Exile RPG

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AuthorTopic: Exile RPG
Apprentice
Member # 4967
Profile Homepage #0
Hi. I'm starting an Exile RPG and I just figured this would be a good place to plug it. Or maybe if you were interested in helping me out as staff, that would be great too. But mainly I'm just trying to spread the word.

It's going to be an IRC-based game. The server is www.sorcery.net and the room is #ExileRPG.

[ Tuesday, September 14, 2004 19:23: Message edited by: Vertigo20 ]

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Eagles may soar, but weasels don't get sucked into jet engines.
Posts: 5 | Registered: Tuesday, September 14 2004 07:00
Apprentice
Member # 4974
Profile Homepage #1
tsk, tsk, tsk...get it right (lol). It is eagles may SOAR, but weasels don't get sucked into jet engines. soaring is much less effort than flying.

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Visualize Ballard
Posts: 2 | Registered: Thursday, September 16 2004 07:00
Agent
Member # 618
Profile Homepage #2
I assume you're talking about a D&D-style game.

Hmmm... this scares me. But only because I have absolutely no idea how IRC works. :D

As for... the second personage, what an amazing insight! Thank you for sharing that with us all!! Can I, like, worship you?!?!

*Insert more sarcastic fanservice here*

Just kidding, nice quote though.
Posts: 1487 | Registered: Sunday, February 10 2002 08:00
Infiltrator
Member # 4256
Profile #3
Interesting Idea... I guess.... Like FBM i don't know how that format works.

Oh and FBM I thought that you were "wonderful" and "friendly"
quote:
wonderful FBM's friendly sugestion
to very new people. :rolleyes:

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"Let's just say that if complete and utter chaos was lightning, he'd be the sort to stand on a hilltop in a thunderstorm wearing wet copper armour and shouting 'All gods are false'."
Posts: 564 | Registered: Wednesday, April 14 2004 07:00
Agent
Member # 618
Profile Homepage #4
Ugh. I normally am. It's just that dang PDN that hacks me off. It reminds me too much of this kiddie book, that when I was in year 6, we all were forced to read it. :(

I HAD AN OFF-THE-SCALE READING ABILITY! AND THEY MADE ME READ A STUPIDLY LONG BOOK FOR FIVE-YEAR-OLDS!!! :mad:

*calms down a touch*

They regreted it, when I started an equal oppotunities and religious discussion afterwards. :D :D
Posts: 1487 | Registered: Sunday, February 10 2002 08:00
Apprentice
Member # 4967
Profile Homepage #5
Fixed my signature :) And IRC...it isn't that complicated, I have instructions on the 'How to Connect' page...I have the page all worked out in frontpage, it should be up soon. Just gotta figure out how to implement the spells into an RPG form. I almost got it. If you're interested keep an eye on this thread :)

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Eagles may soar, but weasels don't get sucked into jet engines.
Posts: 5 | Registered: Tuesday, September 14 2004 07:00
BANNED
Member # 4943
Profile #6
Yo, PM me (or e-mail) on when you start, or when you're actually in the room, I wouldn't mind helping with the staff part, or just a player, let me know.

SMIRF OF DOOM HAS SPOKEN!

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I start this off, without any words.
I got so high, I scratched till I bled.
Love myself, better then you.
I know it's wrong, so what should I do?
Posts: 94 | Registered: Tuesday, September 7 2004 07:00
Apprentice
Member # 4967
Profile Homepage #7
Update: The Website is coming along quickly. Unfortunately I'm hosting on Angelfire, so the bandwith sucks...anyway, here's the URL:

http://exilerpg.cjb.net

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Eagles may soar, but weasels don't get sucked into jet engines.
Posts: 5 | Registered: Tuesday, September 14 2004 07:00
BANNED
Member # 4943
Profile #8
Yo, Vertigo. If you want to just read what I wrote, read the top and bottom parts of my posts. Saw your website. If you made those rules/races/classes then sorry but no, just just no. I made a avernum/exile rpg setting and first off the races should look much more like this:

New Playable Races
Human
*Avernite
*Imperial
Slitherazakai
*Avernite
*Savage
@Nephilim,
*Avernite
*Tribal
@Nepharim
*Avernite
*Tribal
Vahnatai
*Dark Vahnatai
*Crystal Vahnatai
*Seering Vahnatai
Troglodytes
Goblins(maybe)
*LeaderShip Caste
*Warrior Caste

The classes do much better avernum style:

New Base Classes
*All Avernites (except race specific)
Soldier
Rogue
Berserker
Cleric
Archer
Rebel
Hedge Wizard
Shaman
Sorcerer
Custom(maybe)

New Favored Prestige Class Specifications
Human, Any (except Race Specific)
Slitherazakai: EmberMage, SpearBlade, I'llfigureoutpriestnamelater
Nephilim: Roamer, NightBlade, Shaman(N)
Nepharim: DeathBlade, Wanderer, Shaman(N)
Vahnatai: Crystal Shaper, BladeMaster, Keeper, Crystal Worker
Troglodytes: Khazi, Defender, Lord
Goblins: Savage, Shaman(G), Zealot

The Spells/Special abilites would probably work better avernum style too:

Special Abilities

@ Good Traits

* Strong Back
You are strong, stout, and easily able to bear heavy loads. You can carry more weight, and armor encumbers you less than it normally would.
XP Penalty: 10%
# Weight Capacity X1.5
# Encumberment X.5

* Nimble Fingers
You have a natural aptitude for tools, traps, and delicate machinery of all sorts. You will receive a bonus whenever you have to deal with these sorts of objects.
XP Penalty: 15%
# +5 to Tool Use

* Beastmaster
Many animals have taken a liking to you, to the extent that they will follow you and help you. Every day, you can summon one beast to your aid. It will fight in your defense. The higher your level, the better a creature that will come.
XP Penalty: 15%
# Call Beast 1/day

* Strong Will
Certain foes will attempt to use their clever magical powers to cloud your mind. Fortunately, when you have this ability, you are much more likely to resist this trickery.
XP Penalty: 15%
# Resistance to mental effects +25%

* Good Education
You have received the best education the surface world had to offer. You are much more likely to be able to handle situations which require lots of knowledge, such as decoding magical runes.
XP Penalty: 15%
# Arcane Lore +5

* Toughness
Your body is very resilient, and your constitution is unusually strong. You are less likely to take serious damage in hostile situations and disease and poison will have less of an effect on you.
XP Penalty: 20%
# Protection From Melee Damage +20%
# Protection From Disease and Poison +50%

* Fast On Feet
You are very fleet of foot and your reaction time is among the best. You will act much more quickly in combat and sometimes you will receive bonus action points.
XP Penalty: 20%
# Initiative +3
# Action Points +1 every other turn

* Natural Mage
Some people learn magic. For you, it's a natural skill, as ingrained as walking and breathing. All of your spells receive bonuses and you can cast mage spells even while wearing encumbering armor.
XP Penalty: 25%
# Mage Spells +1
# Priest Spells +1
# SP +5 each lvl.

* Elite Warrior
You were trained in the ways of war almost from birth. When other children were learning to walk, you were learning how to hold a knife. You receive bonuses in combat and these bonuses increase as you gain levels.
XP Penalty: 30%
# Chosen Weapon Profession +3 levels
# Chance to Hit +10%

* Divinely Touched
One of your ancestors was not mortal. A touch of divine blood flows in your veins. You have several special abilities, each of which can be used once per day.
XP Penalty: 40%
# Call Spirit, 1/day
This is the ability to communicate with the spirit world. In addition to always having someone to talk too, once per day you can summon a shade to aid you. The higher your level, the better you will obtain.
# Lay On Hands, 1/day
This blessing is a healing touch. Once per day, you can heal yourself. The amount of healing increases with your level.
# Natural Curing, 1/day
Merely by concentrating, you can purge yourself of disease and poison. The higher your level, the better the effect.

@ Bad Traits

* Cursed At Birth
A mage took an unfortunate dislike to your parents. As a result, you were cursed when you were born. Through no fault of your own, you will sometimes receive penalties to your actions, and some magical effects will harm you more.
XP Bonus: 20%
# -1 to all rolls
# -10% resistance to Magic

* Sickness Prone
You were a sickly child and this frailty has plagued you even in adulthood. Disease, poison, and similar afflictions will have more of an effect on you.
XP Bonus: 20%
# +50% Disease/Poison Effects

* Sluggish
You are slow on your feet and your reaction time is poor, at best. You will receive less action points in combat and your turn to act will come later then normal.
XP Bonus: 30%
# -3 to Initiative
# -1 Action point, every other turn

* Brittle Bones
On the surface, there is a tragic condition which causes all who suffer it to have very brittle bones. Unfortunately, you are counted among its victims. Going into melee is a very bad idea for you. The blows of your enemies will be devastating.
XP Bonus: 30%
# -50% protection from Melee Damage

* Completely Inept
The adventuring life is a completely bad match for you. You freeze up when creatures attack you. The slightest chill causes you to catch cold. Enemy blows are devastating to you. You stumble a lot. Every day is a struggle just to keep moving. You even have trouble putting your pants on correctly in the morning.
XP Bonus: 40%
# -35% protection from All Damage
# -1 Action Point, permanent
# -3 Initiative

Trained Abilities

* Pathfinder
Pathfinder skill helps you find your way through hostile terrain. Your chance of being poisoned by swamps and the like is reduced. The more of this skill you have, the better the effect.

Inherited Abilities

Go Berzerk, 1/day
You can cause yourself to go berserk, increasing your effectiveness in combat while enabling your foes to hit you more easily. The higher your level, the better the effect.

Earned Abilities

Ritual of Sanctification, 1/day
Summons forth great holy power, destroying any nearby evil objects, such as altars. Affects everything within 2 spaces of your group, Use of this ability is very draining. So, you can only use it once per day.

Beyond all that I must say that "VALORIM???? WHAT WERE YOU THINKING???? EXILE D$#@IT EXILE!!!!

If you like my system, let me know, I have a lot of it done...

[ Thursday, September 16, 2004 15:55: Message edited by: SmirfOfDoom ]

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I start this off, without any words.
I got so high, I scratched till I bled.
Love myself, better then you.
I know it's wrong, so what should I do?
Posts: 94 | Registered: Tuesday, September 7 2004 07:00
BANNED
Member # 4943
Profile #9
OH almost forgot, Item list, if you haven't done it yet, already got it:
Key
DR = Damage Reduction
CP = Combat Penalty

Equipment (All items are listed individually)

Armor

* Helmets

@ Leather Helmets
These are leather caps, sometimes made with chain mail hanging from the rear to give some additional protection for the back of the neck.

Cursed Leather Helmet
4 pounds, 5 coins
-1 AC

Poor Leather Helmet
4 pounds, 8 coins
0 AC

Leather Helmet
4 pounds, 15 coins
1 AC

Fine Leather Helmet
4 pounds, 35 coins
2 AC

WyrmSkin Helmet
4 pounds, 100 coins
3 AC
5% resistance to illness

@ Metal Helmets
These are the highest grade of protective headgear. It's a metal cap with flanges down the side, back, and sometimes the front. The most extreme varieties of helmets have only a slit in the front for the wearer to peer out.

Cursed Bronze Helmet
7 pounds, 5 coins
-2 AC, 5% CP

Bronze Helm
7 pounds, 25 coins
2 AC, 5% CP

Iron Helmet
7 pounds, 50 coins
3 AC, 5% CP

Steel Helmet
7 pounds, 150 coins
4 AC, 5% CP

Blessed Steel Helmet
7 pounds, 400 coins
5 AC, 5% CP

@ Magical Helmets

Ruby Helm
7 pounds, 700 coins
4 AC, 5% CP, 10% resistance to Fire Damage.

Runed Helm
7 pounds, 700 coins
3 AC, 10% resistance to Magic Damage.

Helm of Alertness
4 pounds, 1000 coins
4 AC, 10% resistance to Mental Effects

Helm of Speed
7 pounds, 2500 coins
2 AC, 5% CP, +1 to Action Points.

Emerald Helm
7 pounds, 500 coins
3 AC, 5% CP, 10% resistance to illness, 5% resistance to acid.

* Bracers

Leather Bracer
1 pound, 15 coins
1 AC

Bronze Bracer
1 pound, 40 coins
2 AC, 5% CP

Iron Bracer
1 pound, 150 coins
3 AC, 5% CP

Blessed Bracer
1 pound, 600 coins
5 AC, 5% CP

Drakeskin Bracer
1 pound, 300 coins
4 AC, 5% resistance to fire

* Hand Coverings

@ Gloves
Gloves are leather coverings for the hands, made from the soft, delicate leather of smaller lizards. Gloves are greatly valued in the cold areas of Exile, and it can get very cold.

Cursed Gloves
2 pounds, 0 coins
-2 AC

Gloves
2 pounds, 8 coins
1 AC

DrakeSkin Gloves
2 pounds, 80 coins
2 AC
5% resistance to fire

@ Gauntlets
Gauntlets are metal armor for the hand. They're generally leather gloves, but with articulated metal plates covering them. They will interfere slightly with spell-casting.

Bronze Gauntlets
3 pounds, 15 coins
2 AC

Iron Gauntlets
3 pounds, 30 coins
3 AC

Steel Guantlets
3 pounds, 90 coins
4 AC

@ Magic Gloves

Nimble Gloves
2 pounds, 400 coins
2 AC, +2 to Open Lock Skill.

Ogrish Gauntlets
3 pounds, 1000 coins
3 AC, +1 Dice to Melee Damage. (example: greatsword 3D6, with these now 4D6)

Giantish Gauntlets
3 pounds, 3000 coins
3 AC, +3 Dice to Melee Damage. (example: dagger 1d4, with these now 4D4)

Glue Gauntlets
3 pounds, 30 coins
2 AC, +1 to Accidental Theft.

Aspskin Gloves
2 pounds, 400 coins
3 AC, 5% resistance to illness

Micah's Gloves
2 pounds, 750 coins
1 AC, +1 lvl to Arcane Spells.

* Breastplates

@ Leather Armor
These are full suits of thick leather armor, boiled in wax to make them very hard. Leather Armor is perfect for the adventurer on a budget. Alas, even armor this light will interfere with spell casting.

Cursed Leather Armor
15 pounds, 10 coins
-3 AC, 10% CP

Poor Leather Armor
15 pounds, 20 coins
1 AC, 5% CP

Leather Armor
15 pounds, 50 coins
3 AC, 5% CP

Fine Leather Armor
15 pounds, 100 coins
5 AC, 5% CP

DrakeSkin Armor
15 pounds, 400 coins
8 AC, 5% CP
5% resistance to fire

@ Studded Armor
Studded Armor is very similar to leather armor, except that it has been reinforced with flat pieces of metal for extra protection. Since metal tends to be expensive in Exile, these are much more expensive then leather.

Cursed Studded Armor
30 pounds, 10 coins
-3 AC, 15% CP

Poor Studded Armor
30 pounds, 60 coins
2 AC, 10% CP

Iron Studded Armor
30 pounds, 150 coins
3 AC, 10% CP

Steel Studded Armor
30 pounds, 350 coins
5 AC, 10% CP

Blessed Studded Armor
30 pounds, 800 coins
10 AC, 10% CP

@ Chain Mail
Chain mail is a baldric of leather or heavy cloth, covered with a vest made by weaving together rings of metal wire (the chain mail part). The chain mail tends to drop low, in order to provide protection for the legs. It's heavy (and noisy) but effective.

Cursed Chain Mail
45 pounds, 10 coins
-5 AC, 20% CP

Poor Chain Mail
45 pounds, 220 coins
3 AC, 15% CP

Iron Chain Mail
45 pounds, 600 coins
4 AC, 15% CP

Steel Chain Mail
45 pounds, 1200 coins
6 AC, 15% CP

Mithril Chain Mail
45 pounds, 3000 coins
10 AC, 10% CP

@ Plate Mail
Plate armor is the strongest (and the heaviest, and most expensive) armor available. It is chain mail, but set with many additional thick plates of metal, which extend down the arms and legs. Great protection but forget about spell-casting.

Bronze Plate Mail
70 pounds, 600 coins
3 AC, 25% CP

Iron Plate Mail
70 pounds, 1200 coins
5 AC, 25% CP

Steel Plate Mail
70 pounds, 2000 coins
10 AC, 25% CP

Blessed Plate Mail
70 pounds, 5000 coins
15 AC, 20% CP

@ Magical Armor

Shadow Leather
15 pounds, 500 coins
5 AC, +1 to DEX, +1 to Defense.

Rogue's Vest
15 pounds, 400 coins
3 AC, 5% CP, +1 to DEX.

Rogue's Leather
15 pounds, 700 coins
5 AC, 5% CP, +2 to Tool Use, +2 to Defense, +1 to Assassination.

Mauling Leather
30 pounds, 2000 coins
5 AC, 10% CP, +3 Die of Melee Damage.

Chitin Armor
70 pounds, 300 coins
8 AC, 25% CP, 5% resistance to illness.

Icy Chain Mail
45 pounds, 7000 coins
8 AC, 10% CP, 15% resistance to fire.

Polished Plate Mail
70 pounds, 7000 coins
15 AC, 25% CP, 10% resistance to mental effects, +2 to combat stats, protection from Petrification.

* Clothing

@ Pants
No matter how close to savagery the people of Exile might come they never forget the immense value and dignity inherent in a good pair of pants. Forgetting to wear one's pants is disapproved of in most social circles.

Pants
4 pounds, 4 coins
0 AC

@ Tunics
This is a piece of clothing, generally worn above the waist. Use of this garment is required if one wishes to eat in one of Exile's finer restaurants.

Tunic (any color)
2 pounds, 5 coins
0 AC

@ Robes
The robe is the traditional article of clothing of wizards and other magic users. Unfortunately, enemy archers usually know this, and aim for robes first.

Cursed Robe
7 pounds, 5 coins
-2 AC

Robe
7 pounds, 10 coins
0 AC

Blessed Robe
7 pounds, 300 coins
1 AC

Mithril Woven Robe
7 pounds, 4000 coins
3 AC, 20% less chance to be hit, protection from petrification, 5% resistance to Magical Damage.

Dress
6 pounds, 7 coins
0 AC

@ Cloaks
Cloaks are long, flat pieces of cloth which are clasped at the neck and wrapped around oneself for warmth. Many areas of Exile are warmed by natural steam vents, but many are also extremely cold.

Cursed Cloak
5 pounds, 5 coins
-2 AC

Cloak
5 pounds, 7 coins
1 AC

Blessed Cloak
5 pounds, 150 coins
2 AC

Dragonskin Cloak
5 pounds, 500 coins
3 AC, 10% resistance to energy type of Dragon.

@ Vahnatai Robes
Vahnatai robes are sheer, delicate, translucent affairs, painstakingly pounded from fungus using a method unknown to you. The most amazing thing about such garments is that they constantly emit a soft phosphorescence.

Vahnatai Robe
4 pounds, 15 coins
3 AC, + 1-4 per level of Vahnatai, or, 1-2 per level of Vahnatai Lore.

@ Magical Clothes

Pants of Power
4 pounds, 400 coins
2 AC, 5% resistance to elements & magic.

Pants of Sorrow
4 pounds, 0 coins
1 AC, 5% pissed off.

Archer's Cloak
5 pounds, 500 coins
2 AC, +1 to DEX, 15% to hit with missile, +3 Die to Missile Damage.

Robe of the Magi
7 pounds, 2500 coins
3 AC, +3 to INT, +3 levels to Arcane Spells, +5% resistance to Mental Effects.

Radiant Robe
7 pounds, 500 coins
2 AC, 15% protection from Melee Damage, 10% resistance to Magic Damage, 10% resistance to acid.

Silk-Woven Robe
7 pounds, 200 coins
2 AC, 3 less damage from all mundane damage

* Shields

@ Bucklers
A buckler is a small, round shield designed to be strapped to the forearm. It is not very bulky, although it is of minimal help when using a two-handed weapon.

Cursed Buckler
5 pounds, 5 coins
-2 AC

Wooden Buckler
5 pounds, 10 coins
1 AC

Iron Buckler
5 pounds, 20 coins
2 AC

Steel Buckler
5 pounds, 50 coins
3 AC

Blessed Buckler
5 pounds, 150 coins
5 AC

@ Small Shields
Small shields are about a foot across that are held in one hand or strapped to the forearm. They are not very encumbering.

Cursed Small Shield
10 pounds, 10 coins
-2 AC, 5% CP

Wooden Small Shield
10 pounds, 20 coins
2 AC, 5% CP

Iron Small Shield
10 pounds, 40 coins
3 AC, 5% CP

Steel Small Shield
10 pounds, 100 coins
4 AC, 5% CP

Blessed Small Shield
10 pounds, 300 coins
6 AC, 5% CP

@ Large Shields
A large shield is a large, heavy piece of work, designed to shield the whole torso, and some of the legs as well. It is fairly awkward to use, expect a small drop in accuracy in combat.

Cursed Large Shield
18 pounds, 15 coins
-3 AC, 10% CP

Wooden Large Shield
18 pounds, 50 coins
3 AC, 10% CP

Iron Large Shield
18 pounds, 120 coins
4 AC, 10% CP

Steel Large Shield
18 pounds, 250 coins
6 AC, 10% CP

Blessed Large Shield
18 pounds, 750 coins
8 AC, 10% CP

@ Magical Shields

Crystal Shield
10 pounds, 750 coins
5 AC, 5% CP, Protection from Petrification.

IceShield
10 pounds, 900 coins
5 AC, 5% CP, 10% resistance to cold

Shield of Klin
18 pounds, 1000 coins
6 AC, 10% CP, +1 to DEX.

Shield of Klud
18 pounds, 750 coins
6 AC, 10% CP, +1 Dice to Combat Damage.

Shield of Kron
18 pounds, 2500 coins
6 AC, 10% CP, 5% protection from all damage.

Shield of Khar
10 pounds, 1000 coins
4 AC, 5% CP, +1 to STR

LifeShield
18 pounds, 2500 coins
6 AC, 10% CP, 10% chance of saving life.

Martyr's Shield
18 pounds, 1500 coins
1 AC, 10% CP, 50% chance to do +20 Damage to Attacker when struck.

RuneShield
18 pounds, 750 coins
4 AC, +2 to Decipher Script.

Ichor-Coated Buckler
5 pounds, 300 coins
3 AC, 10% resistance to illness.

Emblazoned Shield
10 pounds, 800 coins
4 AC, 5% CP, 5% resistance to elements & magic.

* Feet Coverings

@ Sandals

Cursed Sandals
2 pounds, 0 coins
-2 AC

Sandals
2 pounds, 8 coins
0 AC

DrakeSkin Sandals
2 pounds, 80 coins
2 AC
5% resistance to fire

@ Boots
The most common sort of footwear in Exile are boots, formed from tanned leather from the hides of lizards. The bigger the lizard, the tougher the boots.

Cursed Boots
4 pounds, 5 coins
-3 AC

Boots
4 pounds, 15 coins
1 AC

Steel Toed Boots
10 pounds, 50 coins
2 AC

DrakeSkin Boots
4 pounds, 150 coins
3 AC
5% resistance to fire

Plate Boots
4 pounds, 100 coins
3 AC, 5% CP

Titanium Boots
25 pounds, 1000 coins
5 AC, 10% CP

@ Magical Shoes

Dancing Shoes (cursed)
4 pounds, 15 coins
0 AC, -10% chance to hit in combat.

Boots of Apollo
4 pounds, 2500 coins
1 AC, +1 to Gymnastics, +1 to Riposte.

Slippers of Speed
4 pounds, 3000 coins
1 AC, +1 to Action Points.

Melee Weapons
All melee weapons gain an extra combat bonus from each level of strength.

* Blunt Weapons
Blunt Weapon Races:
Hammer : Troglodyte
Stick: Goblin
Blunt Weapon Classes:
Hammers: Soldier
Staffs: Soldier / Sorcerer / Hedge Shaman
Stick: Anyone

Stick Skill Requirements: NONE, +1 at Simple, +2 at Moderate, +3 at Exotic.
Club: Simple, +2 at Moderate, +4 at Exotic.
Staff Skill Requirements: Simple, +2 at Moderate, +4 at Exotic.
Hammer Skill Requirements: Simple, +2 at Moderate, +4 at Exotic.
Mace Skill Requirements: Moderate, +3 at Exotic.
GreatMace: Exotic.

@ Sticks
The ultimate in low-tech weaponry. This is a stick, which was, at one point, part of a tree. If you really get desperate, you can conk someone over the head with it.

Stick
1 pound, 0 coins
1D3 + 1D3 per level

Big Stick
5 pounds, 0 coins
2D3 + 1D6 per level

@ Clubs
Low-tech, but effective. This is a piece of wood, carved for balance, with a lump of stone attached to one end with leather thongs.

Cursed Club -3 Level Penalty
9 pounds, 0 coins
1D6 + 1D6 per level

Stone Club
9 pounds, 5 coins
1D6 + 1D6 per level

Staff
7 pounds, 4 coins
1D4 + 1D4 per level

Iron Tipped Staff
8 pounds, 10 coins
2D3 + 1D6 per level

Steel Tipped Staff
10 pounds, 25 coins
2D4 + 1D8 per level

Obsidian Tipped Staff
8 pounds, 50 coins
3D3 + 1D8 per level

@ Hammers
A hammer is a carefully shaped piece of stone or metal affixed to the end of a wooden handle.

Stone Hammer
9 pounds, 8 coins
1D3 + 1D3 per level

Bronze Hammer
9 pounds, 15 coins
1D4 + 1D3 per level

Iron Hammer
9 pounds, 35 coins
1D6 + 1D3 per level

Steel Hammer
9 pounds, 90 coins
1D10 + 1D3 per level

Blessed Hammer
9 pounds, 150 coins
3D6 + 1D4 per level

@ Maces
A mace is a carefully crafted club. It has a metal or wood handle, with a large chunk of stone or metal at one end. It is the most common bashing weapon.

Cursed Mace -3 Level Penalty
15 pounds, 5 coins
1D8 + 1D8 per level

Stone Mace
15 pounds, 10 coins
1D8 + 1D8 per level

Bronze Mace
15 pounds, 30 coins
2D4 + 1D8 per level

Iron Mace
15 pounds, 75 coins
2D6 + 1D8 per level

Steel Mace
15 pounds, 150 coins
3D4 + 1D8 per level

Blessed Mace
15 pounds, 350 coins
3D6 + 2D4 per level

@ GreatMaces
A great mace is basically a larger, heavier mace, designed to take two hands to use. The head is always metal, and usually has a few spikes for good measure.

Cursed GreatMace -4 Level Penalty
30 pounds, 10 coins
1D10 + 1D10 per level

Bronze GreatMace
30 pounds, 100 coins
1D10 + 1D10 per level

Iron GreatMace
30 pounds, 300 coins
2D10 + 1D10 per level

Steel GreatMace
30 pounds, 700 coins
3D10 + 1D10 per level

Blessed GreatMace
30 pounds, 1100 coins
4D10 + 2D10 per level

@ Magical Blunt Weapons

Smite (GreatMace)
30 pounds, 3000 coins
4D6 + 1D12 per level, +40 Damage to Giants.

Mace of Disruption (Mace)
15 pounds, 1000 coins
2D8 + 1D8 per level, +25 Damage to Undead.

ShieldMace (GreatMace)
30 pounds, 1500 coins
2D10 + 1D10 per level, +5 DR

* Pole Arms
Pole Arm Races: Slitherazakai
Pole Arm Classes:
Spears: Soldier
Pikes: Soldier
Halberd: Soldier
Slitherazakai Spears: Soldier

Spear Skill Requirements: Simple, +2 at Moderate, +5 at Exotic.
Pike Skill Requirements: Moderate, +2 at Exotic.
Halberd Skill Requirements: Exotic, +3 to Slitherazakai.
Slitherazakai Spear Skill Requirements: Exotice +5 to Slitherazakai.

@ Spears
A spear is simply a pointy bit of stone or metal attached to the end of a long pole. The most basic pole weapon.

Cursed Spear -3 level penalty
10 pounds, 5 coins
1D6 + 1D4 per level

Stone Spear
10 pounds, 15 coins
1D6 + 1D4 per level

Bronze Spear
10 pounds, 25 coins
1D8 + 1D4 per level

Iron Spear
10 pounds, 30 coins
2D6 + 1D4 per level

Steel Spear
10 pounds, 90 coins
3D6 + 1D4 per level

Blessed Spear
10 pounds, 350 coins
5D6 + 1D6 per level

@ Pikes
A pike is a longer, heavier and a little bit nastier spear.

Cursed Pike -4 level penalty
15 pounds, 10 coins
1D6 + 1D6 per level

Crude Pike
15 pounds, 40 coins
2D6 + 1D6 per level

Iron Pike
15 pounds, 80 coins
3D6 + 1D6 per level

Steel Pike
15 pounds, 240 coins
4D6 + 1D6 per level

Blessed Pike
15 pounds, 900 coins
6D6 + 1D6 per level

@ Halberds
The halberd is the king of the pole arms. It has a huge, axe-like blade at one end, as well as a spike at the tip for stabbing. Halberds are heavy, awkward, and viciously effective.

Cursed Halberd -4 level penalty
20 pounds, 15 coins
1D6 + 1D6 per level

Bronze Halberd
20 pounds, 150 coins
2D6 + 1D6 per level

Iron Halberd
20 pounds, 300 coins
3D6 + 1D6 per level

Steel Halberd
20 pounds, 1000 coins
4D6 + 1D6 per level

Blessed Halberd
20 pounds, 4000 coins
3D12 + 1D8 per level

@ Slithzerikai Spears
The Slithzerikai spear is the traditional weapon of the Slithzerikai warriors. Slith spears are like regular spears, but have two (or sometimes three) tines at the end of very heavy (usually wood set with metal) poles. They take great strength to use.

Slith Spear
15 pounds, 70 coins
1D12 + 1D6 per level

Fine Slith Spear
15 pounds, 350 coins
2D12 + 1D6 per level

@ Magic Pole Arms

GhoulBane (spear)
10 pounds, 700 coins
3D6 + 1D6 per level, +25 Damage to Undead.

GiantSlayer (pike)
15 pounds, 1400 coins
4D6 + 1D6 per level, +30 Damage to Giants.

Jade Halberd (halberd)
20 pounds, 4000 coins
5D6 + 1D6 per level, +6 to Hardiness, +2 to Defense.

Obsidian Spear (spear)
10 pounds, 1000 coins
3D6 + 1D6, 20% resistance to magic damage.

* Swords\
Sword Races: Nepharim (on all but exotic), Vahnatai (waveblades only)
Sword Classes:
Short Sword: Soldier / Rogue / Barbarian / Rebel
Long Sword: Soldier / Barbarian / Rebel

Short Sword Skill Requirement: Simple, +2 at Moderate, +5 at Exotic.
Long Sword Skill Requirement: Moderate, +2 at Exotic.
Great Sword Skill Requirement: Moderate, +1 at Exotic.
Wave Blade Skill Requirement: Exotic, +5 when wield by Vahnatai.

@ Short Swords
A short sword is a stabbing weapon, usually a foot and a half to two feet long. Swords and spears are the two most popular classes of weaponry in Exile.

Cursed Short Sword -3 level penalty
8 pounds, 10 coins
1D4 + 1D4 per level

Stone Short Sword
8 pounds, 20 coins
1D4 + 1D4 per level

Iron Short Sword
8 pounds, 40 coins
2D4 + 1D4 per level

Steel Short Sword
8 pounds, 120 coins
3D4 + 1D4 per level

Blessed Short Sword
8 pounds, 500 coins
3D6 + 1D6 per level

@ Long Swords
A long sword is a sword usually about three feet long. They are designed for slashing. They are the best type of sword that can be wielded one handed.

Cursed LongSword -4 level penalty
12 pounds, 0 coins
1D6 + 1D6 per level

Bronze LongSword
12 pounds, 40 coins
1D6 + 1D6 per level

Iron LongSword
12 pounds, 80 coins
2D6 + 1D6 per level

Steel LongSword
12 pounds, 240 coins
2D8 + 1D6 per level

Blessed LongSword
12 pounds, 1200 coins
3D8 + 1D6 per level

@ GreatSwords
A greatsword is a massive sword which takes two hands to use. It is about four to five feet long, and capable of piercing even very heavy armor and shields.

Cursed GreatSword -4 level penalty
20 pounds, 15 coins
1D6 + 1D6 per level

Bronze GreatSword
20 pounds, 160 coins
1D8 + 1D8 per level

Iron GreatSword
20 pounds, 320 coins
2D8 + 1D8 per level

Steel GreatSword
20 pounds, 1000 coins
3D8 + 1D8 per level

Blessed GreatSword
20 pounds, 4000 coins
3D12 + 1D8 per level

@ WaveBlades
The Wave Blade is the traditional melee weapon of the Vahnatai warrior. It is usually around three feet long, and made of a very resilient and well-forged metal. It is most notable for its wavy shape, which in no way detracts form its effectiveness.

Cursed Waveblade -3 Level Penalty
12 pounds, 5 coins
1D6 + 1D6 per level

Waveblade
12 pounds, 100 coins
1D6 + 1D6 per level

Fine Waveblade
12 pounds, 400 coins
2D12 + 1D6 per level

@ Magic Swords

DemonSlayer (greatsword)
20 pounds, 6000 coins
4D6 + 1D8 per level, +40 damage to Demons.

WyrmsBane (longsword)
12 pounds, 40 coins
1D6 + 1D6 per level, +25 Damage to Reptiles.

Alien Blade (waveblade)
25 pounds, 6000 coins
4-28 + 1-7 per level, +20 Poison Damage.

Icy LongSword
12 pounds, 1100 coins
4-24 + 1-6 per level, +8 Ice Damage.

Flaming Sword
12 pounds, 1000 coins
3-18 + 1-6 per level, +8 to Fire Damage.

Mithril Blade
20 pounds, 5000 coins
4-24 + 1-6 per level, +5% chance t o hit in Melee, +1 to STR, +2 to Riposte, +10 Damage to Undead.

BoltBlade (X8)
12 pounds, 1100 coins
1-8 + 1-8 per level, 25th level (Bolt of Fire)

*Daggers
Dagger Races: Nephilim, Goblins
Dagger Classes: Soldier / Rogue / Archer

Dagger Skill Requirements: Simple, +2 at Moderate, +5 at Exotic.

@ Knives
A knife is a short, sturdy blade made of metal. It's long enough to serve as a decent weapon in a pinch.

Kitchen Knife
1 pound, 4 coins
1-2 + 1-2 per level

@ Daggers
Almost, but not quite, the least impressive weapon you can find. A dagger can be either a piece of obsidian or similar stone chipped and shaped in rough likeness of a dagger, or a sturdy blade of metal attached to a wooden handle.

Cursed Dagger -3 level penalty
4 pounds, 0 coins
1-3 + 1-3 per level

Stone Dagger
4 pounds, 5 coins
1-3 + 1-3 per level

Iron Dagger
4 pounds, 10 coins
2-6 + 1-3 per level

Steel Dagger
4 pounds, 30 coins
3-9 +3 + 1-3 per level

Blessed Dagger
4 pounds, 120 coins
5-20 + 1-4 per level

@ Ceremonial Daggers
A ceremonial dagger is a small dagger, gilt with silver and semi-precious stones meant for use in religious ceremonies. They get pretty good prices on the market.

Ceremonial Dagger
1 pound, 100 coins
2-10 + 1-5 per level

@ Spikes
These are delicate, beautiful daggers, with a long, wooden handle and razor edges. These are the only daggers that come with innate abilities instead of magical. Spikes receive no level bonus.

Shielding Spike
4 pounds, 750 coins
2D6, +3 AC

@ Magical Daggers

Tirk's Spectral Dirk
4 pounds, 1000 coins
6-30 + 1-5 per level, +5 to Drain Life.

Assassin's Dagger
4 pounds, 400 coins
5-25 + 1-5 per level, +4 to Assassination, +2 to Anatomy.

Diamond Dagger
4 pounds, 1000 coins
6-30 + 1-5 per level, Automatic Armor Piercing.

Ranged Weapons
Ranged Weapons get another combat bonus from every 2 levels of dexterity.

@ Bows

Cursed Bow -3 level penalty
10 pounds, 5 coins
1-3 + 1-3 per level

CaveWood Bow
10 pounds, 30 coins
1-4 + 1-4 per level

Ash Bow
10 pounds, 65 coins
2-8 + 1-4 per level

Yew Bow
10 pounds, 150 coins
3-12 + 1-4 per level

Blessed Bow
10 pounds, 500 coins
4-20 + 1-5 per level

@ Magical Bows

Archer's Bow
10 pounds, 1000 coins
2-8 + 1-4 per level, +3 level to Missile Damage.

@ Crossbows
The crossbow is the deadliest of the missile weapons. It is basically a small, tightly strung bow at the end of a stock, and, once loaded, is fired by pulling a metal trigger. The bolts it fires hit often, and hit hard.

Cursed CrossBow -3 level penalty
15 pounds, 5 coins
1-3 + 1-3 per level

Crude CrossBow
15 pounds, 70 coins
1-5 + 1-5 per level

Ash CrossBow
15 pounds, 150 coins
2-10 + 1-5 per level

Yew CrossBow
15 pounds, 350 coins
3-15 + 1-5 per level

Blessed CrossBow
15 pounds, 1500 coins
4-24 + 1-6 per level

* Arrows
An arrow is the standard missile fired from a bow. They are tipped with a sharp piece of stone or metal. In Exile, the former is more common then the latter.

A bonus on levels means per level you gain +5% to hit and the level damage as indicated with the current bow.

Cursed Arrows
.5 pounds, 1 coin
-3 to level

Stone Arrows
.5 pounds, 1 coin
+0 to level

Iron Arrows
.5 pounds, 2 coins
+1 to level

Steel Arrows
.5 pounds, 5 coins
+2 to level

Blessed Arrows
.5 pounds, 20 coins
+4 to level

@ Magic Arrows

Acid Arrow
.5 pounds, 200 coins
+4 to level, +8 Acid Damage.

Arrows of Light
.5 pounds, 20 coins
+4 to level, +40 Damage to Demons.

Exploding Arrow
.5 pounds, 200 coins
+4 to level, +8 Fire Damage.

Repetitive Arrow
.5 pound, 1000 coins
+5 to level, Returning.

Venom Arrow
.5 pounds, 200 coins
+4 to level, +8 Poison Damage.

Healing Arrow
.5 pounds, 200 coins
+0 to level, +45HP to target (minus damage)

@ Bolts
A bolt is like an arrow, but shorter and thicker. It is created for use in that most dangerous of missile weapons, the crossbow.

Cursed Bolts
.5 pounds, 1 coin
-3 to level

Stone Bolts
.5 pounds, 2 coins
+0 to level

Iron Bolts
.5 pounds, 4 coins
+1 to level

Steel Bolts
.5 pounds, 10 coins
+2 to level

Blessed Bolts
.5 pounds, 40 coins
+4 to level

@ Magic Bolts

Bolts of Life
.5 pounds, 24 coins
+4 to level, +40 Damage to Undead.

Acid Bolt
.5 pounds, 200 coins
+4 to level, +8 Acid Damage.

Flaming Bolt
.5 pounds, 200 coins
+4 to level, +8 Fire Damage.

Icy Bolt
.5 pounds, 200 coins
+4 to level, +8 to Cold Damage.

Venom Bolt
.5 pounds, 200 coins
+4 to level, +8 to Poison Damage.

Lightning Strike
.5 pounds, 300 coins
+5 to level, +10 Lightning Damage

Molasses Bolt
.5 pounds, 300 coins
+3 to level, Slow Target for 3 rounds.

* Thrown Missiles
Thrown Missiles Races: Slitherazakai (Javelins), Vahnatai (Razordisks), Giants (Rocks)
Thrown Missile Classes:
Rocks: Any
Javelins: Soldier, Rebel
Razordisks: Soldier

Rock Skill Requirements: NONE, +5 when wielded by Giants.
Javelin Skill Requirements: Simple, +1 at Moderate, +3 at Exotic.
Razordisk Skill Requirements: Exotic, +3 when wielded by Vahnatai.

@ Rocks
A rock is a small chunk of stone, generally not rare nor valuable. If things get really desperate, you can throw it at someone's head. It might also make a nice souvenir of your adventure.

Rock
3 pounds, 0 coins
1-3 + 1-3 per level

Rough Diamond
.5 pounds, 400 coins
1-8 + 1-8 per level

@ Darts
A dart intended for use in combat is unlike a standard issue dart used for gaming in pubs. Combat darts are eight to twelve inches long, with feather fletching and wicked, barbed tips.

Cursed Dart -3 Level Penalty
.3 pounds, 0 coins
1-3 + 1-3 per level

Stone Dart
.5 pounds, 1 coin
1-3 + 1-3 per level

Iron Dart
.3 pounds, 3 coins
2-6 + 1-3 per level

Steel Dart
.3 pounds, 10 coins
3-9 + 1-3 per level

Blessed Dart
.3 pounds, 25 coins
3-12 + 2-6 per level

@ Javelins
A javelin is a long spear, specially designed to easily be thrown. It doesn't have a very long range, but that's not a problem in the winding passages of Exile.

Cursed Javelins -3 Level Penalty
2 pounds, 5 coins
1-5 + 1-5 per level

Stone Javelins
2 pounds, 5 coins
1-5 + 1-5 per level

Iron Javelins
2 pounds, 6 coins
2-10 + 1-5 per level

Steel Javelin
2 pounds, 15 coins
3-15 + 1-5 per level

Blessed Javelin
2 pounds, 60 coins
5-30 + 1-6 per level

Cursed Sling -3 Level Penalty
2 pounds, 5 coins
1-4 + 1-4 per level

Leather Sling
2 pounds, 30 coins
1-4 + 1-4 per level

Blessed Sling
2 pounds, 1000 coins
4-16 + 1-4 per level

@ Razordisks
The razordisk is the missile weapon of choice for the Vahnatai warrior. It is a metal disk, 4-6 inches in diameter, polished and with edges of intense sharpness. They are beautiful weapons.

Cursed Razordisk -2 Level Penalty
1 pound, 2 coins
1-4 + 1-4 per level

Razordisk
1 pound, 12 coins
2D6 + 1-4 per level

Fine Razordisk
1 pound, 40 coins
1D4 + 2D8 + 1-4 per level

Food
Most food in Exile is disgusting, bordering on inedible. However, extreme hunger has an interesting way of making one less picky. Every time you rest you use up one unit of food.

Bread
1 pound, 4 coins

Mushrooms
1 pound, 3 coins

Greens
.6 pounds, 3 coins

Dried Meat
.8 pounds, 8 coins

Steak
.8 pounds, 8 coins

Lizard Meat
2.5 pounds, 4 coins

Weird Meat
1.2 pounds, 8 coins

Fish
1 pound, 3 coins

Deli Sandwich
1.5 pounds, 8 coins

Fine Meal
5 pounds, 25 coins

Pears
.6 pounds, 3 coins

Apples
1 pound, 3 coins

Cake
1 pound, 3 coins

Meat on a Spit
.6 pounds, 3 coins

Dusts

Dust of Shadows
This is a pouch of fine white powder, almost like flour, but with tiny silver sparkles in it.
1 pound, 250 coins
Turns User Invisible (3 rounds).

Dust of Choking
This is a vial of something a lot like sand, but with a reddish tinge.
1 pound, 10 coins
Cures Acid.

Basic Powder
This is a pouch of very fine metallic powder.
1 pound, 100 coins
Completely Cures Any Acid.

Cleansing Powder
This is a pouch of very fine metallic powder.
1 pound, 200 coins
Cures All Bad Effects (not health)

Powder of Lethe
This is a pouch of fine white powder, almost like flour, but with tiny silver sparkles in it.
1 pound, 10 coins
-1 level when used.

Potions
These are bottles of magical liquid, which can be drunk to receive a (hopefully) beneficial effect. Potions like these are greatly valued in Exile, where the powerful magic available on the surface is painfully lacking.

Healing Potion
.5 pounds, 40 coins
+25 HP

Curing Potion
.5 pounds, 30 coins
Cures Poison and Disease.

Strength Potion
.5 pounds, 50 coins
Shields User, Blesses User, Temporary Regeneration.
5 rounds

Energy Potion
.5 pounds, 60 coins
+20 SP

Poison Potion
.5 pounds, 20 coins
Makes User Very Ill.

Haste Potion
.5 pounds, 50 coins
Hastens User.
5 rounds

Invulnerability Potion
.5 pounds, 150 coins
Temporary Invincibility.
5 rounds

Resistance Potion
.5 pounds, 100 coins
Increases Magic Resistance, Increases Resistances.
5 rounds

Healing Elixir
.5 pounds, 90 coins
+75 HP

Curing Elixir
.5 pounds, 70 coins
Cures Poison and Disease.

Energy Elixir
.5 pounds, 140 coins
+50 SP

Poison Elixir
.5 pounds, 30 coins
Makes User Very Very Ill.

Haste Elixir
.5 pounds, 120 coins
Hastens User Greatly.
10 rounds

Invulnerability Elixir
.5 pounds, 350 coins
Turns User Invulnerable.
10 rounds

Resistance Elixir
.5 pounds, 450 coins
Increases Magic Resistance, Increases Resistances, Cures Terror, Cures Enfeeblement.
10 rounds

Strength Elixir
.5 pounds, 120 coins
Shields User, Blesses User, Temporary Regeneration.
10 rounds

Bliss Elixir
.5 pounds, 160 coins
+50 HP, +20 SP, Cures Poison and Disease.

Rogues Elixir
.5 pounds, 90 coins
+5 to Tool Use
3 rounds

Restoration Brew
.5 pounds, 450 coins
+100 HP, Cures Poison and Disease, Cures Dumbfounding, Cures Enfeeblement.

Protection Brew
.5 pounds, 500 coins
Turns User Invulnerable, Increases Magic Resistance, Cures Enfeeblement, Cures Poison and Disease.
10 rounds

Heroic Brew
.5 pounds, 500 coins
Blesses User, Hastens User, Gives Divine Protection.
10 rounds

Knowledge Brew
.5 pounds, 1000 coins
+3 Skill Points When Used

Graymold Salve
.5 pounds, 100 coins
Cures Poison and Disease, or used to Revive.

Ran out of room, oh well, I got more, so please, don't
f(*^ this up. Exile D&D is such a good concept, but if you screw it up, it all goes to hell, BTW sorry if I offended you, this is all just my opinion.

--------------------
I start this off, without any words.
I got so high, I scratched till I bled.
Love myself, better then you.
I know it's wrong, so what should I do?
Posts: 94 | Registered: Tuesday, September 7 2004 07:00
BANNED
Member # 4943
Profile #10
BTW, alot of the bugs I have not worked out in the before mentioned system, but thats ok, cause it could be done easily. So, how do you plan on the entire dice rolling part? Or if not dice what system? I suppose you could make a random number generator for the DM to use. People would be to unreliable to say what they got. Unless you found good gamers, but thats hard.

--------------------
I start this off, without any words.
I got so high, I scratched till I bled.
Love myself, better then you.
I know it's wrong, so what should I do?
Posts: 94 | Registered: Tuesday, September 7 2004 07:00
Apprentice
Member # 4967
Profile Homepage #11
My god, you really went balls-out...I was just more or less basing it on the concept...I suppose I can try implementing all those too..but I wanna keep the more friendly races available so people don't get scared off..I was planning on putting in the Vahnatai race and whatnot, razordisks, etc...but I didn't want to implement every part of the Exile world...look:

Everything I'm putting in there is based more or less just on Exile III...the map, the cities, NPCS, some of the weapons, races, etc. But if you want this to be spot-on for everything in every Exile game you will be disappointed..

[ Thursday, September 16, 2004 16:36: Message edited by: Vertigo20 ]

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Eagles may soar, but weasels don't get sucked into jet engines.
Posts: 5 | Registered: Tuesday, September 14 2004 07:00
BANNED
Member # 4943
Profile #12
I'm not worried about being exactly exile, however the Valorim thing???? Exile is about Exile, no matter what anyone says, not the surface. It's about wanting to go back to the surface yes, but it's exile, the underworld. If you're going to do an Exile RPG I would have to say to do it right. You can put whatever you would like into but I have a few base suggestions. Dwarves? Negative. If this you plan on having any right to call this an Exile rpg, at least keep away from the normal D&D races. If you've ever read a D&D book you'll notice that a lot of information is contained in them. Included with every book there is a basis of races, and then an addition or change. Exile would be no different. Humans are the basis. Troglodytes, Ogres, Goblins. Theres a basis, but the normal races that are found in almost every setting I do not believe belong in an Exile setting no matter what the situation. Unless the Vahnatai create them, then they might be there. (please for the love of god don't have the Vahnatai create them. It would be one of the lamest things I think I could ever see.) If you are just starting to create this I have a lot of info that could make the process much quicker. If what is on your website is all that you have, then unfortunately you should have never posted, because (as I know from experience) converting any game to D&D from the computer is a time consuming and large task. If you want to make an Exile RPG, tell me, but if you plan on making an rpg with any races that are not normally found, don't bother posting. I do not care if it is exactly exile, but the basis should be the same. Anyway, let me know what you decide. (and by the way, you're probably putting in the other races and (d*** forgot the word, um things that normally show up) in a D&D setting so that people who don't know Exile will feel more comfortable in it. I would suggest against this. Me personally, I would feel much more comfortable playing an RPG setting that I didn't know, then one that confused the h*** out of me because they tried to make it somewhat familiar. Stick with what you want to do, but if you would like help hosting it, I could probably bring more than any other player.)

[ Thursday, September 16, 2004 18:30: Message edited by: SmirfOfDoom ]

--------------------
I start this off, without any words.
I got so high, I scratched till I bled.
Love myself, better then you.
I know it's wrong, so what should I do?
Posts: 94 | Registered: Tuesday, September 7 2004 07:00
Agent
Member # 618
Profile Homepage #13
... SoD, might a PM have been more... suitable?

That's a little on the long side.
Posts: 1487 | Registered: Sunday, February 10 2002 08:00
BANNED
Member # 4943
Profile #14
Most likely, sorry if it bothered you.

--------------------
I start this off, without any words.
I got so high, I scratched till I bled.
Love myself, better then you.
I know it's wrong, so what should I do?
Posts: 94 | Registered: Tuesday, September 7 2004 07:00
Agent
Member # 4506
Profile Homepage #15
Gosh!

SoD, that must have taken ages for you to do!

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"You dare Trifle with Avernum?" ~ Erika the Archmage
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My Scenarios:
Undead Valley : A small Undead problem, what could possibly go wrong?
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Richard Black - PROOF of his existance (the Infernal one's website).
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MY FORUM! Randomosity at it's highest! :)
Posts: 1370 | Registered: Thursday, June 10 2004 07:00
BANNED
Member # 4943
Profile #16
A good amount of time, but not too long. It was mainly just a matter of conversion, and if your not being sarcastic, thats only like 1/8th of what I actually completed, I was almost done before I kinda lost interest in it. Not because I was no longer interested, but because no one else seemed to be.

Edit- I also have 99% of the Geneforge 2 system converted. (99% because I have about 2 pages I forgot to add) If your interested at all PM, me and I could show you.

[ Friday, September 17, 2004 12:03: Message edited by: SmirfOfDoom ]

--------------------
I start this off, without any words.
I got so high, I scratched till I bled.
Love myself, better then you.
I know it's wrong, so what should I do?
Posts: 94 | Registered: Tuesday, September 7 2004 07:00