 rank in Craft
(alchemy) OR Heal
• Feats: Craft Wondrous Item
• Language: Speak Rhopan
• Spells: Able to cast arcane spells without
preparation
• Must earn coin after at least one adventure
using the Craft (Alchemy) or Perform skills
• 12 months as Bargewench
• 5 Time Units per year (tending to the needs of
the bargefolk)
This Record Certifies that
______________________________________________________
Played by ___________________________________________
Player
RPGA #
Is a Member of the
Rhennee
A Meta-Organization of Veluna
Event: _________________________________ Date: ____________
DM: _______________________________________________________
Signature
RPGA #
Play Notes:
� First Joined AR # ________________
� Renewed AR #
________________
� Promoted AR # ________________
� Left AR #
________________
_________________________________________
_________________________________________
_________________________________________
Home Region________________________
This AR does not
count when
determining
Adventure,
Regional,
Metaregional, or
Core access.
NOTE: All bonuses granted by meta-orgs are considered Circumstance bonuses which do not stack with bonuses granted by other meta-orgs
(unless otherwise specified). See the latest edition of the VMCS for additional rules regarding this and other meta-organizations.
| textdata/thevault/Living Greyhawk/Metaorg Material/Veluna/Rhennee/Rhennee Wise Woman.pdf |
GP
Starting GP
Lifestyle
� None
� Standard
(12 gp x TU)
� Rich
(50 gp x TU)
� Luxury
(100 gp x TU)
-
GP
Lifestyle Costs
GP
Subtotal
- 100 GP
Added GP Costs
GP
FINAL GP TOTAL
XP
Starting XP
- XXXXXX XP
XP lost or spent
XP
Subtotal
+ XXXXXX XP
XP Gained
FINAL XP TOTAL
XP
TU
Starting TU
5 TU
TU Cost
-
TU
Added TU Costs
TU REMAINING
Benefits of Membership:
• If contact is made with NPC Champions of Luna’s Vale during an adventure, the
PC may add a +2 bonus to any Gather Information checks, due to the camaraderie
that members have amongst themselves. (Judge’s call on benefits and penalties can
be assessed for overuse)
• If contact is made with elves of the Asnath Copse during an adventure, the PC may
add a +1 bonus to any Diplomacy checks made while dealing with the elves.
• Swordsmen gain a +1 bonus to Diplomacy checks when dealing with the council of
Asnath in return for the many favors asked of the Champions in the past (and the
knowledge that they may ask for more in the future).
• 10% Discount on items from table 7-5 under Simple and Martial Weapons in the
PHB (not Exotic Weapons)
• 10% Discount on items from table 7-6 in the PHB (Armors)
• Access to purchase the following items at normal price: Armor Maintenance Kit
(AE), Blunt Arrow (AE), Brigandine Armor (AE), Flight Arrow (AE), Lamellar
Armor (AE), Leather Scale Armor (AE), Lucerne Hammer (AE), Ward Cestus (AE)
• Access to the following alternate class features: Adrenaline Boost (PH2), Disruptive
Attack (PH2), Distracting Attack (PH2), Elusive Attack (PH2)
Adventure Record#
59
59
59
598888 CY
CY
CY
CY
OOOO R G A N I Z A T I O N
R G A N I Z A T I O N
R G A N I Z A T I O N
R G A N I Z A T I O N
LLLL E V E L O F
E V E L O F
E V E L O F
E V E L O F
OOOO R G A N I Z A T I O N
R G A N I Z A T I O N
R G A N I Z A T I O N
R G A N I Z A T I O N
& Annual Costs
Swordsman
Swordsman
Swordsman
Swordsman
5 TUs and 100 gp
annually
Myrmidon
Myrmidon
Myrmidon
Myrmidon
The Champions of Luna’s Vale came together from
many other mercenary bands. Its members bring a
variety of expertise to the warriors of Veluna. The one
thing they agree upon is that life is better in Veluna than
anywhere else on Oerth. The other that they agree upon
is that they do not tolerate evil in their midst. If you
can’t work well with others, then you won’t be able to
learn much from these hearty warriors. The Champions
of Luna’s Vale have a variety of training styles, teaching
any from gladiators to those who prefer to attack their
enemy from afar. Regardless, they use their knowledge
and resources to help maintain a readiness unseen by
most common warriors in other lands. They also believe
that the right equipment in the right hands can make a
fair warrior able to hold their own against a good one,
thus raising his or her self esteem at the same time.
Requirements to become a Swordsman:
• Resident of Veluna
• Alignment: Any nonevil
• Base Attack Bonus: +2
• Must swear to defend Veluna in times of need
• 5 Time Units per year (training and instruction)
• 100 gp for purchase and maintenance of
equipment
This Record Certifies that
______________________________________________________
Played by ___________________________________________
Player
RPGA #
Is a Member of
The Champions of Luna’s Vale
A Meta-Organization of Veluna
Event: _________________________________ Date: ____________
DM: _______________________________________________________
Signature
RPGA #
Play Notes:
� First Joined AR # ________________
� Renewed AR #
________________
� Promoted AR # ________________
� Left AR #
________________
_________________________________________
_________________________________________
_________________________________________
Home Region________________________
This AR does not
count when
determining
Adventure,
Regional,
Metaregional, or
Core access.
NOTE: All bonuses granted by meta-orgs are considered Circumstance bonuses which do not stack with bonuses granted by other meta-orgs
(unless otherwise specified). See the latest edition of the VMCS for additional rules regarding this and other meta-organizations.
| textdata/thevault/Living Greyhawk/Metaorg Material/Veluna/Champions of Luna's Vale/Champions_Swordsman.pdf |
Random Shadowrun Table 2
Branson Hagerty (Blackjack's Shadowrun Page http://shadowrun.html.com/users/blackjack/) Posted January 20, 1997
11 Instigate
12 Intelligence
13 Jam
14 Kidnapping
15 Legal
16 Manipulate
21 Messenger
22 Passive
23 Please
24 Poisoning
25 Prank
26 Redirect
31 Raid
32 Recovery
33 Rescue
34 Robbery
35 Sabotage
36 Scout
41 Search
42 Shaft
43 Slam
44 Slap
45 Suicide
46 Support
51 Terror
52 Theft
53 Topple
54 Tracking
55 Transport
56 Vanishing
61 Weapons
62 Wipeout
63 Wait
64 Nothing
65 More Nothing
66 Absolutely Nothing
| textdata/thevault/Shadowrun [multi]/EXTRAS/Random Tables/RANDshadowrun2.pdf |
Babini Armored Brigade
December, 1940
x 4
x 4
Artillery
Regiment
x 2
By Greg Moore
gregpanzerblitz.com
September 2008
x 2
Anti-Tank
Battalion
x 4
Tank
Battalion
x 11
x 6
tanks from III and V
tank battalions
x 9
Motorcycle
Battalion
x 2
x 12
x 1
Engineer
Company
x 3
x 3
Bersaglieri
Regiment
x 4
x 4
x 9
Infantry
Battalion
x 3
x 2
x 12
x 1
x 6
| textdata/thevault/Panzer Leader & Panzer Blitz/1940-1943 North Africa/Operation Compass/BabiniBrigade.pdf |
D4
© Bruno Van de Casteele
brunovdc@puam.be
| textdata/thevault/Collections/Kid Friendly/1. Parent & GM Advice & Helpful Hints/In-Game Helpers/Paper Dice/D4_alt1.pdf |
CHARACTER NAME
RACE
BACKGROUND
ALIGNMENT
EXPERIENCE POINTS
ARCHETYPES
PROFICIENCY
PASSIVE
PERCEPTION
INSPIRATION
PASSIVE
INSIGHT
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
SAVING THROWS
ATHLETICS
SAVING THROWS
ACROBATICS
SLEIGHT OF HAND
STEALTH
SAVING THROWS
SAVING THROWS
ARCANA
HISTORY
INVESTIGATION
NATURE
RELIGION
SAVING THROWS
ANIMAL HANDLING
INSIGHT
MEDICINE
PERCEPTION
SURVIVAL
SAVING THROWS
DECEPTION
INTIMIDATION
PERFORMANCE
PERSUASION
RACIAL TRAITS
PROFICIENCIES
LIGHT
ARMOUR
MEDIUM
ARMOUR
HEAVY
ARMOUR
SIMPLE
WEAPONS
MARTIAL
WEAPONS
SHIELDS
LANGUAGES
TOOLS & OTHER PROFICIENCIES
AC
INITIATIVE
SPEED
Hit Point
Maximum
Temporary
Hit Points
HIT DICE
Used
Total
d10
DEATH SAVES
SUCCESSES
FAILURES
NAME
ATK BONUS
DAMAGE/TYPE
SPELL
ATTACK BONUS
SPELL
SAVE DC
RESOURCE NAME
Used
Total
RESOURCE VALUE
RESOURCE
RESOURCE
RESOURCE
FAVOURITE SPELLS
NAME
RANGE
CASTING TIME
SAVE
C
C
C
C
C
SPELL SLOTS
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
FEATURE
LEVEL
FEATURE
LEVEL
FEATURE
LEVEL
FEATURE
LEVEL
FEATURE
LEVEL
FEATURE
LEVEL
FEATURE
LEVEL
FEATURE
LEVEL
FEATURE
LEVEL
FEATURE
LEVEL
| textdata/thevault/Dungeons & Dragons [multi]/DM's Guild/Class Character Sheets - The Bundle/456029-Character_Sheet_CASTER_A_EDITABLE.pdf |
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Drakar och Demoner är © RiotMinds AB
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| textdata/thevault/Drakar och demoner [SV]/aventyr/DoD a_ventyr - Do_dens va_g.pdf |
©2009 PAIZO PUBLISHING, LLC
©2009 PAIZO PUBLISHING, LLC
| textdata/thevault/Pathfinder/Flip Mats/PZO30029 - Arena.pdf |