November 28, 2011

In short of doing something more interesting and creative, I was fiddling around with the background. I wanted something old-school-ish. Whaddya' think?

November 18, 2011

I hate d4 hit die.

Just took the time to take this lovely little personality test, "What D&D Character am I?", and a shout-out to David Macauley over at There's Dungeons Down Under to drawing this lovely thing to my attention. ANYHOO, le Results:

I Am A: True Neutral Human Sorcerer (3rd Level)

Ability Scores:







True Neutral A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.

Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)

And past that, below are my broken-down detailed results. Perhaps there is some philosophical merit to this test, given that while my highest scores weren't so by very much, that sorcerers, rangers, and the idea of warrior poets are some of my favorite classes. I must laugh at my extreme negatives for the paladin and monk. I do actually enjoy playing the strict and disciplined nature of monks, though paladins I outright despise.  I'm not too keen on the racial runner-up the gnome score had with human; I love the little people, but my regrettable stints as gnomes in times passed has left a reputation in my gaming circle I wish I would escape...

Lawful Good ----- XXXXXXXXXXXXXXXXX (17)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXX (7)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXXXXX (9)

Law & Chaos:
Law ----- XXXXXX (6)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXXXX (8)

Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- X (1)

Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXX (8)
Half-Orc - XX (2)

Barbarian - (-4)
Bard ------ XX (2)
Cleric ---- (0)
Druid ----- (0)
Fighter --- (-2)
Monk ------ (-21)
Paladin --- (-19)
Ranger ---- XX (2)
Rogue ----- (-2)
Sorcerer -- XXXX (4)
Wizard ---- (-2)

November 14, 2011

Up & Down

So, there I was listening to John Carter on the radio today as we slaved over the bakery ovens in the early morning. The crap-shoot: he wasn't of Mars. In fact, he sounded to be in his 80's (at least), and I believe he may also have later referred to himself as "Connor".

Not much has been happening hobby-wise that's pretty enough to warrant showing you lot, otherwise. I'm still mucking around with the banner design. Oh, and I completely forgot to post the next two chapters of It Only Rains on Tuesdays... Painting a Reaper adventurer for my chum. That one might be finished quicksoon if I get off my ass and then back on it sooner.

How was your weekend?

November 2, 2011

A Brief Look into Terrible Picnic Locations.

Well, it's not the most refined of pieces on solar development, however here is a small guide line I've written out for my group in the hopes I might get to be a player eventually in a science fiction campaign. I've tried to make it general and not too space-science-y for their use in what most likely won't be anything more than Star Wars-style planets anyhoo.

 Hazardous Environments

 Most planets are far from habitable, or at least extremely uncomfortable, for the average colonist. Many are lifeless, atmosphere-lacking rocks, or so extreme in their conditions that life as we know it might not even have a chance, no matter how hardy the organism. This is for you, the not-me-as-DM-for-once.

Primary Factors are generally those of a hazardous environment, where exposure is almost certainly death. Characters might get some leeway in expeditious corrective measures, though most often their chances are as slim as their environment is deadly. Being exposed to vacuum will not instantly kill someone, but getting a face-full of pressurized Venus is definitely the last thing they'll ever do.

Secondary Factors are those more likely to be survived, should exposure occur. These factors are more likely to be evident on more moderate planets that aren't quite right. With the exception of antiquated space suits, most feature auto-sealing countermeasures, or are easily patched in the event of integrity rupture.

Primary Factors
  1. no atmosphere
  2. very thin atmosphere
  3. extreme atmospheric pressure
  4. extreme temperature
  5. heavily radiated
  6. extreme gravity
Secondary Factors
  1. dangerously saturated air
  2. unbreathable air
  3. dangerous micro-organisms/bacteria in air
  4. poisonous elements in air
  5. unsafe radiation levels
  6. regular acid/sulfur rain

Planets without atmospheres are often smaller and possess lower gravity than most are accustomed to, and often are subject to massive amounts of unimpeded solar radiation and extremely cold temperatures during the night cycle. Asphyxiation is not fun.

A planetoid with a notably thin atmosphere might consist of breathable air, however there is never enough air density to breath, leading to hypoxia and death. These planets are often colder and subject to almost unimpeded solar radiation. Often the cause of receding atmosphere relates to the planet being remarkably close to a larger source of gravity or exposure to extreme solar radiation.

Extreme atmospheric pressure is caused by an overdeveloped atmosphere often laden with extremely high levels of greenhouse gasses, or the result of a very high gravity, such as the conditions of a gas giant. This environment is exceedingly dangerous, requiring the most advanced of protection systems. Failure of these systems can mean swift death.

Deep cold and exceeding heat both prove dangerous to any would-be adventurer. Depending on atmospheric conditions, either of these extremes can also accompany extreme pressure ranges. Exposure means quick painful death.

Most common among worlds that survive their parent star going nova, heavily radiated worlds often lack atmospheres and are devoid of life. Even in heavily shielded suits, people quickly die from radiation bombardment.

Extremely high gravity can crush and flatten man and machine alike, and is often accompanied by heightened atmospheric pressure. Low gravity is an impediment and often a cause of very thin atmospheres. While movement and physical exertion is often taxed in high-gravity worlds, higher speeds can prove especially dangerous in low-gravity conditions.

Dangerously saturated air is one that is technically breathable, however the overabundance of a not-normally-dangerous element in the atmosphere can effectively drown or suffocate people without proper breathing apparatus, within any number of minutes.

Unbreathable air is simply the result of an atmosphere that our bodies can not draw oxygen from. Asphyxiation is not fun.

On some primitive or overly-aggressive life-bearing worlds, there can be any manner or fungi, spores, virus, or airborne bacteria that cause anaphylactic shock when accidentally inhaled or exposed to through suit ruptures. Other effects might include sickness and infections only later apparent. This is the hazardous garden that looks welcoming...

Poisoned air contains elements naturally dangerous to our bodies with appropriate dosage. An overabundance of dangerous gasses and chemicals pollute air that might have almost been otherwise near breathable conditions. Gasmasks, or similar air filters, may suffice in allowing safe respiration to explorers.

While not as extreme as heavily-radiated worlds, others may possess thin ozone layers, or be exposed to radiation from a nearby star or other presence that can be harmful to unprotected individuals, though not necessarily to native life, assuming that the radiation levels aren't too high.

Atmospheric composition and conditions can lead to noxious concentrations of chemical acids and similar destructive compounds that pollute the environment, leading to acid rain and rapid corrosion. This environment can quickly wear out equipment, destroy materials, and kill living beings.