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Gone2Ground

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  1. Daily update April 20th: - Beta charts made to look nicer - Ranger career removed, classes moved around a bit. Archer to Warrior, Nomad to Raiders. - Skill section started - Beta Character Sheet Design completed and attached. - Allysa Moonsilver's character sheet completed, and attached. FEAR MY HORRIBLE USENTI-RECOLORING SKILLS! All features seen on the character sheet shall be explained in more detail in their individual chapters. CHARACTER SHEET.pdf Alyssa Moonsilver character sheet.pdf
  2. The following is the Beta version of a semi-complete Character Creation chapter. Please tell me if you can follow the steps required so far, or if I need to either explain them better or simplify the system. Features that need to be included as of April 20th: - Define the individual classes DELEGATED TO THEIR OWN CHAPTER - Further explanation of Skills SKILLS DELEGATED TO THEIR OWN CHAPTER A noted problem: If you don't zoom out a little, the tables get confused. So yeah, you might want to do that if your screen isn't big enough. Player's Section CH1 – CHARACTER CREATION Characteristics Each player creates (Or 'Generates) his or her own Character. The players have a degree of choice over some aspects of their character, but basic details are determined by rolling dice. These details make the characters different from each other, so that some are faster, others stronger, tougher, and more charismatic and so on. Before creating your character, read through the descriptions of the different 'Characteristics' given below. All people are described with the same characteristics, which will allow comparisons to be made later on. Each characteristic defines some aspect of the creature or character – and, taken together, what they are good at…and not so good at. MOVEMENT – M. This is a number used to determine a creatures' speed in any given situation. The average M for a unit on foot is six squares, which is roughly twelve meters. STRENGTH – STR. This is an indication of how powerful a character is physically – not just in combat, but also in regards to how much he can lift, shove, and so on. Characters with a high STR cause considerable damage in a single hit, characters with a low STR relatively little. BARTRE is a good example of a character with high STR, shoving trees over and smashing people to pieces with no problem at all. MAGIC – MAG. This is an indication of how much magical power flows through the veins of the character, and relates to how powerful their magical attacks are. It is also linked with considerable knowledge of the arcane things, and so can be used outside of combat to perform rituals or solve puzzles. NINO is an example of a character with a high MAG stat in the video games – she's smart, and has a great deal of power behind her. With time, she could probably perform complex rituals such as teleportation, like Athos. SKILL – SKL. This determines a character's ability to fight, reflecting natural aggression, disposition and training. A character with a high Skill is more likely to hit their opponent, or dodge an incoming attack. Skill is also used outside of combat for dexterity-based challenges, such as climbing or picking a lock. NEPHENEE is an example of a character with a high SKL in the video games. She hits more often than not, and frequently gets critical hits. SPEED – SPD. This determines both a character's physical speed, and their speed of thought. Speed helps determine the order of combat, and how many times you can hit your opponent in a single round. Outside of combat, your Speed helps you react to situations and perform certain actions, such as jumping onto a racing cart. RUTGER is an example of a character with a high SPD in the video games – he's able to hit fast, and dodge lots of things. LUCK – LCK. Luck affects many small things. It is normally added to any skill check, increasing the chances of it succeeding. Knoll is an example of a character with a low LCK score in the video games, and the consequences that come with having a low LCK. DEFENSE – DEF. A character's DEF is an indication of its ability to resist damage. It is very hard to damage a creature with a high DEF. However, having a high DEF also means that you are weighed down by your armor, making some actions harder – such as swimming. GATRIE is a perfect example of a character relying on DEF – doesn't take much damage, but moves slowly and probably can't swim very well. RESISTANCE – RES. Resistance is a character's ability to resist magical attacks, replacing DEF in defending from attacks from a magical source. Outside of combat, a high Resistance also makes it easier to resist the mind-fuddling effects of alcohol or certain poisons. MICAIAH is an example of a good character from the games with a high RES score, as she is merely mildly irritated by most magical attacks. FELLOWSHIP – FEL. This reflects a character's social skills, appearance, and ability to empathize, sympathize and generally 'get on with people'. A character with a high FEL will find it easy to make new friends, and will be able to obtain information from others by carefully steering a conversation. Characters with a low FEL, however, have an amazing talent for saying just the wrong thing, and are always putting their foot in it. They are impervious to hints, unreceptive to atmosphere and completely without tact. ELIWOOD is a good example of a character with a high FEL, as he is not only good-looking (very much so), but also relatable and easy to make friends with. LEADERSHIP – LD. This characteristic indicates a character's ability to lead others. A character with a high LD is naturally charismatic, inspiring confidence and loyalty, while a character with a low LD may be relatively indecisive. IKE is a good example of someone with a high LD, but a low FEL, as he may be blunt and not exactly talkative, but he can persuade people to follow him to hell and back. Class 'Careers' For character generation purposes, before you roll up your character, you choose a 'Career' that will best suit you playstyle. Each career has their own subset of classes that best suit their ideology. There are six kinds of careers: Warriors: Come from a fighting background. This is not necessarily the military, but will always have involved hand-to-hand combat skills of some kind. For example, Warrior characters are normally Mercenaries, Archers, Fighters and Soldiers. Raiders: Are independent rural characters. Their lives are spent either guarding small settlements on the frontiers of the nations, or raiding said settlements. Raiders are normally Brigands, Pirates and Hunters. Mages: Mages are characters who feel the flow of magic within them. Their lives are spent either as healers within the temples, or in the service of the military as Combat Magi. They are typically Priests, Anima Mages or Troubadors. Rogues: Rogues are wandering souls who live freely and do what they want. Their lives are spent moving from one city to the next, getting richer and richer only to spend it on drink and pleasures. They are typically Thieves, Dancers and Myrmidons. Knights: Knights are the nobles and higher-up military troops. They live lives based on honor, discipline and combat. They are typically Cavaliers, Wyvern Knights and Pegasus Knights, although some have been Armor Knights and Nomads as well. The Profile When taken together, the characteristics are referred to as a 'profile'. Each career has a typical profile, which reflects the average values for a member of that career. Of course, different individuals may have characteristics above or below these outside the standard values, but it is still useful to know the profile for an 'average' person of each career. A profile is written in three horizontal lines like this: ............HP......STR......MAG.....SKL......SPD.......LCK......DEF.......RES........FEL...... LD.......M Bases.....x/x.....x............x..............x...........x.............x..............x..............x.............x .............x.........x Grow......x%......x%.............x%.......x%......x%..........x%..........x%..........x%........x%......x%........NA New .......x/x......x...............x ...........x ........x............ x ..............x............x................x............x........x The player's bases are based on their Career averages, but their Growths are determined by their chosen class' average. Their New scores are their Bases, but upgraded each time they level up – mark these in pencil! Creating the Character Profile To create their characters, each player will need a record sheet, some scrap paper and a pencil. A blank record sheet is given at the end of this section, which you can print out beforehand to make sure you have enough record sheets for all players – or you can just make your own on scrap paper. For each character, you must first decide their Career – Warrior, Raider, Mage, Rogue, or Knight. Read through their descriptions now. You also pick a gender, name and age for your character now – this can be done at any time during the process. Once you have decided upon your career, you will be ready to generate his or her characteristics. For each of the characteristics, roll the dice indicated on the following table and note down the result on a piece of scrap paper. It may prove necessary to further modify the various characteristics during the character creation process, so it is not recommended to write the scores straight onto the record sheet. If a modifier would make a result zero or less, it counts as a score of 1. CAREER................WARRIOR............RAIDER..................ROGUE......................MAGE.................KNIGHT HP...........................2d10 +20...............2d10 +20..............2d10+15.................d10 + 10...................2d10 + 25 STR............................d10 + 3...................d10 + 1....................d10.......................d10 – 1................d10 + 2 MAG...........................d10 – 5....................d10 – 5..................d10 - 2...................d10 + 3..................d10 – 4 SKL............................d10 +2......................d10 + 1................d10 + 3...................d10 +1....................d10 + 2 SPD..............................d10 + 1......................d10........................d10 + 3................d10 + 1.................d10 – 1 LCK..............................d10.............................d10........................d10 + 1................d10 .......................d10 DEF...............................d10 + 1.....................d10 – 1...................d10 – 1................d10 – 2..................d10 + 3 RES................................d10 – 2.....................d10 – 5..................d10 – 1.................d10 + 5.................d10 – 5 FEL...................................d10 + 1......................d10 – 2...................d10 + 5.................d10 – 2.................d10 + 1 LD......................................d10 + 1.......................d10........................d10...................... d10 – 1.................d10 + 5 M..........................................6............................. 6................................6.......................... 5.........................5 Example: I am going to create a 19-year-old Female Knight named Alyssa Moonsilver. Next, I roll to generate each of her statistics, using the Knight column. At the end of it, Alyssa's base stats look like this: ...................HP....STR...........MAG.........SKL........SPD........ LCK.........DEF.........RES..........FEL...........LD..........M Bases 34/34........ 6...........1............8................5...............1.............9..............2...............9..............8.............5 Alyssa is a fairly average character. She's skilled, pretty strong, and has a lot of DEF to stave off enemy attacks. Her RES is lacking, but that's her only problem. Choosing Class Within each career, there are a number of Classes available. These classes will then change your character's base stats, and give them their growth rates as well as their Weapon Levels. The classes will be listed in detail at the end of this chapter. Warrior: Mercenary, Soldier, Fighter, Archer Raider: Pirate, Brigand, Hunter, Nomad Rogue: Myrmidon, Thief, Dancer Mage: Anima Mage, Shaman, Monk, Cleric/Priest, Troubador Knight: Pegasus Knight, Wyvern Knight, Armor Knight, Cavalier Example: Alyssa, as a Knight, can choose from Pegasus, Wyvern, Armor or Cavalier. I decide to make her a Pegasus Knight, as it'll show off the base-stat-changes the most. The Pegasus-Knight Base Modifier profile looks like this: ...................HP....STR...........MAG.........SKL........SPD........ LCK.........DEF.........RES..........FEL...........LD..........M Bases..........0........ -2...........+1............+1.............+2...............1...........-3.............+3..............9..............8............+1 This leaves Alyssa with the new Base profile, as follows: ...................HP....STR...........MAG.........SKL........SPD........ LCK.........DEF.........RES..........FEL...........LD..........M Bases 34/34........4...........2............9................7...............1.............6..............5...............9..............8.............6 She's sacrificed a little DEF in return for some RES, and her SPD has increased at the cost of her STR. The extra M reflects her not wearing as much armor as other characters in the Knight career. She also obtains the Lance D weapon level, so she can use most of the weaker lances to start with. Growth Rates Classes also have their Growth Rate Plan, which fills in the second row of the Character Profile. There is still some chance for change here, depending on class, but for the most part they'll be the same. Whenever a character levels up, they roll a percentage chance for each of their stats. If they get under their growth rates, that stat goes up one point (Two for HP). If, by some freak chance, a character either got only HP or nothing at all, the player gets to choose one of their stats to boost up a point. This is called the Help Level system, and is a completely optional rule that is there just to prevent some characters becoming obsolete, or help out a stat they are struggling with otherwise. Example: The Pegasus Knight Growth Rate Plan looks like this: HP.......STR.......MAG.......SKL.......SPD.......LCK .......DEF.......RES.......FEL.......LD 70+2d....20+2d.....10+2d...30+2d...35+2....35+2d....20+2d.........20+2d......20+2d......20+2d After some quick dice-rolling, Alyssa's Growth Rates look like this: HP.......STR.......MAG.......SKL.......SPD.......LCK .......DEF.......RES.......FEL.......LD 84%......27%........27%.......40%.......54%.......43%........22%........29%.....36%.......31% Good GOD, that's a high SPD growth, amiright? I was a bit luck here and there, but for the most part this turned out pretty balanced. A few problems with STR might crop up here and there, but that can be sorted out by simply throwing a few Help Levels at it if my dicerolling sucks too hard at one point. Choosing a Skill Each class has a list of skills that you can choose from, and innate skills that all members of that class have, such as Ride: Horse for Cavaliers. You can select one of these skills for your character to have, as well as any innate skills the class provides. Example: The Pegasus Knight skills that we can choose from include Vantage, Adept, Savior and Imbue. Because she's got a fairly high Skill score, Adept should activate quite often, but only at later levels. Vantage is useful in a pinch, as does Imbue, but she's got a fairly low Magic so it won't be affecting her as much in the earlier levels. Savior, however, will let her take advantage of her Pegasus and help out the party in the early levels by pulling the mage or healer out of the fight if it gets a bit dodgy, so we're going with that. The Innate Pegasus Knight skills are, of course, Ride: Pegasus and Canto. Trappings Trappings is the fancy word for what's in a characters backpack. Similar to the Tellius games in the franchise, characters can have four Weapons in their inventory, and four other items on their person. Additional items can be stored in saddlebags or carts, which will be explained more in the Items section. Each class has their own list of trappings that all characters of that class start with. Example: Alyssa Moonsilver, as a Pegasus Knight, has access to the following trappings: A Slim Lance as her first weapon, an Herb, and a Young Pegasus, which you need to check the Mounts chapter for further information. You get to name your mounts, so I shall be calling this Young Pegasus Aeronautica Imperialis. What? Okay, so I'm a Warhammer 40,000 geek, don't judge me.
  3. Huh, that is weird. I'll check it out tomorrow. Thanks for voting! Nice choices, too. I needed a Mounted unit and a Healer to help with certain mechanics.
  4. Yeah, it actually looks pretty awesome. I was really dissapointed with Scars, even if...well, PHYREXIA WINS.

  5. Daily Update for April 19th - Poll updated - Layout changed - More progress made on the Character Creation chapter.
  6. Thanks for the offer, but honestly? I'm better off working from scratch-ish. It's basically turning into a fusion of Fantasy Flight Game's roleplay system and the video games. Any other sources are just going to mix me up. Unless it turns out crap, at which point it'll be appreciated. But hey, we'll see if it's crap when that happens.
  7. I recently got the Season 1 DVD from a relative. As a fan of the books (To the extent of having a map of Westeros on my wall), I was really looking forward to it, and I wasn't dissapointed. They succeeded in making Sansa - GoT Sansa, pre-character development, actually engaging. Also, that opening sequence. I don't have HBO, so I'm going to have to wait for Season 2. Aww... [spoiler=Game of Thrones stuff] I just want to see how the Red Wedding is handled. If it does not make me cry, I shall be dissapoint. Also, I actually found that Dance with Dragons was the best one, and not because of being the most recent - the Jon Snow storyline is one I really enjoy. Smoking is a really odd choice of word for his stab injury, though...yeah, he's not dead. Can't be. At least, not pernamently. Hey, Lord Beric's been brought back to life frequently, it could happen here.
  8. RNG's work fine, but you should be able to find D10's at any hobby or games store.
  9. All characters have the ability to try anything they do - some are just better at it (Thieves have skills that give bonuses to Picking checks, for example). It's all up to the DM. If someone wants to try and, I don't know, jump onto the chandelier and bring it crashing to the ground, that's their decision. The utility characters are there, even the Priests and Clerics, although I have given them a bit more combat utility as most parties are four people rather than fifteen, with less of them to protect the healer. Thanks for the support!
  10. 'suppeth, indeed.

  11. INTRODUCTION Using this Rulebook This rulebook includes all the material you will need to play a game of the Pen-and-Paper RPG based on the venerable Fire Emblem franchise, except the dice and some optional play-aids. It is a game largely built from the imaginations of its players, and needs few physical components. As you read these rules and play your first games, you will begin to appreciate how it works and what additional help you will require. This rulebook is set into three major sections, split into individual chapters. Each section then breaks down into a number of different topics, with headers like the one at the top of this post. Using these topic headings, you ought to be able to find a specific rule or piece of information without difficulty. Just to make it truly easy, there are also quick-reference topic listings at the end of each chapter, which will also be collected at the back of the PDF edition for quick access. What is a Roleplaying Game? A roleplaying game is an adventure, in which you have the leading parts to play. You can compare it to a play or a film, in which actors play the roles of characters and act through a preordained plot. In a roleplaying game, each player takes the role of a character, a fictional personality who may be very different from the player himself. However, unlike in a film or play, in the roleplaying game there is no fixed plot. Instead, the players decide exactly what they want to do in any given situation, and then must discover if they were successful. To decide what the players can or cannot do, whether they succeed or whether they fail in any action, there is the Gamesmaster (GM). The GM controls the world in which the characters live - he is the final arbiter whose word cannot be disobeyed. To help the GM decide what is possible and what is not, there are the rules you are reading now. The GM will use these rules to present a balanced setting in which the fictional characters can adventure. He will make the adventure seem real. But the rules are only guidelines, and when the GM feels he has to change them, he will. You have to accept that what the GM says are the rules of this game. You will have realized by now that in order to play this game, you will need several people. You will need a GM and you will need players. The minimum number of players is two and the maximum practical number of players is probably about six, although more is possible (But starting to stretch it). The Playing Area Unlike a conventional board game, there is no formal 'board'. All of the information needed by the players is written down by them before the game using scrap paper or the special charts given to them in this book, called a 'character sheet'. A pen, pencil or word processor will, of course, be essential, as will scrap paper. The only other things you must have are dice, and even then a Random Number Generator will suffice. Roleplaying games normally use a variety of dice, but this one only uses the humble ten-sided dice - two of them, to be precise. Sometimes the players' characters will become involved in fighting - the various continents of Fire Emblem are violent places, and this will happen quite often! On such occasions it helps everyone to picture the scene - to know the exact positions of characters relative to each other and to scenic features, such as doors, walls, windows, etc. - if the GM draws out a map or places a scale plan on the tabletop. Positions of characters, or of other features, can then be indicated. Most players prefer to use models to represent their characters, although counters work fine. If you are playing through a livechat, or don't have access to models/tables, the GM can just say where each character is, and roughly how far away they are from everything else. This is why the rules don't just use 'squares' or 'spaces' in the combat descriptions, but 'meters' as well. If you are going to use a map or square grid, one square is considered to cover a space of four meters cubed, although you can change it if you wish. The Action All the players have to do to play the game is to make decisions about what their characters are going to do and how they are going to do it. This is quite easy. The players simply pretend to be their characters, and use their imaginations to guide their actions as if they were really in the world described to them by the GM. The more the players believe in their roles and the more involved they get in characters' the more rewarding the game will be. Players should always try to forget about the 'rules of the game' and attempt to act the part of their character as realistically as possible. A a character who is a sailor should act and speak like one, complaining about "Land Lubbers" and calling their superiors "Cap'n", while Nobles use long words and are stiffly polite. The task of controlling the players and their characters falls upon the GM. This is a fairly weighty responsibility. The GM needs to be familiar with all the rules of the game and he needs to be able to apply them in a fair and even-handed fashion. He also needs to know when not to stick to the rules, but use his own judgment. Knowing when not to stick to the letter of the rules is a sign of a good GM, and is something that only comes with experience. One final point. Throughout these rules I tend to use the word 'he' whenever talking about a singular player or character. Needless to say, you can replace it with 'she' just as easily, and no discrimination was implied or intended. That last paragraph was courtesy of the Girlfriend. The World The world of Fire Emblem has had many great settings before, and I will visit them in the future (I may even ask permission to visit a few other fan-created worlds). For this game, however, I shall be making my own continent. The continent of Candrum is a strange and mysterious place, with mankind only just striking out and carving their way into the wilderness. Much of the land is forested, mountainous or otherwise wild and dangerous, with the few villages and hovels little more than a collection of farms constantly raided by bandits. What cities there are, however, are large walled bastions of peace and tranquility, until you get involved in local politics. Players will soon find themselves faced with wild beasts, bandits, assassins, rogue military groups, and evil cults of necromancers. In the deep woods the monsters rule, and high in the mountains Wyverns await those brave enough to try and tame them, becoming one of the worlds famed Wyvern Riders. Hills and trails are dominated by bandits, and cities are ruled by tyrannical bureaucrats out to make a quick penny, their own personal armies behind them. For the moment, the players need know no more about the world than where the characters live. The world shall be introduced to them by the GM, and a coherent picture of its peoples, geography and history will unfold during the course of its play. Remember - a certain amount of ignorance about their own environment is to be expected of novice adventurers, many of whom will be uneducated and (as yet) innocent of the ways of the world. See the World of Candrum section for more information about this fanmade continent. The Scenario The world scenario is widely used to describe a self-contained adventure. It might begin with the player's characters having a quiet drink in a local tavern, or entering a small town in search of a bed for the night. It could even be as exotic as them all awakening on a pirate ship, captured to be their oarsmen! Any of these scenarios may lead into a quest to recover a magical sword, or to defeat an ancient monster deep in the woods. The scenario is the stage for the adventure itself, which the GM must have prepared before play can begin. To show what is expected, I have included a specially created scenario in this rulebook called The Ulrich Contract. The Ulrich Contract is a ready-to-play adventure, in which all the necessary details have already been worked out. A GM is still required, but there are extensive notes to make the GM's job easier. Designing scenarios and running games is discussed in greater detail in the DUNGEON MASTER'S GUIDE section. Winning and Losing In a roleplaying game there are no individual winners or losers. The players act together to try and overcome problems presented by the GM. Only by co-operating will the characters survive the dangers they face. The object of the game is not only to survive (Hard enough on occasions), but to survive IN STYLE! Characters in the game must earn money to live, and acquiring money will become quite important to them. Characters may have other aims too, reflected by improving gaming abilities, such as the acquisition of new and useful skills. The best goals, however, are personal goals the characters set forth - an example is Inigo Montoya's search for the Six-Fingered man in The Princess Bride. The GM cannot 'win' as such. His aim should be to provide an interesting and demanding game for the players. Because of his unique position, the GM could kill off a player's character at any time, but that is not the idea of the game and should not be the aim of the GM. Creatures and Characters During their adventures, the players' characters will meet other characters, other actors in the drama, as it were. These extra characters may be friendly or hostile, but whatever their attitude they will be controlled by the GM. They are referred to as non-player characters, or NPC's for short. The word Creature(s) is used in the game to refer to all other living creatures, which are normally not sentient, such as Wyverns, the monsters in the forest, and Skeletons.
  12. The luck is appreciated. I tried to figure out how to do it with the D20 system, only for it to get out of control and all about the modifiers (Which isn't fun). Then I tried to figure out a Dice Pool system like ShadowRun, but that ended up going down the toilet as well. As fun as rolling buckets of dice across the table is (WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!), it gets irritating after you go 'no, no, that one over there was a six too' 'Really?' 'Yeah. Damn. Guess you die.' for the ten thousandth time. I settled with a D100 system as it doesn't require as much Math (The combat system has three steps to figure out how you hit rather than D&D's five), and more people understand it. I'll include a brief overview of how a D100 system works in CH1: An Introduction to Roleplaying. Thanks for the support!
  13. ....I've seen people play like this too...Hell, I did when I started.
  14. I...believe this is where this goes? Anyway, I'm a huge Pen-and-Paper RPG fan. It all started with finding my Dad's old copy of the First Edition of the Warhammer Fantasy Roleplay game from the 1980's in the attic, and it's all sort of tumbled down from there. I own 4e DnD, Fantasy Flight Game's Deathwatch and the aforementioned WFRPG. Because I have far too much spare time on my hands, I decided to take a leap at this. The mechanics are going to be reminiscent of other D100 systems (D100 - roll a 100-sided-dice [Or two 10-sided], and check if it goes underneath a % score]), especially those by FantasyFlight games. Features: - A combat system focused on quick and brutal fights - An engaging dialogue/diplomacy system - Branched, Three-Level promotions - Large amounts of parallels to the actual games Here's a list of the planned 'Chapters', and how far done I am on them: INTRODUCTION - Completed and POSTED! PART ONE - PLAYER'S GUIDE - 15% complete in total. Character Creation: Mostly done, just some classes left and the proper Skill list, not the boring, lazy and incomplete one I have now. Combat System: STARTED List of Status Effects: Done, will post with the revamped Combat and Character Creation systems Diplomacy System (Affects out-of-combat talking-to-people encounters): Vaguely outlined Item list: not started PART TWO - DUNGEON MASTER'S GUIDE Get Started with DM'ing: 50% done Creating an Adventure: vaguely outlined Creating a Campaign: vaguely outlined Making NPC's: vaguely outlined Making Level Maps: well outlined, not started Bestiary: have started catalouging potential enemies Traps: have outlined classic traps from the series I could include PART THREE - THE ULRICH CONTRACT (Example mission) Objectives: Outlined Dungeon Maps: Outlined NPC's: Need statted up Example player characters: See poll They shall be posted in the order set out above, once completed. What I need from you people is to tell me what Continent the game will be on (I plan to make supplements for all of them in the future, after I've taken a break from all of this), as this will affect any races available for Character Creation and the Bestiary. <br>And, of course, I need people willing to either read over or actually playtest (gaspshockhorror) the individual segments. Example: When the Character Creation system goes up, I'd need someone to see if they can actually make their own character with it...you know, making <i>sense</i>. Any refinements suggested will, of course, be taken. The finished product (If I do finish it) shall be provided in shiny PDF form, for your free downloading and perusal. Even if I get a grand total of no support on this, I'm going to go ahead with it anyway. After I finish crying in the corner. So, yeah. Let's go! </div>
  15. Halfway through Day Breaks. Posting because this Rhys is insane. RHYS - LV20 Cleric STR - 0 MAG - 20 SKL - 20 SPD - 9 LCK - 16 DEF - 5 RES - 20 SKILLS Serenity Why yes, that is three stat caps hit. I gave Mia Astra, and the second Occult is going to Ike, because Aether is all kinds of awesome.
  16. I am shocked and appalled at the lack of Half-Life 1/2 on here. They are easily among the best games of all time.1. Half-Life 22. Half-Life 13. Halo CE4. BioShock5. Rainbow Six ThreeR6 is more a tactical shooter, but it can be considered an FPS.
  17. I hate Call of Duty and GTA for being over-hyped under-tested no-change-between-title and pathetic-dev-time (Okay, that bit's just COD) pieces of CRAP. I liked Raiden as a character in MGS2, and I'm not moving from this stance. Reasoning? Training: Some VR, no experience People complains that he whines Explanation: No combat experience, and gets thrown into a REPLICA OF SHADOW EFFING MESA. I believe that he starts to suffer from Sanity Slippage due to the trauma for a while, turning him into...well, a whiny brat. It's a coping mechanism. Hey, it's MGS, would you really put it past Kojima for that to be his reason?
  18. Best: Arya Worst: FE9!Zihark ...Whoever says Guy is the worst is wrong because Guy is from Sacae and EVERYTHING FROM SACAE IS BROKEN.
  19. 1. Paper Mario 2. Perfect Dark 3. Ocarina of Time 4. StarFox 5. GoldenEye
  20. 5. FE10 4. StarCraft 3. The Elder Scrolls III: Morrowind 2. HalfLife 1. LEMMINGS Honorable mentions include ANYTHING ELSE BY VALVE EVER, Diablo, SCII, the Dawn of War games, Final Fantasy V/VII, Spyro 2, Ratchet&Clank 3 and the first Halo.
  21. Yeah, I really liked how Stefan came out too. The bandit was just for a laugh, to be honest.
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