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Touhou Power Cards - 1d4chan. Cover art. Yes some of us are actually sad enough to print and use them. Still they look pretty cool when printed out. How do I expanded textbox? Original RSO card. The first shopped card. The Touhou Power Cards are a set of index cards for 4e Dungeons & Dragons powers, being created by numerous Touhoufags. In accordance with the principle that there is Touhou fanart suitable for every situation, it was soon realized this could be logically extrapolated to there being Touhou fanart suitable for every power in the PHB. [edit] How To Produce Touhou Power Cards 1. Images can be found at danbooru, just search for Touhou + a relevant keyword [edit] Color Coding There are two color-coded areas on Power Cards.

Condition Cards have only one color-coded area, the header. [edit] How to Print them You can, obviously, print 6 of them or so on a sheet of photo paper, and either print the backs separately and glue them on or try and align the prints. 1. Shared albums on artscow. [edit] Card Galleries. Thin Paint – 4.1. Who will find this article useful? Anyone who wants to be able to use thin paint built up in progressive layers to achieve a smooth clean finish using acryllic hobby paints.

This technique is an advanced technique that is the foundation for creating show-quality paint jobs. Note that I said The foundation. This technique, combined with an awareness of “light-sourcing” is what is used by many contemporary miniature painters to accomplish smooth, realistically painted miniatures. Definitions/Concepts:Thin Paint: Paint that has been diluted with water, blending medium, faux glaze medium, flow-aid, flow-extender, or anything else that someone has suggested you use to improve your paints performance.

Surface: A prepped and primed surface ready for the application of paint. Component: Gloves, Jacket, Tabard, Flesh, Boots, Feather, Pouch. Basecoat: The first color that you put on your surface (miniature). Shade/Shadow: The lowest value color per component. Synthetic vs. Main Article. Sup/tg/ - Traditional Games Resource Page. Hot Lead DVDs. What D&D Character Am I? 1. As far as looks go, I am... ugly, I am the worst looking member of my social circle. average, my appearance is normal overall. attractive, I am the best looking member of my social circle. extremely attractive, my appearance aids me in every situation in life. 2.

When it comes to memory... I have a really hard time remembering things. 3. I have an extremely difficult time making new friends. 4. I have no vices and I've never been tempted by anything. 5. I can make people do almost anything I want them to do. 6. I am sick most of the time. 7. I am able to exercise with no ill effects. 8.

I've never been in a leadership position. 9. I can learn new things very quickly. 10. I am sometimes able to figure out a solution for a problem. 11. I can take punches that would drop normal people. 12. Is in pretty good shape, given my age. is on par with most professional athletes. is in superb shape. is out of shape, when compared to almost everyone else. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. d20 Random Dungeon Generator. D&D Gamer - an RPG website centred around Dungeons & Dragons. SotC SRD. 1.1 Things You Should Have You’ll need a few supplies along with these rules to play the game. Here’s a list of mandatory items, as well as some recommended ones.

You’ll need: Four Fudge Dice for each player and the GM. You’ll find useful: A set of poker chips or glass beads (to use as fate points).Index cards to pass notes and to make notes on things that come up in play.Snacks. 1.2 The Ladder Most things in the system are rated according to the ladder below (when we say “the ladder” throughout the text, this is what we mean). Most people are Average at the things they do for a living, like Science for a scientist, and are Mediocre or Poor at most other things.

Pulp heroes push the very boundaries of what “normal” people are capable of, and as such, they tend to be Superb at whatever their central passion is. 1.3 Rolling the Dice Whenever a player rolls dice, he rolls four Fudge dice (abbreviated as 4dF) to generate a result between -4 and 4. 1.4 Difficulty 1.5 Skills 1.6 Aspects 1.7 Stunts. Diaspora SRD. Diaspora is a role-playing game with a focus on hard(ish) science-fiction adventure. You build a universe, you build characters, and then you play with them in it. Underpinning the game is the task resolution system described in this chapter.

All conflicts in Diaspora are resolved using the FATE mechanics as elaborated in Spirit of the Century and available from the System Reference Document for that game, available on the Internet. You roll your set of four fudge dice, which yields a result between -4 and +4, you add an appropriate skill, and then you compare against some difficulty level, which might be someone else's roll or might be a level imposed by the referee. Diaspora is a set of mini-games. Each of these use fate dice, Aspects, and other elements from the FATE system but the may have other distinctions. Players get the Power Diaspora is not a game in which the players drive the action without the input from the referee, who only establishes the setting and mediates the rules.

Rule. Launch. CUSTOMIZATION (click for additional options) This section is DISABLED because you do not have Javascript enabled. None of the links above include any memory size configuration, nor is it possible to add them here. It is strongly recommended that you enable Javascript and reload this page. These are general purpose parameters for running the tools. You should not need to use these unless you want to configure the tool to have more memory than the default (you can see the defaults filled in below).

The values entered here will be incorporated into the above links. If you need an older version, there is another site that will allow you to pick certain "stable" versions of each of the tools and then configure the memory settings similar to here: Visit this link If you would like to use a different version of MapTool, select the version you want from the list below. Maptool-1.3.b1 You must have Java 1.6 or later (also called Java 6) installed on your system to run these tools. Dungeons & Dragons Dice Roller.

Roleplaying Tips for game masters for all role-playing systems. Roleplaying Tips Weekly E-Zine Issue #2 One of the most destructive events that happens every few game sessions in my campaign is the Time Bomb. A missed or incorrectly interpreted rule, a forgotten fact or just a bad play and everybody realizes a little later that a mistake has occurred. And the mistake has deeply affected events that followed. Perhaps a character would have succeeded if Rule B had been used. Or maybe you forgot that it was dark and the bad guys could not possibly have been so deadly accurate with their shots?

So, do you decide to press forward or stop everything and do it all again? I call this the Time Bomb and it used to drive me nuts. The Time Bomb Solution is simple and effective, and should work for your roleplaying group as well. The Time Bomb Solution is: clearly establish your policy *before* game play begins that "all mistakes are final. " This policy applies to the players AND the GM. How do you handle Time Bombs in your games? Have more fun at every game! Sheepy's JavaScript D&D 4e Character Generator. Campaign Mastery game master advice. So we’ve looked at Themes, and we’ve looked at Concepts, and even touched on the relationship between the two.

But now it’s time to address the elephant in the room – twin elephants in fact – Genre and Style, and how these modify that relationship, how it all comes together to form a unique fingerprint that identifies each and every campaign, and finally, how an understanding of that fingerprint permits the GM to enhance the campaign to produce greater enjoyment for all concerned. Past Reference I should start by reminding readers that this isn’t the first time that I’ve talked about the relationship between style and genre for RPGs.

Directly relevant is Theme vs Style vs Genre: Crafting Anniversary Special Adventures, but it was a subject touched on repeatedly in the Reinventing Pulp for Roleplaying series. But there’s a lot more to be said… Genre Genre is surprisingly hard to define well. That last point deserves some amplification. Core and Fringe Genre and RPGs Genre and Theme Style. 4e Random Encounter Generator - Asmor.com. 4e Monster Math Cruncher - Asmor.com.