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Darkterra is a Pen and Paper role playing game, developed by avid gamers with decades of experience with a vast array of gaming systems. The system is fast paced, but realistic, and every single action can be resolved with the rolling of 2 dice. 

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 51 
 on: March 23, 2007, 09:14:19 AM 
Started by Athion - Last post by Athion
Sounds great :)

Jorek and I added some Animal only Mutations (to try and amke mutant animals more attractive to play) and added a "Quills" Mutation... which is availible as a standard Physical Mutation :)

Quills
Character has a series of bony or horn like quills covering parts of his body. These can either  provide protection or can be used as weapons. All of the various types of Quills can be bought at once (ie, yuo can have quills on your back, your arms, and both throw them and fling them in an “all out “ attack. All quills do damage to wrestling opponents. Arm quills do 1D10 +1 per level and back quills will do 2D10 +1 per level. Quills also provide 4/4 protection to the appropriate body location. Rapid Healing will affect the rate of regrowth of spent quills, see the appropriate section.

  Quills “lay down” flush with the body and cannot be detected under normal scrutiny if covered by clothes. Do not interfere with armor etc. This ability stacks with the other types of quills. If you do not take this mutation, your quills stand up and are uncomfortable under armor (-10 to AGI), and can be easily seen under clothes.
Cost 20

  Basic Quills Covering the back (or arms, can be taken twice for both) (cannot be thrown or flung, but provide the basic benefits)
Cost 40

  Quills cover the backs of both arms (or top two appendages) and can be quickly plucked and thrown (thrown weapon skill). Each quill does 1d10 (+1 per 3 levels) damage.
Cost 50

  Quills cover the backs of both arms and can be “flung” all at once. This attack requires full freedom of arm motion and does 1D10 +1 (+1 per 3 levels). This attack uses the Autofire rules (use the 6 ROF Column). This is a specialized Skill, Quill Flinging. You may “Fling” one arm at a time (you can fling both, but take the appropriate minuses (off hand is ignored when doing one at t time, but counts when using both). Once you have “flung”  an arm the quills are considered expended and will require 2 days to regrow. Note : If you have the Thrown version of this mutation as well, you can continue to throw quills.
Cost 20

  A Large amount of Quills cover the back of the mutant. These can only be expanded in an all out “Fling” as above. This ability also requires the Quill Flinging Skill (can Specialize in Back or Arms). This is a very powerful attack (2D10 +1 per 2 levels, uses the 8 ROF Column), but like the arms is a one shot deal, after these quills are expended, the mutant requires 3 days to “regrow” the quills.
Cost 30

  Poison Quills – In addition to this level of the mutation, you must also buy the Poison Mutation.
Cost  20

 52 
 on: March 23, 2007, 08:41:06 AM 
Started by Athion - Last post by Gryffyn
Still working on this...I think you'll like how it's shaping up.

Plus, I'm coming up with some organizations and factions that should add some interesting story hooks and dangerous enemies.

 53 
 on: March 09, 2007, 08:46:38 AM 
Started by Athion - Last post by Gryffyn
No, I didn't.  Unfortunately, had one of those weeks that you wish you would wake up and see it was all just a bad dream.  So, nothing to add this week.

 54 
 on: March 08, 2007, 05:19:20 PM 
Started by Athion - Last post by Athion
If you had any luck, send it to me before Saturday and I'll get it into the rulebook :)

 55 
 on: March 05, 2007, 09:36:53 AM 
Started by Athion - Last post by Gryffyn
I will try to get something put together.  Wish me luck  :P.

 56 
 on: March 03, 2007, 06:03:11 AM 
Started by Athion - Last post by Athion
Agreed Gryff, there is plenty of room in that blurb for all the points you wanted :) Basically I just wanted to get in the "Lack of Creativity" aspent. To set up the references to various media later (and the fully conquered areas is important to that as well).

 57 
 on: March 01, 2007, 09:20:00 AM 
Started by Athion - Last post by Gryffyn
Looks pretty solid for a blurb.  Another aspect I would liked mentioned though is the Kra'Nall did actually succeed in conquering small areas on the Earth and set up areas where they did the vast majority of their genetic experimenting.  Of course, I still liked the idea of humanity being subjagated completely, rising up against their oppressors after years spent under the Kra'Nall yoke, taking control of some of the Kra'Nall tech and the resistance using stockpiles of human weapons and blowing everything to hell that way.  But it's good this way too.  Would still like to see an indepth history set up, but not bad.

 58 
 on: February 28, 2007, 05:59:34 PM 
Started by Athion - Last post by Athion
There is a blurb in the book about the history of Darkterra, and the Kra'Nall invasion etc. I rewrote it, expanded it some added a few more things etc.... your thoughts?

______________________________________________

In the year 2187 mankind reached out to the stars. In fledgling sub light ships they went looking for other life. Unfortunately, they found it. The Kra’Nall were not your friendly little green men, quite the opposite in fact. They are a highly technical race dedicated to genetic perfection, and total conquest along the way.

The Kra’Nall watched these primitive vessels as they took their first tentative steps into the great Unknown. They studied them, scanned all their transmissions, and even captured one of the vessels to gain further knowledge of the strange beings inside. The thing they did not do was reveal themselves. Not to the ships poking about in the solar system at least.

Tracking their signals to its source the Kra’Nall found a world of great bounty. A world filled with many new and exciting life forms, rich in genetic diversity. The Kra’Nall were overjoyed, and showed their joy the only way they knew how… by calling up their massive fleet and invading.

On the surface, it might look like the Kra’Nall had a huge, overwhelming technological edge. And they did. What they lacked was mankind’s ingenuity. You see, the Kra’Nall, while technically superior, are sadly lacking in free will and creativity. Time and time again they fell to the clever tactics the humans used. Unfortunately, clever tactics were not quite enough. The Kra’nall were forced to use more and more powerful weapons, and the humans were forced to adapt to these weapons (and by adapt, I mean steal, and use against their creators). The war lasted a very long time. Billions died, casualties were massive on both sides of this conflict.

After years of fighting, the World governments secretly stockpiled a huge collection of ancient nuclear weapons. Then, in a daring raid on the Central Kra’Nell fortress, they managed to penetrate the inner sanctum, and kill the Ar’Kvan. This sent the entire Kra’Nall force into disarray, and the humans were able to detonate a small thermonuclear device, completely decimating the upper command structure. The Kra’Nall Warlords responded with a massive push, calling in reinforcements from all over the galaxy. It was during this push that the nations of the Earth played their final card, and nuked themselves, along with every other country they could. Doing in the blink of an eye, what no enemy could do in years. Utterly destroy the earth…

Only the destruction was not as complete as one would expect. Some survived here and there… some human, some… not.

Years passed and mankind slowly crawled his way back to the top of the food chain (or at least near the top). Of the Kra’Nall, there was no sign, and many began to doubt the old stories… but tales remained, tales of huge monsters making sport, and food, of humans, of non humans attempting to trade with humans for food… for shelter. Were they simply mutants created by the myriad experiments of the Iit’var? Or were they something else, something spawned by the firestorm of nuclear death? Or were they simply tales of a fragmented people?

More than 200 years has passed now, and the most do not even remember the names of those that came from the stars to conquer earth, but some do… some remember far more than others…

 59 
 on: February 26, 2007, 09:34:30 AM 
Started by Jorek - Last post by Gryffyn
Or perhaps some sort of "Fire on the run" skill or ability?  It would have to work differently than running and attacking with a melee weapon.

 60 
 on: February 26, 2007, 05:09:43 AM 
Started by Jorek - Last post by Athion
I like the idea of making multiple skills work together :)

There is a rule in the front of the skill section that allows for this, basically you apply a percentage of the "assisting" skill as a bonus to the primary skill... I dont see any reason why running couldnt be used this way...

Here's a thought along those same lines... can you use the Run skill to offset run penalties when firing a gun?

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