Friday, August 30, 2013

Wait whaaaat!?

I just realized that on my blogger thingy, it says that D&D Babble is more popular in Russia than in the US. What?! Well anyway, doesn't matter. Announcement though: I won't be updating this blog that much anymore.  I will still update it once in a while.

Monday, August 26, 2013

HxR!

I made a new gaaaame! Play it!! Obey the will of the Duskblade!!! http://hxr-game.wikidot.com/!!!! No but really play it. It's fun. And freeee. And also there will be more of them.
1: HxR: You are stuck in a video game with your friends, you must escape before you die!
2: HxR Strike: After you escape, the game leaks into the real world!
3: HxR Winter: A reality virus infects the universe! Get to the main computer and fix it!
4: HxR Dream: The reality virus breaks the barriers between universes! Jump through space and fight some REALLY creepy monsters.

No really... this thing can kill you in your dreams.
And it can kill you in real life too.   >:)

Saturday, August 17, 2013

Game #1: Airships

What you need:
4 players
1 token for each player (a coin or a button). These are the airships.
1 d6
A piece of paper with a 3x3x3 grid drawn on it, each space should be the size of 1 token. The 4 players's tokens are placed in each of the 4 corners. No, to the left does not mean the TOKEN to your left, it means the person sitting to your left.
1 d20 for each player (or something else that can count from 20)
Some paper for the players to write their Items on.
A prize! (like that shiny trophy on the bottom of the post...)
How to win:
Destroy the other player's airships! >:D
How to play:
All players set their dice to 20.
Youngest goes first. He can move his airship 1 space in any direction on the grid, this won't end his turn. He can choose to get an Item, or Attack an airship. If he chooses to get an Item, he rolls the d6. He gets a different Item depending on what number he rolls. A player may not have more than 10 Items. If they have 10 Items, they may not get any more Items. The Items will give the player more ATK or DFN. With no Items, a player's ATK and DFN are both 1. After someone rolls for an Item, their turn ends and the player to their left can roll for an Item or Attack a player, and after they do one of those, their turn ends and the player to his left takes a turn, and so on. A player SHOULD NOT show how much ATK or DFN he has until he is attacked/attacks. You may skip your turn.
d6 Item
1   Cannon: +1 ATK
2   Plating: +1 DFN
3   Crew: +1 DFN or ATK, you choose.
4   Crew: +1 DFN or ATK, you choose.
5   Shop: Not an Item. Next time you roll an Item, you gain 2 of that Item.
Cut on the line made of smaller lines.
6   Storm: Not an Item. When you roll Storm, you lose 1 Item,  
     and you are at -1 DFN when someone          
     attacks you next.
If the player chooses to Attack, he may choose any player that is within 2 spaces of his airship. That player compares his DFN against the attacking player's ATK. If his DFN is equal to or higher to the attacking player's ATK, nothing happens and the attacking player's turn ends, and the player to left (of the attacker) takes a turn. If he has less DFN then the attacker has ATK, he turns his die down one number, the attacking player's turn ends, and the player to left (of the attacker) takes a turn. When a player has turned their die down to 1, they are out of the game and they lose :( . The last player standing wins! He also gets a prize :D . Print out the trophy and cut it out. Staple a pocket on it and fill it with candy!

Tuesday, August 13, 2013

SCP GAME

SCField Work


SCP Character Sheet:
Name:
Gender:
Age:
Security Clearance Level: (1 [], 2 [], 3 [], 4 [], 5 []) Each level costs 5 pts.
Title:
Points:
Combat Skill: (Poor [], Moderate [], Great [], Amazing []) Each level costs 10 pts.
Defensive Skill: (Poor [], Moderate [], Great [], Amazing []) Each level costs 10 pts.
Skills:
Mining []
Sway []
Knowledge []
Crafting []
Mechanics []
HP: 200 (+10 per Defensive skill level)
Inventory:

Equipped Items:


SCP Items:
Hazmat Suit (Immunity to radiation/electricity) 30pts
Heat Suit (Immunity to fire/electricity) 30pts
Safety Goggles 10pts
Ballistics Vest (5 time use only, -10 HP lost from an attack with a gun) 10pts
Steel Plating (20 time use only, -5 HP lost from an attack in melee) 10pts
Gas Mask (Immunity to gas effects) 20pts
Medical Kit (+20 HP) 15pts
Class A Amnestic 5pts
Class B Amnestic 10pts
Beretta (50 damage, 12 Fire Rate, Normal Reload) 40pts
Magnum (60 damage, 8 Fire Rate, Normal Reload) 40pts
SMG (50 damage, 10 Fire Rate, Fast Reload) 40pts
Berett 50c. (80 damage, 1 Fire Rate, Slow Reload) 40pts
Machete (60 damage,Normal, Melee) 40pts
Dagger (40 damage, Fast, Melee) 20pts
Katana (70 damage, Fast, Melee) 50pts
Gauntlets (40 damage, Normal, Melee) 20pts
Baseball Bat (30 Damage, Slow, Melee) 5pts
Pickaxe (Tool [+2 Mining]) 10pts
Toolbox (Tool [+1 Crafting/+1 Mechanics]) 10pts
Encyclopedia (Tool [+3 Knowledge]) 15pts
Large Encyclopedia (Tool [+4 Knowledge]) 20pts
Mechanics Guide (Tool [+1 Knowledge/+2 Mechanics) 15pts
Flashlight 5pts
Battery (Poor) 10pts
Battery (Normal) 15pts
Battery (Excellent) 20pts
S-Nav v1 10pts
S-Nav v2 20pts
S-Nav Ultimate 30pts
1 SCP-500 pill (+max HP) 55pts
Rules:
All players start with 100pts.
The O5 gives players missions and narrates the story.
If you have ever played/watched SCP:CB you probably know what the S-Nav does.
When in a fight, Combat Skill and Defensive Skill are very important. They tell you if you hit or miss a player/SCP.
Compare the defender's Defensive Skill against the attacker's Combat Skill. Defenders win ties, but they deal no damage with weapons. Attackers lose ties, but they do damage to the defender if their Combat Skill > defender's Defensive Skill.
Fire Rate = how many rounds you can fire before you must reload. 
Skills:
When the O5 requires a player to use a skill, that player rolls a d20, then adds any modifiers for that skill. If the roll is equal to or higher than the number set by the O5, the player succeeds on the skill. Otherwise, they FAIL! Mwuahaha!

DnD: Creepypasta

I found this stuff on the net of interwebbings. Enjoy.

Slenderman (3.5e Creature)

Slenderman
Size/Type:Large Outsider (Evil, Extraplanar)
Hit Dice:12D8+12 (60 hp)
Initiative:+10
Speed:20 Ft.
Armor Class:21 (10 +6dex +5natural), touch 16, flat-footed 15
Base Attack/Grapple:+12/+16
Attack:8 Tentacles, +16 1d6+4, or Teleportation
Full Attack:8 Tentacles, +16 1d6+4, or Teleportation
Space/Reach:5 ft/5 ft.
Special Attacks:Spell-like abilities, Teleportation
Special Qualities:Darkvision 90 ft., Spell Resistance 18, Frightful Presence, Outsider traits
Saves:Fort 8, Ref 14, Will 8
Abilities:Str 19, Dex 22, Con 10, Int 17, Wis 11, Cha 8
Skills:+4 Balance, -10 Swim, +8 Sleight of Hand, +10 Move Silently*, +18 Hide*, +8 Sense Motive
Feats:Improved Toughness, Multi-attack, Improved Natural Attack, Weapon finesse, Improved Initiative
Environment:Deep Forests, Ruins, and The Obsidian Towers of Ranaslak, path of black leaves
Organization:Always Alone, Except For the Obsidian Towers of Ranaslak
Challenge Rating:9
Treasure:None
Alignment:Always Neutral Evil
Advancement:-
Level Adjustment:-
Slenderman.jpg
The creature looks on with its featureless face, a red tie visible in the crest of its crisp black suit. It looks almost humanoid in shape, but its arms and legs stretch far too long. Tentacles sprout from its back and wave slowly as the Slenderman stands motionless.


Combat

Dark Vision (Ex) The Slenderman can see in the dark up to 90 feet. Its Darkvision is black and white only, but it is otherwise like normal sight, and the Slenderman can function just fine with no light at all.
Frightful Presence (Su) The Slenderman is so terrifying in nature that any creature who has fewer HD than the Slenderman that looks at him must pass a DC 19 Will save. On a failure, creatures with 4 or less HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds. If a creature saves successfully, they are not affected by the Slenderman’s Frightful presence for 24 hours.
Teleportation (Sp) Once per day, with a successful Touch attack, the Slenderman can transport its target up to one mile to a secluded, wooded area. The target cannot appear in an area that would be hazardous; over a ravine, for instance. The Slenderman will usually leave other combatants to stalk and eventually attack this person.
Spell-Like Abilities: At will—cause feargreater teleport (self plus 50 pounds of objects only); 3/day—confusioneyebite; 1/day—insanityCaster level 12th.
The save DCs are Intellegence-based.
‘’’Skills’’’ When in a heavily wooded area, the Slenderman recives a +10 to all Hide and Move Silently checks.

[edit]Killer D&D 3.5e class

Alignment: Any Non-Good. Deities: Any evil (especially Nerull)
Starting Age: Simple.

Table: Killer
Hit Die: d6
LevelBase
Attack Bonus
Saving ThrowsSpecialAc Bonus
FortRefWill
1st+0+2+2+2+0Sneak Attack +1d6, Weapon Finesse
2nd+1+3+3+3+0Evasion
3rd+2+3+3+3+0Sneak Attack +2d6, Weapon Focus (Dagger)
4th+3+4+4+4+1Uncanny Dodge
5th+3+4+4+4+1Sneak Attack +3d6
6th+4+5+5+5+1Purity of Body
7th+5+5+5+5+1Sneak Attack +4d6
8th+6/+1+6+6+6+1Mind of the Madman
9th+6/+1+6+6+6+1Sneak Attack +5d6, Improved Evasion
10th+7/+2+7+7+7+2Opportunist)Weapon Specialization (Dagger)
11th+8/+3+7+7+7+2Sneak Attack +6d6, Improved Uncanny Dodge
12th+9/+4+8+8+8+2Greater Weapon Focus (Dagger)
13th+9/+4+8+8+8+2Sneak Attack +7d6
14th+10/+5+9+9+9+2Greater Invisibility 1/day
15th+11/+6/+1+9+9+9+3Sneak Attack +8d6
16th+12/+7/+2+10+10+10+3Greater Invisibility 2/day
17th+12/+7/+2+10+10+10+3Sneak Attack +9d6
18th+13/+8/+3+11+11+11+3Greater Invisibility 3/day
19th+14/+9/+4+11+11+11+3Sneak Attack +10d6
20th+15/+10/+5+12+12+12+4Greater Weapon Specialization (Dagger)
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Escape ArtistIntimidateListenMove SilentlySearchSpotSense MotiveSurvival
[edit]Class Features

All of the following are class features of the Killer.
Weapon and Armor Proficiency: Killers are proficient with daggers and light armor.
Sneak Attack: If a killer can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
a killer’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the killer flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two killer levels thereafter. Should the killer score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a killer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A killer can sneak attack only living creatures with discernible anatomies—undeadconstructsoozesplants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The killer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A killer cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Evasion (Ex): At 2nd level and higher, a killer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the killer is wearing light armor or no armor. A helpless killer does not gain the benefit of evasion.
Uncanny Dodge (Ex): Starting at 4th level, a killer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Purity of Body (Ex): At 5th level, a killer gains immunity to all diseases except for supernatural and magical diseases
Mind of a Madman: at 8th lvl a killer is immune to Compulsion [mind effecting] enchantment Spells
Opportunist (Ex): Once per round, the killer can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the killer’s attack of opportunity for that round. Even a killer with the Combat Reflexes feat can’t use the opportunist ability more than once per round.