inktrashing:
“ “ Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 1 / 9 ) priests
”
A character design project I’ve been mulling over for a while. I wanted to try taking some staple fantasy-based classes and see how...

inktrashing:

Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 1 / 9 ) priests

A character design project I’ve been mulling over for a while. I wanted to try taking some staple fantasy-based classes and see how they’d translate to a apocalypse-based setting, something vaguely Mad Max- or Fallout-flavored. Also squeezing in some practice working with weapons and clothes. :)

The priest class was one of the first classes I wanted to try redesigning. Of course, they’d have to have strong parallels to field medics, but I also specifically wanted them to look a bit like surgeons. The main components of their outfits are ruined doctor’s coats and surgical garments in that signature bright teal (bandannas, masks and gloves).

Dart guns take the place of priest-ly magic, used for healing (“medi-darts” ala Fallout’s stimpaks), buffs (painkillers, adrenaline shots) and de-buffs (tranquilizers). They use blasts of pressurized air instead of any gunpowder, and are reloaded with aircans; the darts come slotted onto “cartridges” of semi-flexible metal strips, which are ejected and reused. 

Like most healers, these guys aren’t very good offensive units, but they do carry bonesaws as last resorts for self-defense.

(via cthulhu-with-a-fez)

inktrashing:
“ “ Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 2 / 9 ) knights
”
A slightly more straightforward translation from fantasy to a semi-realistic setting. The main focus became finding modern parallels...

inktrashing:

Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 2 / 9 ) knights

A slightly more straightforward translation from fantasy to a semi-realistic setting. The main focus became finding modern parallels for armor. Knights are well-rounded classes, so I wanted their equipment to be robust, but easy to move in; sports gear ended up being the best replacement.

Their outfits are mostly composed of motocross equipment (jersey, pants and boots in attractively garish color schemes), with additional sports gear stacked on top – MMA headgear, football/baseball protective gear, ice hockey gloves, lacrosse shinguards. The swords are rather crudely bolted and cobbled together from scrap metal; foraged riot gear can also be used in place of a second sword. 

(via cthulhu-with-a-fez)

inktrashing:
“ “ Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 3 / 9 ) hunters
”
Hunters (or archers/rangers) were one of the two classes I had the most trouble reworking. I considered making them ‘snipers’ before...

inktrashing:

Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 3 / 9 ) hunters

Hunters (or archers/rangers) were one of the two classes I had the most trouble reworking. I considered making them ‘snipers’ before deciding that it would be more cohesive if none of the classes used actual guns. So these guys ended up being designed with (hypothetical) PvP vs. PvE configurations in mind.

The general focus for both of them is stealth.

PvP equipment (left) is designed for a ruined urban setting, balancing stealth, protection and high mobility. Loose hoodie sleeves are taped close to the body for ease of movement, the night vision goggles help in dark areas, and basic protective gear (archery chest guard, thigh- and shin-guards) raise defense. The crossbow helps punch through armor.

PvE equipment (right) sacrifices some mobility and defense in exchange for even higher stealth. The ghillie suit base allows for adaptation to different types of foliage, and the compound bow – while less punchy than the crossbow – keeps the noise level down and allows for quicker “reloads”. 

(The hex camo pattern is by black-light-studio on DeviantArt.)

(via cthulhu-with-a-fez)

inktrashing:
“ “ Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 4 / 9 ) merchants
”
Merchants are a rather strange class to consider for a game, but they seem like an indispensable part of the fantasy class...

inktrashing:

Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 4 / 9 ) merchants

Merchants are a rather strange class to consider for a game, but they seem like an indispensable part of the fantasy class landscape in a way. 

Merchants, of course, would have to have a way to carting around their goods; for a post-apocalyptic setting, I think the huge packs usually used in cross-country backpacking would be a good fit. The weight of those packs means merchants can’t spare that much extra stamina to wear heavy armor, so they mostly wear normal, durable clothes and hiking shoes for ease of movement. 

Being in charge of foraging for and hauling around supplies means access to some weapons that would be impractical for other classes. Molotov cocktails require more preparation time before use, but are good for quick bursts of damage. The alternative is a “junk gun.”

The junk gun works a lot like a handheld catapult, launching nuts and bolts at very high velocities, enough to feel punchy even through basic armor. It’s effectively a very crude shotgun – not terribly accurate, but enough to do the job.

Merchants obviously aren’t going to be out there doing a lot of damage, mostly acting as support, but they just have the means to hold their own when necessary.

(via cthulhu-with-a-fez)

inktrashing:
“ “ Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 5 / 9 ) bards
”
Given the somewhat whimsical nature of the original class, I struggled with translating bards into something more realistic before my...

inktrashing:

Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 5 / 9 ) bards

Given the somewhat whimsical nature of the original class, I struggled with translating bards into something more realistic before my friend Fal suggested going in the direction of rally leaders, which ended up working out great. (They started out as more straightforward rock starlets, which would have been adequate but not very unique, I think.)

The core imagery was taken from girls’ cheerleader uniforms and – due to the aggressive un-cuteness of most male cheerleadering uniforms – stereotypical ouendan clothes. I wanted both outfits to be moderately fanservice-y but easy to move in and somewhat durable.

Bards are heavily skewed towards long-distance support, so their defensive gear is a bit more for looks than functionality. They wear lacrosse leg guards and thigh guards, while their arm braces are a stacked combination of bite sleeves, police arm guards and heavy-duty gloves. MMA chestplates are optional.

Buffs and debuffs are cast by shouting cheers/chants and rallying cries through a megaphone. A portable speaker cobbled together with a backpacking strap set can be appended to the megaphone in order to increase range and effectiveness. Cheer flags serve the same function as megaphones, but can’t be enhanced with speakers; in exchange, they can be wielded like bo staffs for close- to mid-range combat.

(via cthulhu-with-a-fez)

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Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 9 / 9 ) mages

Mages were the actually the first class I thought of when I started planning this series, so I thought they’d be a nice note to end on. A lot of this series started because I wanted to see if I could give “mages” an analog equivalent to magic; I also really wanted to give them some sort of long, staff-like weapon. 

Flamethrowers and flamethrower-equivalents ended up being the post-apocalyptic stand-in for magic: ice magic (left) is represented with a fire-extinguisher-like blaster that uses liquid nitrogen, lightning magic (right) uses a long-reach shock-prod powered by industrial- or car-batteries, and fire magic (not pictured) uses propane. Mages carry around large tanks of fuel for their respective “magic” jury-rigged together with hiking backpack straps for easy transport. 

The weight of these packs means that mages can’t spare the stamina to also wear heavy armor while maintaining the level of dexterity necessary for operating their weapons. Their safety suits (usually scavenged hazmat or industrial safety jumpsuits) are light and easy to move in, but only provide basic defense, resulting in their relative frailty. 

Mages are also capable of cobbling together grenade-like weapons of the same type as their main weapon. While these weapons allow for immediate bursts of damage, mages need to prepare them beforehand and can only carry a limited number of them at a time.

inktrashing:
“ “ Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 7 / 9 ) monks
”
Traditional fantasy-based “monk”-type classes seem to usually have deep ties to nature to augment their bare-knuckle fisticuffs, so I...

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Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 7 / 9 ) monks

Traditional fantasy-based “monk”-type classes seem to usually have deep ties to nature to augment their bare-knuckle fisticuffs, so I thought it’d be reasonable to take them in the opposite direction for a post-apocalyptic setting. So, these guys still rely solely on their fists in combat, but are aided by mechanical enhancements.  

The mechanical enhancements are most obviously visible as large gauntlets, but also includes components integrated more deeply into the user’s physique, allowing for greater durability and strength. As a result, monks are able to “heal” (i.e. repair) themselves to a greater degree than most other classes are capable of (with the exception of dedicated healer classes). 

Due to their mechanical enhancements, monks are well-rounded fighters hampered only by below-average speed and range. Though largely self-sufficient, they also don’t have any particular stand-out strengths.

(via cthulhu-with-a-fez)

D&D Stats Explained with Tomatoes

twistedviper:

raktajino-hot:

corruptionpoints:

mindchildofmadness submits:

Strength is being able to crush a tomato.

Dexterity is being able to dodge a tomato.

Constitution is being able to eat a bad tomato.

Intelligence is knowing a tomato is a fruit.

Wisdom is knowing not to put a tomato in a fruit salad.

Charisma is being able to sell a tomato based fruit salad.

(Source)

image

If I stop reblogging this assume I’m dead

(via cthulhu-with-a-fez)

recklessprudence asked: "Wait, there has to be a trap here." "But I don't see anything." *"Exactly."*

skymurdock:

for @words-writ-in-starlight: the Star Wars D&D AU. bc nothing makes me feel better than taking the piss out of Anakin in a tabletop game setting.


Ahsoka kicks her feet up on the table, leaning back in her chair. “I pick the lock,” she says, confident.

Padmé looks up from her sheets and says, “Okay, roll for it.”

She rolls, then nearly falls off her chair when she pumps her fist into the air and shouts, “Natural twenty!”

“Aw, come on,” says Anakin, glaring at the dice as if they’ve personally offended him. “You roll twenties for Ahsoka and not for me? I own you, you fuckers.”

Keep reading

curriebelle:

farashasilver:

karrius:

D&D players will always come up with the most bizarre, workable solutions to problems when you least expect it.

In one game I ran, the party needed to find a magical artifact and didn’t have any idea where it was at all. So they decided to use Commune to figure it out - but Commune as a spell only lets you ask yes or no questions, and get an answer out of it. So they took a map of the continent, drew a line down half of it, and asked “Is the artifact on this half of the map?”. They then continued, narrowing the artifact’s location down further and further, until they were able to pinpoint the exact building in question.

This reminds me of the last campaign I was in, when my husband played a Telepathic Psion. When we were coming up with our inventories at the beginning of the game, everyone else is putting down normal shit like horses, packs, travel provisions, money.

My husband asked for a bear trap.

The DM (who happened to be coolkidmitch) asked him what the hell he could possibly need a bear trap for, to which my husband only said, “You’ll see.” After about twenty minutes of figuring out what this bear trap would weigh, the skill my husband would have to roll in order to use it, and a bunch of other minutiae, my husband had a bear trap in his inventory.

Now, all of us kind of forgot about the bear trap while we were adventuring along on our escort quest (during which my husband’s Psion regularly tried to convince one of our employers that there was a golden acorn/tree of life/fountain of youth/whatever the fuck in the forest so she would wander off and get herself eaten by bears - she was really rude) until we run into a situation where we’ve been surprised by the locals and nobody can draw a weapon without causing a real problem.

My husband pulls the bear trap out of his saddlebag, holds it out to the nearest goon, and says the goon needs to roll a will check. When asked why the goon needs to roll a will check, my husband calmly replies, “He’s being offered the fanciest hat he’s ever seen in his life, and he really wants to put it on.”

Moment of silence around the gaming table as all of us realize that my husband is trying to end the encounter by convincing a goon to put a bear trap on his head like a hat.

The goon failed the will check.

I gotta share The Grand Show story now.

So my D&D campaign is comprised of four newbies, one guy with a lot of tabletop experience, and me, the newbie DM. The crew is trying to break into a walled manor, in part to find out if the Lord inside had anything to do with some culty plot shenanigans (P.S: he was dead the whole time, so no one would have detected them from inside the wall regardless).

I am very explicit to them about the fact that they are trying to break into the Lord’s manor, in the middle of the day, across from the main thoroughfare of the town, with no cover or disguise of any kind, and they are all level 2 - so no teleportation, invisibility, illusions - nothing. They do not heed my warnings, and our gnome paladin and halfling rogue toss a grappling hook over the wall and start to climb it. Meanwhile the other three in the party - a totally inconspicuous group consisting of a dragonborn with a cat, a tiefling in a chainmail bikini, a half-vampire warlock with a mask and a swordcane, and an NPC satyr who was along for the ride - are just hanging out below the wall watching.

After a minute I say, “behind you, you notice that a crowd of about ten or twelve peasants have gathered and are whispering in worried voices. You notice two guards approaching from down the road.”

Halfling rogue - one of the more-or-less newbies of the crew - whips around and immediately shouts “WELCOME TO THE GRAND SHOW!”, and scores an excellent deception roll. Dragonborn starts making his cat do tricks and rolls a sick animal handling check. Tiefling cleric begins pole-dancing on her spear and also rolls high. The warlock starts doing special effects with Minor Illusion and rolls ok. They nudge the satyr into playing music for them, who crits his performance check and charms half the audience as a result. The paladin, from the top of the wall, starts juggling his hammers and midway through throws one at the window of the Lord’s manor, breaking it so they can get in.

I was already going to give them that, and then nearly every last fucking NPC rolled an insight check of less than 10.  So the group also made 10 gold for their “busking” and got into the manor completely unhindered. \o/ goddamnit.

(via johanirae)