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  • File : 1323179251.jpg-(341 KB, 998x569, Realms of Atlantasia.jpg)
    341 KB Tales of Atlantasia II: Spider's Triumphant Decapitation. Oracle Agent 12/06/11(Tue)08:47 No.17123534  
    Good morning /tg/. It's Tuesday, December 6th, 2011. And I am in for a world of hurt.

    About a week ago, /tg/ discovered the magical Realms of Atlantasia.


    Where rutting dragons drag 1/3rd of the population off-world to their demise in alternate planes of existence once a year, but it's alright, since time is so fucked up that the average person only lives 1,000 minutes, or else the shortest interval of time that can be expressed is 7.2 minutes long...

    Oh, and Crabs are invulnerable, killing a lizard brings about the wrath of an angry god, all the NPCs are super specially secret invulnerable, and every interesting potion you can buy is a fraud. But I'm digressing.

    Into this game system I dove, attempting character generation and a simple random encounter. it took two threads and many, many, many hours. It ended... in a very awesome but impractical way.


    So, why am I bringing it back up? Well.. I promised I would attempt a more sane random encounter... like fighting a crab. So, I've brought Spider, Dwarf of Steel back from decapitation Via flung short sword, and i'm ready to have another go.
    >> Oracle Agent 12/06/11(Tue)09:12 No.17123633
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    First off, I should post Spider's stats. Here is Problem 1 of the system, it is ridiculously easy to get massively large stats, and pathetically tiny ones. There isn't a function that makes PCs gravitate to an "average"

    >Str: 11, Con: 11
    >Int: 12, MQu: 9
    >Wis: 8, Ret: 8
    >Dex: 10, Agi: 8
    >Cha: 8, Mag: 1
    >PStr: 6, PDef: 8 (10 with Ring)

    The method of stat distribution? Roll 3d10, and take the highest for the stats in the left column, and roll 2d10 and take the highest for stats in the right column. Do it in order. This is then augmented by your race and class. Which is why I have a Magnetisim (mag) of 1, and Strength, Constitution, Intelligence, and Dexterity all at 10+.

    My Race, (Dwarf) gave me some bonuses,

    > Infra-red vision 120', Immune to sleep/charm spells 75%, Know the value of a gem/jewel 75%, Know a metal 100%, Manipulate non-magical metal 60%

    Running down the list: 120' of Infra-red vision lets me see heat. Just like infra-vision dwarves had back in AD&D days. only 75% immune to sleep / charm, so really, it's more of a resistance.

    I have 75% "know the value of a Gem / Jewel" and 100% "Know a metal" Sounds fair, except... how are these skills applied? Is it a straight roll-under percentile or a bonus to a percentile roll? Either way, why not just write "Know metals on sight / touch / smell / taste"?

    The last one sounds pretty boss: except at no point in the rules of Atlantasia, as written, do they define what "manipulate non-magical metals" actually *does*. Can I Metal-bend? Turn steel aside with a thought? Am I, actually Magneto? Or do I just have the power to bend spoons, with my hands? We don't know, and the book never explains it, so we just push it off to the side, and move on to the Bonuses my ridiculous stats give me.
    >> Oracle Agent 12/06/11(Tue)09:31 No.17123727
         File1323181911.jpg-(81 KB, 512x640, Breakthrough.jpg)
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    >+2 damage, +3 to each LP die, +4 languages (Start with Common and Dwarven, must learn other 4), +25% on learning rolls, +10% diplomatic rolls, +1 to spell rolls, +25% reaction rolls, +10% pickpocket rolls, +20% to charm rolls, x2 Spell damage, +55% to spell save rolls, Locate Traps: 1%, Locate Secret Doors: 1%, Extra Hearing: 10%, Climb Walls: 5% (35% with my bonus talent as a spider!), Hide in Shadows: 5%, Use Disguise: 10%

    Most of these are equally unexplained or underexplained. Learning rolls are explained on the Learning Curve chart of page 53. With my Massive Int of 12, I have a +25% to learning rolls, meaning that the least I can get out of a full season-long educational process is...

    >26% "learns little, but not enough to use."

    Also, the example in the text caught my eye.

    >(ie: new languages, new weapons, wrey-ngers learning new magic, etc.)
    >wrey-ngers learning new magic

    ... Not sure if typo, or game feature...

    Oh gods, it's a whole class. On page 472, we have the Wrey-ngers, let's ignore the typographical racial slur, and the fact that the class would just be pronounced "rangers" , and examine this piece of shit for a second.
    >> Anonymous 12/06/11(Tue)09:37 No.17123747
    >Realms of Atlantasia.

    Oh god. Not this again.

    Or should I say

    >> Anonymous 12/06/11(Tue)09:40 No.17123759
    Please do go on OP, I could use a laugh.
    >> Anonymous 12/06/11(Tue)09:40 No.17123762
    That's what I'm calling The Elf in my party from now on. He has a name, Himo. But calling him Homo got boring, and now The Elf carries much scorn. If I just start mispronouncing his class, he'll go mad.
    >> Oracle Agent 12/06/11(Tue)09:47 No.17123794
    They get a short blurb on 472 and... Okay, are they a persecuted minority of spellcasters?

    >"In order to keep a wrey-nger alive, it is best to remove your Ring of the Magi (if you have earned one of these yet) and not wear any clothing that would distinguish you as a mage. You must learn to hide your casting, if possible, and blend in with a crowd."

    No explanation how to become one, or why they are persecuted (looking at the Wrey-ngers chart, conveniently located on page 52, four hundred and twenty pages before the class description, it seems like a much less dangerous wild mage. You have a 60% chance of either casting weaker or nonfunctional spells from your own school, a 20% chance of casting normally, and a 20% chance of getting a heightened spell effect on the cheap. The same goes for casting spells outside your school, 60% fizzle, 25% drizzle, 15% Power-zle... i guess.

    So it's a 60-40 split, with them being no danger to anyone, really, compared to a regular spell-caster who has 100% functionality at 100% potency, 100% of the time.

    Back to my skills: +2 damage applies to all damage rolls, including projectile rolls, with a crossbow. My high strength, gives me extra damage with a crossbow.

    My +10% Diplomatic rolls mean that I only have a 20% chance of starting either a battle or war when I talk to someone.

    +1 to spell rolls just gives me +1 damage on spells. This is pretty pathetic when you realize some spells inflict 3d20 damage or more... and equally pathetic when you realize just how swing-y 3d20 damage is... not numbers to be relied on.

    My +25% bonus on Reaction Rolls sounds awesome... except reaction rolls, like many other things in this book, are never explained. Are they giving me a chance to fight in a surprise round? Letting me avoid danger with a reaction? Giving me a chance to act on an enemy's turn, like setting a pike to intercept a charge? I will never know, because it isn't explained.
    >> Oracle Agent 12/06/11(Tue)10:01 No.17123865

    Yayy! an audience! I was worried this would be OP-In-His-Thread for a minute there.

    I don't start the game knowing those 4 bonus languages, I have to go and find someone to teach me them (a difficult task, since elves barely tolerate Dwarves, Gnomes are untrustworthy, and Humans only speak common) and learning each takes 1 full season, which means either 80 days of patient learning under safe conditions, of 40 days of rutting-dragon dimension-spewing chaos, during which both I and my teacher have a 30% chance of being flung to the distant corners of reality, and either way, if I actually learn the languages with my +25% learning rolls bonus, there's still a 25% chance I "learn a little, but not enough to use". Kinda like my high school spanish classes.

    +10% pickpocket, sounds simple enough... except, like all other skills, it isn't properly explained. Am I shooting for a target number, like 100%? Is this an opposed roll, my pickpocket Vs the target's skill? or do i just have to roll under 10% to pick a targets pocket? Never explained.

    +20% charm is... sorta explained. Searching the document for it, i notice that a random encounter (hooker) has lvl 25 thief abilities and lvl 10 assassin abilities, with 50% charm and 1d10+4 charisma. Effectively, hookers are level 35.

    Yes, Atlantasia, where the prostitutes have more experience levels than the elite mercenary fighters guarding trade caravans. And they roam in PACKS.

    anyhow, the best explanation for charm is the charm *spell* which makes the user gain the confidence and trust of the target for a limited period of time. So if I charm my way into a Hooker's boudoir, I can expect my welcome to run out in about 2 s.s., and then she would bust out those 10 levels of assassin on my ass.

    But that's okay, 2 s.s. is, like, fifteen minutes. What kind of Dwarf would need a hooker any longer than that?
    >> Anonymous 12/06/11(Tue)10:12 No.17123913
    inb4 Dwarf of Steel misses and rolls a critical failure, taking 3x damage from his own weapon

    Also fuck yeah atlantasia thread. I need some humor today.
    >> Oracle Agent 12/06/11(Tue)10:23 No.17123959
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    I have to apologize about something here: My high Retention (Ret: 8) grants my "+1 to spell roll", which is *not* +1 damage, as I previously interpreted it, but in fact what i get is... you guessed it. Never Explained. Spell rolls only get mentioned in the section under retention, and never again. I want to punch this game. Hard.

    My High Psychic Strength doubles all spell damage. Flat out. Again, remember how I was saying some spells inflict 3d20 damage? Yeah. And there's Critical hit charts for spells that go up to 10x damage too... just like on the attack / defense rolls from my last thread. So, feel like dropping... 2x10x3d20 = 60d20 for being hit by a psychic sledge hammer?

    Finally, my High Psychic Defense, coupled with the fact that I'm a dwarf gives me a whopping 55% to spell save rolls... except vs. earth magic and the magic of some goddess (or god) named Dannuih. I think it's pronounced "Dan-O."

    Y'know, i haven't looked her up yet. Let's.

    Well, she's the 100% result on the Special I encounters chart. Par-Traxx, the manifestation and author-avitar in this book is only 74%.

    Centaurs have a 30% resistance to her magic.

    And Squirrels are her minions, you loose 5 E.P. if you kill one, and don't eat it.

    OHH! that's Dannuih. The Squirrel-Girl of Atlantasia. She ALSO makes Dolphins worth -25 E.P. So much for "the goddess loves you all, equally". Clearly, she loves dolphins five times as much as she loves squirrels.

    Funny thing about dolphins: they can make 3 ram attacks in a single s.s., and have a 95% to-hit.

    So, in the same time it takes me to swing a sword once, with 42% to hit, The dolphins will ram me, swim in a big lazy circle, and then Ram me AGAIN, and then repeat the process a third time?

    Oh, and attacking one makes Tri-Dante (Which joke do I go with here? the: "He's like Dante.. .but THREE TIMES." or the "It's spelled "Trident" you cockbite."?) and 3d3 of his "forces" appear.
    >> Oracle Agent 12/06/11(Tue)10:41 No.17124066
    Oh gods... Tri-Dante... Tri-Dante... Trid. Trid is the Leader of the Merfolk, lives in a sunken city, he and he has 900 Life points. Oddly, he's probably the most killable of all the named NPCs, largely because he doesn't have any specific immunity to dying.

    No, this doesn't mean I'll be trying to kill him from a quarter mile away. Again. What am I, suicidal twice?

    Also: his "forces". Each "force" is comprised of 8-20 mermen, and 10-30 forces are always accompanying Trid. So when he bursts through the water when you try to kill a dolphin, and he has 3-9 forces of mermen with him? that's at least 24 other guys, maybe as many as 180

    Who cast water spells, some as 80th level casters.

    Good gods, what is it with this guy's book and massive encounters?

    They also have one of the few defined movement speeds in the game: in water, they move 300' every s.s. in water

    SO, yeah, I'd sooner attack him from a full mile away. Or two. Maybe ten. On land.

    Also: the basic model just has 2d6 L.P.

    So: 450 E.P., casts spells as an 80th level spellcaster, 6 life points on average.
    >> Anonymous 12/06/11(Tue)10:47 No.17124096
    If your spells deal 3d20 then I can only assume an 80th level spellcaster will roll 240d20 for damage.
    >> Anonymous 12/06/11(Tue)10:52 No.17124113
    Bumping with the link to the zip of the rules, because this joy should be shared:

    >> Oracle Agent 12/06/11(Tue)11:01 No.17124149

    But I am getting way the fuck off track.. which is easy with a book as horrible and disorganized as this one. SO, i will post my *full* character sheet, and then we'll get on with a random encounter, shall we?

    >Str: 11, Con: 11
    >Int: 12, MQu: 9
    >Wis: 8, Ret: 8
    >Dex: 10, Agi: 8
    >Cha: 8, Mag: 1
    >PStr: 6, PDef: 8 (10 with Ring)

    >Race: Dwarf.

    >Profession: Spy. (shhhh)

    >Suggested Dual Class: Warrior.

    > Infra-red vision 120', Immune to sleep/charm spells 75%, Know the value of a gem/jewel 75%, Know a metal 100%, Manipulate non-magical metal 60%, +2 damage, +3 to each LP die, +4 languages (Start with Common and Dwarven, must learn other 4), +25% on learning rolls, +10% diplomatic rolls, +1 to spell rolls, +25% reaction rolls, +10% pickpocket rolls, +20% to charm rolls, x2 Spell damage, +55% to spell save rolls, Locate Traps: 1%, Locate Secret Doors: 1%, Extra Hearing: 10%, Climb Walls: 5% (35% with my bonus talent as a spider!), Hide in Shadows: 5%, Use Disguise: 10%

    >42% Base To-Hit

    >30% Base Defense (augmented by armor to 86%)

    >I have 11 Hit, er, Life points.

    Meaningless Character Stuff

    >64% left handed, 23% right handed: these rolls have *no other function* then to make me left handed.

    >Born on the Second day, I'm sorry, "Cycle" of the "Water Season", 186 years, I'm sorry, "rebirths" ago.
    >> Oracle Agent 12/06/11(Tue)11:06 No.17124162
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    My Equipment!


    >Ring of Blocking (+2 PDef)


    >Plate Helm (40) (+5%)
    >Platemail (55) (+17%)
    >Heavy Steel Shield (45) (+15%)
    >Steel Bracers (15) (+3%)
    >Steel Shin Guards (20) (+5%)
    >Plate Gauntlets (29) (+5%)
    >Steel Boots Counts-as (18) (+4%)
    >Woolen Cloak (4) (+2%)

    >Dagger, (1d4), (10)
    >War Hammer (1d12+4), (45)
    >Heavy Crossbow (-) (20)
    >Wood Bolts (1d4+5), (4)


    >1 Cycle of Fine Rations
    >1 flask of basic wine
    >2 flasks of Oil
    >2 rope (50')
    >1 Tinder Box
    >1 Flint
    >1 Small Blanket
    >1 Small Tent
    >1 Cot (folding)
    >1 Pot & Pan Set
    >Leather Tunic
    >Cotton Breeches


    >5 platinum, 929 Gold, 260 Silver, 29,915 copper.

    And now. The fun stuff. There are 20 random enocunter tables in Atlantasia, For everything from Urban and Sea encounters to "sarengetti" which is apparently a terrain type and not a location. Right now, i'm rolling a d20 to determine which table I use.
    >> Anonymous 12/06/11(Tue)11:07 No.17124165
    >Born on the Second day, I'm sorry, "Cycle" of the "Water Season", 186 years, I'm sorry, "rebirths" ago.

    In Atlantasia time...

    Doesn't that make you like, 6 months old, in real world years?
    >> Oracle Agent 12/06/11(Tue)11:07 No.17124168
    rolled 2 = 2

    Sorry, *ahem* Rolling.
    >> Anonymous 12/06/11(Tue)11:08 No.17124169
    >Right now, i'm rolling a d20 to determine which table I use.

    Barn Owl, get!
    >> Oracle Agent 12/06/11(Tue)11:12 No.17124182
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    rolled 35 = 35

    Probably. Which is equal parts scary, frustrating, and explains so very, very much.

    Now, the roll puts me on the "cities: Night" table.

    Uh Oh.

    I have a 5% chance of running into the dread Hooker.

    Most of these encounters, honestly, are far, far out of my ability. But, I'm gonna soldier on anyway, like the brave spy I am. This d100 will tell me *what* i encounter.
    >> Anonymous 12/06/11(Tue)11:14 No.17124189
    So that means no hookers?
    >> Oracle Agent 12/06/11(Tue)11:27 No.17124234
    rolled 1 = 1

    35%: "mage" 1-4 (55% chance of being evil)

    Oh thank the gods. I think I can take these guys....

    Says the 1st level dwarven spy with no special combat skills.

    First, a d4 to determine how many mages I'm facing.
    >> Oracle Agent 12/06/11(Tue)11:28 No.17124240
    rolled 62 = 62

    Ha HA! just one mage! THis is going to be a piece of cake!

    Should I determine if he's evil? We.. yeah. 55% chance of it. I might as well.
    >> Anonymous 12/06/11(Tue)11:30 No.17124244
    I am interested in this thread. Also just downloaded the game, I will take a look between your posts OP and comment about the most hilarious or messed up bits I happen upon.
    >> Anonymous 12/06/11(Tue)11:34 No.17124262

    we have NO FUCKING CLUE!
    I mean one cycle MAYBE is one day, but one rebirth is 4*80+40=360 cycle (4 season plus the chaos season)
    we know that 1ss is one round in combat one segment is 10 ss and 20 segment is one cycle thus 200 ss or combat round is one cycle. Thats all, we don't know how long is 1 ss
    >> Oracle Agent 12/06/11(Tue)11:36 No.17124277
    rolled 15 = 15

    He's NOT evil!

    Well, that's a relief. Though I do still want to kill him.

    Does that make Spider, Dwarf of Steel evil?

    Actually, that brings me to another point. Alignments. The game seems to assume that we are using the bog-standard D&D alignment system (another indication that the creator never played anything but D&D) but, once again, it never spells it out.

    And now: to fight a mage...

    There aren't any pre-built mages so...

    Oh crap. I have to make one.

    First step: Page 66 Roll % and adjust to group level.

    Wait, if I'm just going to adjust to group level, why am I rolling percentage?

    I could cry. But, i'll soldier on, and roll for his level.
    >> Oracle Agent 12/06/11(Tue)11:39 No.17124288
    rolled 2, 6, 7, 3 = 18

    ... Not to bad, realistically. I mean, he's only a 15th level magic user... this is a setting where you only get new "levels" of magic every 20 levels, so he's quite a bit like me... just with better skills, more hit points, and I still have a LONG ways to go to create him. So I'll just assume he's 15th level, and move on.

    Now, I need to roll 4d10 to determine his stats... Dex, Int, PStr, PDef
    >> Oracle Agent 12/06/11(Tue)11:52 No.17124363
    rolled 1, 3, 5, 1, 3, 5, 6, 6, 6, 4, 6, 2, 3, 3, 1, 6, 4, 6, 4, 4 = 79

    So our wizard has
    >Dex: 2
    >Int: 6
    >PSt: 7
    >PDef: 3

    Compare this to my own stats: Dex 10, int 12, Pst 6, pdef 10.

    I'm flat out objectively better than him in every way... except for his Psychic Strength, where he beats me by one.

    So, I have to backtrack, because those stat modifications may be important. Time to head back from page 66 (where the NPC mage is being generated) to page 14, to look at attribute bonuses.

    Our Victi- er, Mage, knows +1 language, has no bonus to reaction rolls, Inflicts 2x spell damage, and has no bonus to Spell save rolls.

    It's just the "Spells deal double damage" thing I'm worried about.

    Anyhow: Back to page 67, where we find that his defenses laughable:

    >10% base + armor

    and his damages... Less so.
    >Damage by spell used or weapon (melee)
    >For spells, (roll on spell charts for memorized / granted spells.)

    also, they get a LOT of Life Points. 2d6 per level! Compare that to our 20th level fighter with 2d6+19d8? this guy has 30d6. Flat. I'll roll that now, except i'm pretty sure 4chan has a limit of 25 dice. so i'll roll 20 here and 10 in the next post, to be safe.
    >> Oracle Agent 12/06/11(Tue)11:53 No.17124368
    rolled 6, 2, 2, 6, 5, 5, 5, 4, 1, 5 = 41

    And 10 more to finish it.
    >> Oracle Agent 12/06/11(Tue)12:00 No.17124425
    rolled 1, 2, 3 = 6

    >79+41=120 hp.

    Holy shit. Okay, our 20th level fighter friends from last thread had a hundred hit points even. This WIZARD is 5 levels LOWER than they were, and has 20 hit points MORE.

    Oh gods. I'm not even partway done with this rube. I have to next go on to the spell charts and... wait, there's more?

    I have to use the Special Magic-User calculations for "magical source points" from page 28. First, roll 3d6 for starting magic points, and adjust it by his PStr score of 7, which makes this roll of 3d6+1.
    >> Anonymous 12/06/11(Tue)12:02 No.17124437
    Don't forget to roll for what time of year it is, in case it's the season of Chaos and all his spells blow up in his face for X10 damage.
    >> Oracle Agent 12/06/11(Tue)12:03 No.17124445
    rolled 6, 4, 2, 5, 5, 5, 1, 2, 6, 4, 2, 4, 2, 4 = 52

    Hah, at 1st level, our Magic-user had a paultry 7 magic points... Maybe. it depends on how strong a magic point is.

    Anyhow, the Mage is level 15, so that means he gets a few more magic points...

    >levelling up between level 2 - 10: 1d6 every level
    >levelling up between level 11 - 20: 1d6 +2 every level

    So, functionally, he's getting 14d6+10 more magic points. Rolled here.
    >> Anonymous 12/06/11(Tue)12:05 No.17124453
    Mages in this world sound horrifying. They bend the laws of nature to their will, AND they can beat you in a fistfight.
    >> Oracle Agent 12/06/11(Tue)12:11 No.17124500
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    rolled 2, 2, 4, 2, 2, 4 = 16

    Shh! i'm working on a state of impending doom here! don't spoil it by revealing that there's a minute chance I might not die a horrific death here and he might incinerate himself with flaming butterflies.

    so... 7 + 52 + 10 = 69 Magic points.

    >"Oh yeah baby, you can 69 my magic point any time."

    Okay, I admit, that was forced and unfunny.

    Now: memorized spells. A Mage or Mind-weaver starts with 1d4 modified by mental quickness and retention. Since our mage has neither of these abilities, it's a moot point He then has to live with just these 4 spells until level 10, when he starts gaining 1d4 Per level up to and until the maximum of 12 memorized spells is reached.

    Our Mage is level 15, So, this roll is 6d4. If the result is less than 12, I will be pleasantly shocked.
    >> Oracle Agent 12/06/11(Tue)12:18 No.17124546
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    Ironically, The 15th level mage actually has a much lower to-hit % than I do. This might be his big weak point. Because mages receive no bonus to-hit, he'll just be going solely on level-up percentage.

    Since our Mage reached his 12-spell limit, I now have to find out what spells he knows.

    And because there is no index... and the word "spell" appears about 9,000 times on my search function... this might take awhile. So, y'know, I'll be back soon-ish.
    >> Anonymous 12/06/11(Tue)12:28 No.17124637
    >+20% charm is... sorta explained. Searching the document for it, i notice that a random encounter (hooker) has lvl 25 thief abilities and lvl 10 assassin abilities, with 50% charm and 1d10+4 charisma. Effectively, hookers are level 35.
    >> Oracle Agent 12/06/11(Tue)12:30 No.17124654
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    First thing I've discovered: Getting a Ring Of Blocking at Chargen? Technically gave me 1,000 E.P.

    A pity i need 1750 to make it to level 2.

    ... still reading. I'll find this, come hell or high water.
    >> Anonymous 12/06/11(Tue)12:31 No.17124664
    If I ever run this, Tri-Dante is going to be depicted as Dante from DMC gone Human Centipede.
    >> Anonymous 12/06/11(Tue)12:41 No.17124745
    This sounds like it would be really easy to run quickly and efficiently.
    >> Oracle Agent 12/06/11(Tue)12:45 No.17124765
    rolled 6 = 6


    Okay, the chapters necessary for character generation of a magic using class starts on page 262. Comfy? Great! because Mages (suddenly called 'magi') show up on page three hundred and sixty seven. With their experience charts, and extremely disorganized spell lists. THere are (as best I can tell) eight "Schools"
    -Of Earthen Wonders... oohh... wonders...
    -Of the Wind.... oohh... breezy.
    -Of Scorchery... no, not a misspelling of sorcery. "Scorch"-ery. it's fire-magic.
    -Of the Depths (it's water magic.)
    -Sshambaell-ae-Haim-cyl-Quosmii (The school of time and space). Oh fuck, he's writing in elven.
    -Of Lies... I would not want to go to a school of lies... how could I tell if the lessons were true?
    -Of the Dead... Yeah. Necromancers are here too.
    -Of Stars (You get a star for every lesson you master, but ultimately all they want you to do is use your amazing powers to keep a meteorite from destroying the college...)


    I hope someone got the Adventure Time reference.

    Anyhow, 1d8 to see where our mage belongs.
    >> Anonymous 12/06/11(Tue)12:47 No.17124780
    I bet he was just so fucking proud of this pun.
    >> Anonymous 12/06/11(Tue)12:47 No.17124781
    No Dustomancy? Weeeak.
    >> Anonymous 12/06/11(Tue)12:52 No.17124820
    I got it. I think you should ignore the roll and go with the time and space one though.
    >> Oracle Agent 12/06/11(Tue)12:55 No.17124855
    rolled 4, 8, 2, 7, 16, 1, 4, 5, 16, 6, 2, 6 = 77

    So our Mage is from the School of Lies! fantastic! First, he gets a Ring of the Magi (x2 damage all spells), then he gets a Cloak of Dreams (+2 psych. str./+1 int.).

    Oh boy...

    His PStr alone was enough to inflict 2x damage, now with a Ring of the Magi, he inflicts 2x 2x damage, before his chance to crit. And his CLoak of Dreams increases his PStr by 2, making him a Pstr 9. Does that change anything? Yep, it makes him inflict x3 damage...

    So his basic spell now does 2 x 3 x (damage) or, to simplify, 6x damage.

    now, he knows 12 spells from the school of lies... what 12 are they?

    Well, there are 20 "mageling" spells in the school of lies. Only one of which is damage-inflicting. Since you can't start learning 1st level spells until level 20, our friend has 12 mageling spells memorized. Rolling 12d20 now, and i'll reroll any duplicates.
    >> Anonymous 12/06/11(Tue)12:59 No.17124890
    >2x 2x damage
    Is this additive or multiplicative?
    >> Oracle Agent 12/06/11(Tue)13:01 No.17124902
         File1323194506.jpg-(102 KB, 512x640, Mini Figures.jpg)
    102 KB
    4, 8, 2, 7, 16, 1, 4, 5, 16, 6, 2, 6

    Gives us, clean, the spells 1, 2, 4, 5, 6, 7, 8, 16, and four dupilcates.

    While I get those spells in order /tg/, should I reroll his duplicates, or just have him multi-memorize spells 2, 4, 6, and 16?
    >> Anonymous 12/06/11(Tue)13:01 No.17124905

    The rules don't say.
    >> Anonymous 12/06/11(Tue)13:02 No.17124911
    Multi memorize.
    >> Anonymous 12/06/11(Tue)13:03 No.17124923
    I very much doubt it's made clear.

    I think without clarification, multiplicative would be the more literal interpretation and the one we should use.
    >> Oracle Agent 12/06/11(Tue)13:20 No.17125062
    We don't know. I'm treating it as written, as a multiplier

    Anyhow, his spell list, as it stands now.

    Mage spells for the school of Lies start on Page 436 for those of you playing along at home... work... wherever.

    I'm simplifying these down to their bare functions.

    >1. Mirror: Creates 1 Illusionary clone with 1/10th the LP of the caster, that can physically attack for 1/2 the damage of the weapon in the mage's hand, and can be a conduit through which spells are directed.

    >2. Illusionary Armor: +10% Defense for 2 s.s.

    >4. Mindwarp: Causes subject's mind to "erupt in chaos" for 2 s.s.
    It has no other effect... Functionally, it is "MY BRAIN IS FULL OF FUCK!" for 2 turns. It doesn't even say that the target can't attack or cast spells, it just says "mind erupting with chaos." That's it.

    >5. Darkness: 10' radius of darkness engulfs the mage (and anyone else) for 5 s.s.

    >6. Silence: Engulfs the Mage (and anyone else) in 10' of magical silence for 5 s.s.

    So, the classic rogue-helping spells. good to know.

    >7. Magic Pulse: 1-10 orbs of light fly from the mage's outstretched fingers, inflicting 1d4 damage per orb.

    Remember, our mage gets his 6x multiplier.

    >8. Time Shift: enables the mage to make time appear to flow backwards or forwards for up to two hours...
    >two hours.

    What is this thing called an hour?
    And what's really confusing, it increases in power, it goes from 2 to 6 hours, then 1/2 "cycle", then up to Two cycles....

    >16: Starburst: A Small orb of light shoots from the mage's hand, over the targeted area, which then burst into 2-10 balls, each of which inflicts... 5d10 damage to every target within 10' of that ball.
    >> Anonymous 12/06/11(Tue)13:21 No.17125063

    That would be the logical thing to do.

    RoA, however, seems to disregard Logic and straightforward thinking completely.
    >> Oracle Agent 12/06/11(Tue)13:24 No.17125091
    I'm sorry, i have to repeat this because i can't believe it.

    >16 Starburst: A Small orb of light shoots from the mage's hand, over the targeted area, which then burst into 2-10 balls, each of which inflicts... 5d10 damage to every target within 10' of that ball.

    This is, functionally, a 0th level spell in his game. It inflicts between 10d10 and 50d10 damage in a 10' radius... before multipliers.

    Fuck warrior Dual class, I'm going Mage.

    Just as soon as i get those 750 extra E.P. I need.

    Oh, speaking of E.P. If I kill our 120-hp mage friend here? He is worth a cool 800! enough to put me on top!
    >> Anonymous 12/06/11(Tue)13:30 No.17125134
    If he doesn't one shot you in the first round with a zero level spell.
    >> Anonymous 12/06/11(Tue)13:32 No.17125149
    This game is just so badly put together.
    >> Anonymous 12/06/11(Tue)13:32 No.17125152
    >If I kill our 120-hp mage friend here?

    I have some bad news for you...
    >> Anonymous 12/06/11(Tue)13:34 No.17125166
    Wouldn't be surprised if the mage kills himself on the first round.
    >> Anonymous 12/06/11(Tue)13:35 No.17125178
    Remember to roll for Season of Chaos!
    >> Oracle Agent 12/06/11(Tue)13:49 No.17125254
    rolled 1, 1 = 2

    Now, i think maybe it's time that I compiled our friend the Mage, and found out what all his vital numbers were:

    >Dex: 2
    >Int: 6
    >PSt: 7
    >PDef: 3

    LP: 120

    To Hit: 10% (Base) + 19% (leveling up) = 29%

    Defense: 10% Base + 2% Armor (Cloak of the Magi) +19% (leveling up) = 31%


    Oh gods.

    Okay, i did the spells a little wrong.

    Page 262 has the explanation how magic users get their class spells. I missed it, looking at other stuff.

    So our Mage should have ten Mageling spells readied, and two first level spells.

    Apparently: he has access to *all* the Mageling spells, he just has those I listed Memorized, at this point.

    He also gets two 1st level spells memorized.

    And Who am I to deprive a mage of his spellbook?

    There are only 4 1st level spells in the book of lies. Right now, i'm rolling to see which two he gets.
    >> Oracle Agent 12/06/11(Tue)14:02 No.17125341
         File1323198146.jpg-(84 KB, 512x640, Flight.jpg)
    84 KB
    rolled 74, 72, 34 = 180

    Okay, he's double memorized Phantom II, which does 2d20 damage per casting. Sounds fair.

    Back to Generating an NPC, so I can have a random encounter.

    And now, I get to roll for Magic items on this guy: He has 43% chance of having magic armor, rings, and weapons. I just need to roll under 43 on these d100s.
    >> Oracle Agent 12/06/11(Tue)14:04 No.17125356
    rolled 41 = 41

    Well, he has a magical weapon...

    Rolling on the magical weapons chart.

    For those of you keeping score at home, I started making this NPC, required by a random encounter table, Three Hours ago.
    >> Anonymous 12/06/11(Tue)14:13 No.17125415
    This is FATAL if FATAL was less debauched.
    >> Anonymous 12/06/11(Tue)14:14 No.17125427
    FATAL is at least sort of competently put together.
    That is... it... makes sense in it's own... demented way.
    This doesn't.
    >> Oracle Agent 12/06/11(Tue)14:16 No.17125440
    rolled 78 = 78

    Weapons are, by the way, on page 196. No index. I have to roll a d100 to see what his magic weapon is, Then i might need to roll any of a variety of other dice for further information.
    >> Oracle Agent 12/06/11(Tue)14:18 No.17125459
    rolled 100, 98 = 198

    a 78 makes it a magic hammer.


    So. we have a Lying magical being who, while not evil, is still an asshole, and far, far more powerful than me, and has a magic hammer.

    It's like Thor and Loki combined.. anyhow. Rolling onthe Hammer enchantment table now. 2d100, first is for which table, second is for which hammer.
    >> Anonymous 12/06/11(Tue)14:21 No.17125483
    Oh...oh no
    >> Oracle Agent 12/06/11(Tue)14:22 No.17125498
         File1323199378.jpg-(2 KB, 126x93, Coffeespew.jpg)
    2 KB
    rolled 1 = 1

    >100 , 98

    Warhammer of Air.

    Oh holy hell, it must be an awesome sight to behold... To require a perfect, and a near-perfect roll to get? I wonder what it does. Maybe it makes you fly? or gives you Lightning bolts or...

    >-4 Str requirement.

    Well fuck.

    And no. I won't make a -4 Str joke. those are all played out. Seriously. (rolling a d2 to see if our mage is female.)
    >> Anonymous 12/06/11(Tue)14:23 No.17125500
    >> Anonymous 12/06/11(Tue)14:25 No.17125525
         File1323199532.png-(1.81 MB, 1144x882, all my faces.png.flac.avi.h264.png)
    1.81 MB
    Wait, a P&P game that's worse than FATAL?
    >> Oracle Agent 12/06/11(Tue)14:37 No.17125617
    rolled 2 = 2


    Yeah. I think we're ready to fight now.


    >Dex: 2
    >Int: 6 (7 with cloak)
    >PSt: 7 (9 with cloak)
    >PDef: 3

    >LP: 120

    >To Hit: 10% (Base) + 19% (leveling up) = 29%
    >Defense: 10% Base + 2% Armor (Cloak of the Magi) +19% (leveling up) = 31%

    >Equipment: Ring of the Magi (x2 Spell damage), Cloak of the Magi (+2 PStr, +1 Int), Warhammer of Air (-4 Str Requirement)

    >1. Mirror: Creates 1 Illusionary clone with 1/10th the LP of the caster, that can physically attack for 1/2 the damage of the weapon in the mage's hand, and can be a conduit through which spells are directed.
    >2. Illusionary Armor: +10% Defense for 2 s.s.
    >4. Mindwarp: Causes subject's mind to "erupt in chaos" for 2 s.s.
    >5. Darkness: 10' radius of darkness engulfs the mage (and anyone else) for 5 s.s.
    >6. Silence: Engulfs the Mage (and anyone else) in 10' of magical silence for 5 s.s.
    >7. Magic Pulse: 1-10 orbs of light fly from the mage's outstretched fingers, inflicting 1d4 damage per orb.
    >8. Time Shift: enables the mage to make time appear to flow backwards or forwards for up to two hours...
    >16: Starburst: A Small orb of light shoots from the mage's hand, over the targeted area, which then burst into 2-10 balls, each of which inflicts... 5d10 damage to every target within 10' of that ball.

    Lvl 1

    >Phantom II: Conjures the targets worst nightmare to attack them for 2d20 damage.

    All spell damage has an x6 multiplier.


    That's IT! I'm finished! Three and a half hours, to make a crummy random encounter.

    So: What the fuck is going on?

    >> Anonymous 12/06/11(Tue)14:39 No.17125625
    Realms of Autism is the new FATAL, made by That Guy, for That Guys.

    And it is glorious.
    >> Oracle Agent 12/06/11(Tue)14:44 No.17125653
         File1323200661.jpg-(84 KB, 512x640, PC Plans.jpg)
    84 KB
    rolled 4 = 4


    It's nighttime in the city of Baba-Luna (From page 533 of the Game Master's Bible.) Spider, Dwarf of Steel, is attempting a Spying mission into the School of Lies, to find out vital information about... what exactly? He doesn't know. But by gods, he's going to get it. He is as his character sheet describes him: wearing full plate and climbing effortlessly up an exterior wall of the Pet Store / Bakery / Funeral Home that is a front for the enigmatic School of Lies. Naturally, being a spy, he's managed to skirt some of the local rules pertaining to Peace-bonding and weapon-confiscation.

    You'd be amazed how eager underpaid guards are to inspect a wagonload of hay, compared to a wagonload of 8' x 6' x 1' slabs of quarried marble destined for artisans. Arranging for both wagons to enter the city at the same time was entirely his bosses idea, and the fact that the guards found a short-sword buried in the hay was Spider's touch.

    But now he has more pressing matters to attend to: namely, he has to enter the School of Lies undetected. Not an impossible task, since Spellcasting is prohibited outside of the school building, there won't be any prying eyes or scrying orbs watching his approach on this cold night in the season of...

    5 seasons: 1d5 rolling for this...
    >> Anonymous 12/06/11(Tue)14:49 No.17125698
    Par-traxx 0 E.P.s
    Par-traxx is an enigma on Atlantasia. Here is what is known about him:
     he is a Moon Elf who became the first Dragon Mage (combined with the Demi-god Chaos
     he has been known to show up in many different looks and personas
    he lives in the Crystal Tower which is located in the Nor-Scand Mountains
     he is the idol of almost every Elven Mage
     he is 5' 1" tall and weighs 79 lbs.
     he is always seen with his familiar Terronis (a large black bird with red splotches in its wings)
     he is always seen with a black/gold staff that is 6' high
    That is what is known around Atlantasia by any who are able to read or have been to a bard's
    performance. Here are the things no one knows about Par-traxx:
     his familiar is actually a 75' phoenix
     the staff he has with him is actually the relic The Staff of the Cosmos (which he keeps with
    him so no one can wield its tremendous powers <he knows what would happen if this staff
    were to end up in the wrong hands>)
     he was the one to teach the War Magi how to create their shield which absorbs energy and
    uses that energy to strengthen itself
     he knows and can use ALL forms of magic
     the biggest thing not known about Par-traxx (none of the Deities even know this) is that he
    is actually the avatar of the original creator of all the known universes and dimensions
    >> Anonymous 12/06/11(Tue)14:50 No.17125707
    Because of this last point, Par-traxx cannot be touched physically, mentally or magically. If
    confronted, Par-traxx will use the following tactics in order:
     he will first try to talk the antagonist out of the confrontation using a logical approach
     if that does not work, Par-traxx will unleash his familiar in its true form (he will cast a fireball
    in Terronis' direction)
     if they continue to press, he will alter his own form into that of his ancient Chaos Dragon
     if this fails (and the antagonist is angering Par-traxx), he will scatter their atoms across every
    known plane of existence and dimension, allow those atoms to retain all the knowledge of
    the plane of existence/dimension they were in. Then he pulls the atoms back together using
    the line "knowledge is power and all you seek is power so that is what I have given you;
    ultimate power". While Par-traxx cannot destroy anything or anybody (after all, he is THE
    creator), this has been known to kill any this happens to (there is 1 person who survived and
    now wanders Atlantasia babbling to himself as he attempts to organize all the information
    his mind holds now <you have a 1% chance of surviving this attack>)
    Par-traxx can be used to insert quests into a group (he is famous for this). He will either show up in
    your camp out of the blue (10% of the time) or be situated somewhere in any form you wish (he has
    probably used the form before so be creative; he is!) where the group will pass by him.
    >> Anonymous 12/06/11(Tue)14:52 No.17125719
    I hope 4 means "Chaos."

    Let's see if those literally fucking Chaos Dragons transport us to New Jersey.
    >> Anonymous 12/06/11(Tue)14:53 No.17125722
    >0 E.P.s
    What, why don't I get experience for this?
    >> Anonymous 12/06/11(Tue)14:53 No.17125723
    Chaos is prolly 5 or 1
    >> Oracle Agent 12/06/11(Tue)14:53 No.17125727

    Right, nipping this in the bud. Realms of Atlantasia is not FATAL. it is nowhere NEAR as reprehensible as FATAL is. it's subject matter is far too tame and noncontroversial... aside from, you know, gypsies being a race and a class. But we can forgive that.

    This is much more like The World of Synnibar. The rules are a complicated, convoluted, convulsion of a mess. It took three threads just to make my first PC, and now i'm three plus hours into making an NPC to fight him, and she took another three hours.

    There's no index, no editing, no explanations, and no logic. Seriously. it's bad. but it's like a punch-addled boxer trying to explain how to properly care for a invalid kitten. You know it means well, but there's huge gaps in the things it says.

    So, that leaves us in the Season of Earth.

    Not chaos.

    So no rutting dragons flying through the air with vast swaths of the population in tow.

    Damn it. Anyhow, I'm just about to Hit the roof, when I realize there's a canopied garden up there, and... if my d100 roll here permits it, i might get something out of my extra hearing... (+10%)
    >> Anonymous 12/06/11(Tue)14:55 No.17125745
         File1323201327.png-(62 KB, 219x221, kirbyomg.png)
    62 KB
    >it's like a punch-addled boxer trying to explain how to properly care for a invalid kitten

    This is the best metaphor I've heard for anything.
    >> Anonymous 12/06/11(Tue)14:56 No.17125755
    What happens if his last attack fails?
    >> Oracle Agent 12/06/11(Tue)14:56 No.17125758
    rolled 19 = 19

    Helps if i put the dice in the right way.
    >> Oracle Agent 12/06/11(Tue)14:59 No.17125775
    What do you think, /tg/, is a 19+10=29% enough for me to hear someone walking around on the roof? By the book we don't know, since the book... say it with me. never explains anything.
    >> Anonymous 12/06/11(Tue)15:00 No.17125787
    wtf is dis?

    Miraje 0 E.P.s
    Miraje is a very good natured shadowperson who is a master spy (100 lv). Miraje has found no
    reason to kill anyone (unless you are a necromancer, which Miraje is not <you get no information
    from the dead>) and if any were to threaten Miraje, Miraje would just create a different reality in the
    area and disappear.
    Should an encounter with Miraje occur, the player(s) must discover who, or what, Miraje is first (the
    players will sense someone watching them in the area they are in). Then you could ask Miraje for
    information but it will cost you dearly (x 10 to sage prices).
    >> Anonymous 12/06/11(Tue)15:02 No.17125804
    You are motherfucking Spider, you hear everything!
    >> Anonymous 12/06/11(Tue)15:08 No.17125853
         File1323202100.jpg-(31 KB, 480x360, spidermanelspiderobandito.jpg)
    31 KB
    >> Anonymous 12/06/11(Tue)15:12 No.17125897
    I think it needs to be. If Spider doesn't at least get the drop on this guy we won't even see combat go to the end of the round.

    Unless he decides to cast "Mindwarp", in order to do absolutely nothing to you.
    >> Oracle Agent 12/06/11(Tue)15:19 No.17125959

    Fuck yes I hear her... and i feel a quest coming on...

    "A satin shoe delicately disturbs the gritty ground, as Ustenga, Magi of the School of Lies stands staring at the sky, searching for an omen. Celestial divination is not the strong suite of her order, but still, she tries. Because her life has left her wanting... more."

    "What is a Magi of Ustenga's station doing on the rooftops at a segment past four in the morning? Even the drunkards, bless their easily acquired pocket change, were staggering their ways into their beds at this hour, and the fine folks who worked, many of whom were also drunkards, but she digressed, did not rise until a full five segments past four, so that gave her some quiet, peaceful time free of the pressures of professionally being incredible."

    "The fact was, at this Segment, and only at around this segment, fewer than 1% of the 150,000 residents (and more again in transients) of the city of Baba-Luna were awake, and so, right now, Ustenga felt it was safe to come up to the roof, and narrate her life."

    "It was a bad habit, she knew this, yet a curiously addictive one. Especially when one has aspirations and dreams beyond merely being amazing, and in this crazy, mixed-up Realm, where fornicating sky tyrants casually cause mass destruction, the problems of one woman don't amount to a hill of beans... if only there was someone here to take me away... someone strong, and handsome... not too handome, i don't want every woman on Atlantaisa flinging herself at him... and... it would help if he had a beard... big and thick... I like beards..."

    Spider listened in perverse fascination, his grip eroding as an aged brick decayed under his grasp.

    [ ] Keep listening (make a d100 roll +35 to stay on the wall)
    [ ] She sounds pretty... try charming her? (Make a d100 roll, +20% for charm!)
    [ ] It's a Trap! jump the wall and attack! (make a d100 roll, get under 42 to-hit!)
    [ ] Other (suggestions?)
    >> Anonymous 12/06/11(Tue)15:22 No.17125984
    >[x] She sounds pretty... try charming her? (Make a d100 roll, +20% for charm!)

    >> Anonymous 12/06/11(Tue)15:23 No.17125993
    rolled 50 = 50


    Whoops, forgot roll
    >> Anonymous 12/06/11(Tue)15:24 No.17126004
    OP, why did you samefag?
    That's not good :(
    >> Anonymous 12/06/11(Tue)15:25 No.17126017

    Not OP... and I have no idea what your'e on about.

    >Protip, there's more than just OP in this thread
    >> Oracle Agent 12/06/11(Tue)15:28 No.17126038
    Nah, I don't samefag. I also don't use emoticons and try my best to use proper spelling and grammar. Not insinuating that >>17125984 didn't try to use proper spelling, but...

    Anyhow I'll wait about I'll give the thread a few minutes, and then check back in on the concensus
    >> Anonymous 12/06/11(Tue)15:28 No.17126041
    Why would you need to roll if you weren't OP?
    >> Anonymous 12/06/11(Tue)15:29 No.17126047
    rolled 20 + 35 = 55

    >[X] Keep listening (make a d100 roll +35 to stay on the wall)
    >> Anonymous 12/06/11(Tue)15:30 No.17126058
    Because it says to make a d100 roll??
    >> Anonymous 12/06/11(Tue)15:31 No.17126061

    Most quest threads use rolls to determine which choice is used, higher = more likely.

    You must be new here.
    >> Anonymous 12/06/11(Tue)15:33 No.17126086
    [x] She sounds pretty... try charming her? (Make a d100 roll, +20% for charm!)

    In the worst case scenario, we start a war. How can we not try?
    >> Anonymous 12/06/11(Tue)15:37 No.17126117
    rolled 36 = 36


    >[x] She sounds pretty... try charming her? (Make a d100 roll, +20% for charm!)
    >> Oracle Agent 12/06/11(Tue)15:44 No.17126166

    Allright, two votes to one: we're going to try and be charming.

    As charming as a Dwarf is anyway.

    And... oh crap. would you look at the time?

    Generating an NPC for our random encounter took me so long, i have to get up and leave to go to class. I'll be back, noble Anons, very, very soon...

    At least, as soon as I can find this thread on my cell phone.
    >> Anonymous 12/06/11(Tue)15:52 No.17126228
    It'll be easier when we bump it for you
    >> Oracle Agent 12/06/11(Tue)15:59 No.17126262
    Hey, back.

    Texting to 4chan is really difficult.

    I'll pick up the quest with a new thread. *soon*. Really soon. If you want to learn more, download the game: marvel at it's terribleness, hope love can bloom.
    >> Anonymous 12/06/11(Tue)16:30 No.17126476
    Surprisingly I think my favorite bit in the game was when I was going over the Special Weapons table I found something called the "lt. ham. of Judgment." Initially I was incredibly confused about what the hells it was supposed to be, but then after searching around for a few seconds it transpired that the bloody abbreviation key is a page below the damn chart that you need it to reference and was promptly disappointed when I found out it meant "light hammer" instead of "Lieutenant Ham."

    I really want to insert Lieutenant Ham of Judgment into a game now though.
    >> Anonymous 12/06/11(Tue)16:53 No.17126708
    Pimpin ain't easy.

    >>17124149 186 years, I'm sorry, "rebirths" ago.
    For those who wonder the chance of getting through 186 dragofucking seasons without being screwed off to Eros know where is 0,000000000000000000000000002%.
    >> Anonymous 12/06/11(Tue)16:58 No.17126760
    As someone who put himself through the misery of FATAL, I second OP's statement that this is not FATAL. It's more along the lines of Synnibar's so-bad-it's-good setting and questionable mechanics, only more so.
    >> Anonymous 12/06/11(Tue)17:10 No.17126893
    One of the key differences between Realms of Atlantasia and FATAL is that you only have to roll for anal circumference in Realms of Atlantasia if you kill a Leyline Lizard, a Unicorn, or it's Chaos Season and you're one of the unlucky third of the population.
    >> Anonymous 12/06/11(Tue)17:13 No.17126938
    Was checking the comments on his hilarious website (realmsofatlantasia.com if you haven't seen it) and found this gem:
    >A thankful parent
    >Thank you! I was looking for an alternative parody or hilarious system to FATAL than included all of the flaws, but will less of the raping. One must find a good way to intro duce the younger crowd to the more distasteful side of tabletops without dicing right in to the deep end. I commend you on the creation of this teach aid.

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