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“DND is a game where you can make a world of fantasy, adventure, and creative storytelling.”
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for the lazy and people without fantasy
here an example
Check this shit out, I'm going to be a fucking apathetic Gnome Cleric from a secret order of monks who is searching for a rare fertility herb
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Pen & Paper Caster

Take your blue Potion's and load your Staff. Let´s talk about casters, and by caster, I mean any kind of Magician, Wizard, Spell slinger or Warlock. The list is longer then Dumbledore's Beard. A caster is basically what you would call a glass cannon, devastating and maybe beautiful range weapon of mass destruction but oh so fragile. Usually the one with the thinnest Armor and worst agility and strength… think about Stephen W. Hawking with a pointed Hat (you get the idea). But they make up for it with by having the most devastating power in pen and paper, Magic. It comes in many Flavours, be it Fire, Ice, Electricity, Gravity, alteration of Nature, Summoning, Necromancy, Holy Powers, Metalomancy, or general psychic energy, pretty much anything can be magic. Some modern games like Shadowrun even consider technomancy (the skill to manipulate and alter mechanics and electrical devices with their mind).
Beside a Warrior the caster is the most iconic Fantasy themed character you may encounter. Harry Potter, Jaina Proudmoore, Merlin, Rincewind, Gandalf, Dumbledore. Just to name some of them, they are fast spread all over the genre. Basically … if it´s fantasy there will be a caster … trust me.
Run you fool:

There are many reasons why your caster could have started the adventure. Often in of search a Magic artefact or place they found in a book, as part of their studies to proof them self. Bringing back some stolen book from the magic academy. Like everyone fresh out of school, the first thing you need is something to drink. Time to stock up on potions and magical powder to keep your powers flowing (a caster out of juice is a sad caster indeed). Because without enough magical resources a caster is as useful as a kettle made of chocolate.
Is it okay if I´m a bit unstable?

The personality of a caster can be the full spectrum. You want a caster who is brooding, edgy and mysterious? Congratulations you are a perfect fit for the dark arts. You are the adventuress type? Say hello to the element of fire. Let go of your feeling and switch to ice magic. You are horrible with cardio but love having pets like a pathfinder? Maybe you should have a magical familiar fighting for you. You want to go headfirst in combat side by side with a warrior and a Scoundrel? Grab a magical sword and light Armor and be a Battlemage
A Wizard's Staff has a Knob on the end:
Time to gear up. Depending on what kind of caster you play, you will mostly stick to light clothing like common wool or silk. As a caster, you can have magical spells protecting you. A few excuses are the rather uncommon battlemage's they gear up in leather or magical material Armor and join the battle in close combat.
The Weapon of choice is in most cases a Staff or Wand. A staff is a tall two hand mostly wooden stick engraved with runes and a head ornament. They will be either worn them on the back or held in hand to focus magic with it. Or when push comes to shove hit someone with it (you know big hard stick and all). Alternatively, you could carry a Wand. Magic Wands are short hard pieces you hold in your hand and fling to spray Magic away, the plus side is, your other hand is free to hold a FOCUS. Focuses are magical items like magic books, bags with dust, a Cristal, or a fairy in a jar. It doesn´t matter really, as long you can draw magic power from it. If you enjoy going head on into a fight why not grabbing one of the many magical weapons. Have a sword which never goes blunt, or a dagger that can paralyse the enemy. And as an extra bonus on top you can cut with them.
But NEVER forget to stock up on resources again which you may lack after a fight. If you are into necromancy you often need some body parts like teeth or squishy unmentionables. Stock up as often as you can.
If your group camps outside, caster often summon food or drink to help out. But be careful with alcohol or drugs. Magic is like operating heavy machinery. Not to forget traveling often gets dull, a caster often has a magical pet or familiar with them. These are good for getting stress of or help to entertain on long journeys.
Tasting tests:
Moving on the Classes 101. I will now go into detail on some of the bazillion specializations. You can mix up anytime depending on the game type you play providing the gamemaster rolls with it.
The Element free (Arcane):

The arcane does not roll with elemental benefits but goes with pure energy. Flinging magic missiles or explosions of pure energy or sound. Using ley lines to boost their power, they often hold some artefacts given down from teacher to student through which they focus their vast raw magical power, often portrayed in dark blue, purple or white outfits they peek out in a crowd. An animate magical object like a luggage or even the staff itself is many times seen as their companion. Sometimes sentient creatures make for good pets as well.
Pyromancer (fire magic):

Impulsive and dangerous like a Bonfire, the Pyromancer sets anything on fire, throwing molten stones or try to boil someone in there Armor. The colours worn are often red, yellow, orange, and brown. Typically, their gear consists a bit more of heavy duty leather. Remember, you can spot a smart Pyromancer by seeing them still having their eyebrows. A small talking, dancing, never fading or incinerating flame is a perfect familiar
Cold elementarist Frost/Ice caster:

Basically, the entire difference to the pyromancer is that a Cold elementarist uses cold winds, water and ice in their spells. Freezing the ground under the enemy’s feet or letting them freeze and slowdown in there Armor. If you think a Fireball in your face is brutal, wait till you get Impaled by a spear of magically hardened Ice right through your sternum. They WILL give you the chills. Wearing white and light blue mostly. For example, a never melting ice golem is a common Familiar.
Necromancer/warlock:

Now things get nasty. Death is their job and they do it good. A necromancer casts evil spells of poison and sickness. Letting a face melt like wax from a candle, Corpses explode. Necromancer often go into close combat. Like other casters, Necromancer often carry unholy items or demonic weapons. Scythe, sicles, ravenhooks, sacrificial knives and several preserved body parts. These guys do not go along with priests and holy in general. Mostly pale in skin, long haired and ornamented with fur and bones. They dress in blood red, poison green or black until they find something even darker, or a shroud of darkness itself. Good Familiars are Raven's or Rats and living skulls, or small demonic imps.
Alteration Caster:

Rare among Casters, the Alteration or Mutator deals mostly in a nonviolent way. But they are dangerous in other ways. „What is small wholly and goes bahh?”. The victim of an Alteration caster.
They disarm their enemies by changing the weapons and Armor to wood or the ever so amusing bouquet of Flowers. Not standing out in a crowd, they dress plainly.
The Summoner:

Micromanagement at its finest. The Summoner stays way back and calls for help by a magic pet. These Helpers can be anything, be it an elemental entity of fire, ice, water, arcane, curse, unholy or ghosts, golems, even living animals, dragons and treants. The modern variations are drones and robots. Depending on the game set they may need some parts of the creature they want to call, for example a dragon tooth or scale, some small magical metal item to summon a metal golem, a feather for a griffon, or some horsehairs for a horse. Sometimes Summoners engage in close combat. To arm themselves for it, they will call forth the „essence“ of a weapon, an illusion of a sword filled with the pure being of a sword so that the edge will be there. Dressing more useful then elegant, carrying often huge bags and a small magical focus.
The Cleric/White mage:
The White mage is the friendliest of all, using sacred oils and spells from holy books. They are on a mission from god to spread the good word and drive away evil. They mostly heal wounds, cure illnesses and purify things. They never harm anything except two things… Unholy creatures and Daemons. Basically, the exact mirror of a necromancer. Dressed in white often with silver or gold. They swing a small ritual mace. Familiars can be anything considered holy or pure, be it a dove or even a floating magic Tome.
Druids/shamans:

Force of nature personified. Since the first man ate a mushroom and went on a trip, they became closer to Nature. This is ancient and wild magic. Shapeshifting into Bears, wolfs, boars or birds is just one aspect, they control the will of nature, letting roots entangle them self around their enemy’s feet, and showing them that a lightning can hit the same target twice. (If you still need inspiration go watch Aang and Korra) dressed in basically anything but wilder kinds tend to dress in tribal clothing. Actual real animals are good Familiars.
How to fight:
A caster basically is a glass cannon, in case of wonder try it. You stay behind (way behind) and throw spells to damage your foes or aid your allies. If it doesn´t die in the first try, fry and fry it again. Remember enemies may absorb or be resistant to some elements (depending) on the dungeon master.
Unholy and undead foes often can be damaged with healing spells. Try to lower the enemies defence and slow them down.
Alright that´s all for now. Keep your mind sharp, and your fireballs hot!
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Lately i have spoken alot about Fantasy on this blog. but what about sci-fi? a Hard thing to imagine is how mechanics or cyborgs think who are often Cornerstones in campains. and with this audiobook i found i try to help you get your head inside a dreadnaught... in the Grim Dark future there are only feels.
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Pen and Paper Classtalk (Warrior’s)
Time to talk about the Swiss Armyknife when it comes to Roleplaying. The Warrior, is in most Games or Shows carying a Sword and Shield. But they are far from limitation and generic to that. A Warrior is often capable to wear a wide variety of equipment, a class build around Weapon and Armor giving them bonusperks in several Videogames and Pen and aper. there are many subclasses. Knight, Paladin, Dark Knight, Barbarian or Berserk. just to name a few.
Good examples for Warriors are Link from the Legend of Zelda franchise, many Final fantasy protagonists. Lord of the Rings.... the list goes on and on, the Warrior basicly is the posterboy of Fantasy. Charismatic, heroic, a Good leader.and usualy among the rather good or neutral affinitations.
Starting the Adventure:

Usualy starting with just the basics, a light armor above clothing and a Sword, the Warrior maybe lacks a bit in the erarly phase of Pen and Paper, depending on the game they unlock special skills when they level up, so make shure to defense up at the begining. Invest in Weapons and Armor, this is your Butter and Bread. “A Warrior is only as good as his equipment”
Personality’s:
Often portryed as rather stupid or havign an iqlevel of sliced bread due to the skillpoints used for strengh rather then inteligence. Warriros can be quet smart, often havign to in order to use basic magic in battle or for becoming Vanityclasses (Paladin for example). Just becasue you wear a sword you are not a retard, or mute.
Warriortype characters have an easy to write backstory, often following teh lines of “in there Fathers footsteps” or to “defend there hometown/king/country” and maybe “training there skills out in the World”
Among the most used characteristics is a strong sense of guarding the weak, and defenseless, making him a the perfect frontliner, taking a beating from the enemys and letting there friends do the damage. These shield wielding Warriros are called TANK due to a heavy armor and defense skills.

But not every Warrior is a tank, they can get quiet agressive, and leaving just a smear of his enemy on the walls. Hit hard and dont fool around.
Weapons/Shields:
a Warrior has a big toybox to choose from, be it onehand or twohand weapons, going with two weapons one huge oen or carying a shield. all this is up to the player and there preferences.

Some of the Weapons are Sword’s, Axes, Hammer, Mace, Polearms, Glaves, Spears, Flails. you can go on for hours, but keep in mind that knives and otehr small weapons are for scoundrels or mages monks and priests. Why should a warrior wear a letteropener?

The Shields can also among all sizes and shapes , Buckler to wear together with a small Weapon in a hand to go dual wield. the more bulkier shiels are among the Towershields, Big and heavy Walls of Wood and Metal. its big and heavy, remember you can hit with those too.
A warrior takes his time to maintain his equipment, if you keep your gear in check, it will keep you save when you keep your party save. choose wisely and keep spare, if you play a game with equipment durability. keep it in shape, and teh blades sharp. (no one in a cave will wait for you to hand you a mighty magical blade that shoots lasers)
Classvariations:
alright lets talk about the Flavours the wariors can have. all tasting like the real deal, meele combatiants. carying murderequipment
The Classic one:

there is not much to say about it, realy, if you have read any fantasy novel or played videogames you know them.
The Barbarian:

The Barbarian is the one who carry’s the biggest adn heavyest weapons and heavyest Armor. They are slow Hitters, good for one thing. and that is taking down enemys. Respecting just one thing, Strengh. If they need more then one blow they did something wrong
Paladin:
A Meelepriest in heavy armor? That’s a Paladin. Holy Warriors fighting evil and unrightfullness in all forms. often using Healing, Fire and Lightmagic helping them in a Fight against all Demonic and Undead. (the just dont get along anything shifty) often starting with a squire carying there things around. paladins are helpfull on any position in a pen and paper, be it healer guardian, or fighter. a Paladin is ratehr smart and very charismatic. For a background they coudl wander the world spreading the holy word and scoutign for squres for there order.
Black Knight:

The 180° turn from the Paladin. Dark Knights, Death knights, Warnecromancer, they all share the same thing. They dont fool around, take a delight in torture, and often use Dark magic in combat. “forcechoking” caster, tearing peasnts apart limb by limb to show they dont want to waste time asking. or raising the udnead. because of masochism they rarely carry shields but more likely two weapons. be it axes sicles or swords in most cases. The best word to describe these fellas is “EDGY” Background storys could be searching for mighty artefacts, revenge, or just doing it for the kick. As tool of dark Gods prepairing the world for there arival. or just being Insane.
THE TANK:

The personification of stuborness and unshakable will. Tank’s are there for just one thing, stayign between friend and foe. Specialisation in Defense taking damage. a Tank has a thick armor a thick and big shield and thick Skull. Never giving up, never letting go never gonna say godbye or let them hurt you. Rather Slow in movement but just gonna make a door when they cant find one. a tank is a good choice for roleplayers to start a warrior. mostly the generic backgrouddstory is that they lost somethign or someoen important and wont have that happen again, so they dedicate there life to protect weaker people.
Berserk:

A berserker, raging Beast’s hidden in a humble body. Berserks are known for having a little problem with Angermanagement. they realy dont like to be aroudn crowds, small groups, People in general. A Berserker wears only the most basic of Clothing and rarely any armor. there Weapons are usualy realy Big (Cloud strife big in most cases), or two Weapons, or plainly Barehanded. The Berserk trades defenseskills for even more attackskills, beign the travelguide for a world of pain. Think about Hulk having Hemoroids, rootchanalinfection and a Hangover at the same time. You got the idea now. if they are not angry they dont often speak, among the most used backgroudn storys are being mercenary, or searching for a cure of there illness or curse.
Crusader:

The Crusader is a mixture between Tank and Paladin. Sacrificing charisma and healingskills for a short temper, Defence and righeous Fury. Shadow’s burn away in there presence. as they carry a sigilengraved armor protecting them from evil influence. a holy aura engulfs them, protecting them from enemy magic. usualy wielding along there shild blunt Weapons like Flails, Hammer or Maces. often the elite of a holy order wandering the lands only in the greates of dangers from Hell itself.
The Adventurer:
Best described as Jack of all trades, but master of non. Okay in all places and scenarios but wont ace in any of it. A fun classvariation. Best friend with the randomised stats Dice.
RACES:

Pretty much any Race is fair game, from a small gnome, to the Biggest Minotaur. from a small girl to the reanimatet King. a werewolf, a demon. it does not matter, anything can be a warrior.
Well. thast all for this time. may the d20 be in yoru favour.
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Pen and Paper Classtalk (Scoundrel’s)
Ah, the Scoudnrels, be it Rogues, Assassins, Thiefs, Snipers, Thug, Killer, Pathfinders or Pirats.ect ect...
A Scoundrel is an interesting Class, many People enjoy playing them because of there Basic characteristics. usualy Charismatic and slighty raunchy. every Scoudnrel tends to wear light and silent Clothers for obvious reasons.
Clothing:
As a Class based on Stealth a Scoundrel cant wear Chainmail or plate because it either would shine in the light or make rattling and clinking noises. Stick to Wool Silk, rough Velvet or Leather. dependign on what kind you play the style variates. As Upper class Playboy you can wear pretty much what you like, but as Blade in the Dark, stick to Dark colorations. dark Grey, Bloodred, dark Blue or Green. Only a total Idiot would wear white.
Weapons (Mainweapons):

Scoundrels usualy wear small or mediumsized light weapons,
Knives, Daggers, bladed knuckledusters on Gloves, Katar, short Swords, small Axes and Pistolcrossbows. these weapons are small in size and easy to hide under a long coat or cape. a nice bonus is that they are usable by one hand, wich means they can use two at the same time. A modern Scoudnrel can use silenced Pistols and Rifles (for snipers or mid combat assists) in battle.
A blunt instrument like a Hammer or a Mace is not siutable for killing. Scoundrels have a raunchy elegance to them and any sort of blunt weapon lacks them. (exept a Whip)
Weapons (secondary and equipment):
Welcome in the Cabinet of mischief and Trickery. a Scoudnrel rarely figths fair and thats why these things come in handy.

Poision, Powder and Firework, be it Liquid or Powder. this can be any sort of poision, be it digestive wich the scoudnrel prepaird in the enemys meal, sleeping or killing posion is the easyerst step in an thinning the enemys lines beforean encounter. Direct Combat Poision, either is thrown or injectet with the Weapons. to distract your foe you can use a wide variety of tools... a small shiny coin thrown somewhere to sneak past the enemy, a little firecracker easyly get the atention of most enemys. bribery, hire hookers to distract. or plainly blow a hand full of sand in ther eyes from a shady corner.

Opener, these are what a scoudnrel uses when they begin a fight, usualy as the one who starts it, being a Throwing knife from the shadows, or a Garotte. For those who dont know what that is, its a wire held between both hands to either strangle or cut a throat. they are easy to obtain, be it pianostring or cheesewire, often also spiked. the only blunt instrument in a Scoudnrel’s equipment is a Blackjack. this is a small a small but heavy hitting blunt leathercoverd item used to knock someoen out, the modern day adaption is the telescopestick. scoudnrels in modern set games also tend to use pistols with silencers or attached bajonette’s.
PLAN B:

B stands for being alive in the end. With usualy low defense and lack of protection a Scoudnrel relys on dirty tricks, a warrior wears a heavy armor and shieldwich you cant pierce with your knives? outmaneuver and look for a weak spot in teh armor, or throw a hand full of dirt in the eyes, a smokebomb works wonders too.
does a wizard gives you a hard time with nasty spells and his staff block’s any of your blades?? kick him in thr groin or hit him with your fist in the face.
Poision and dirty tricks are not your only recource, A Scoudnrel also often has a small variety of magic assistance, mostly Illusionspells like turning invisible for a short period, or beign less obvious and absolut silent when moving. a godo tool agaisnt spellcaster is a Curse of words ( a magic spell twistign the words in a wizards mouth, making it harder to speak magical spells)
Deadmans handshake. also known as reverse pickpocketing. instead of stealing the Scoundrel elaves a little “present” in teh foes pockets, a small explosive, poision, or false information, be it notes, maps, orders.
Scoundrels often study crafting, equipment has to be in good shape, blades have to stay sharp, and tools must be maintaind, nothing is worse then runing out of poision in midmission. gear up


Make use of your suroundings, be it either on tracking or fighting it does not matter, a scoudnrel finds pathes and sport most people wont be able to reach.

If anything else fails, RUN. as one of the fastets classes in most games be it videogame or pen and paper, a scoundrel is among the fastets and has high stamina. making it perfect to escape most situations.
no one ever said a Scoudnrel has to stick to the noble tradition of Fisticufs (this is fisticufs)
http://www.urbandictionary.com/define.php?term=fisticuffs
Scoundrel Examples:
Next comes a spotters guide to Scoundrel’s and how to use them.
The Unstealthy Combatian

This is a good example for Combatscoundrel, sacricing Stealth for better defense, in adition to a mid range, the Trimmings on the outfit show a upperclass person. movement and rangeattacks making him a good adition to a party. ( he proparbly uses traps and special crossbowbolts.
The Assassin/Ninja type:

This Goblin lacks strengh and size, but taking his disadvantage to his strengh. he can hide in most places no one would consider looking for. Due to his size and strengh disadvantage he must outsmart his enemys, taking his time spottign patrolroutes deadspots and taking out one by one, Magical equipmen often helps to even the lack of defense.
Thief:

A Thief wears lightweight armor in dark colors and easy to carry equipment. ( the bow in this picture is colapsable) Rather prefaring to avoid combat the Thief is all about stealth and areacontrol, carying often tools to unlock doors, or extinguish lightsources. a thief is perfect for infiltration and theft. a good character when it comes to open the gates for the rest of the party or stealing informations.
KIller:

The Killer are a modern day Scoudnrel, skilled in mostly unarmed combat or Pistols/revolver in meele fights. there fightingstyle is called gun-fu. Good examples are Deadpool and John wick. dressed most time in a buissnesssuit they stay unremakable in officces and big companys
Pirat:

Pirats are more or less the archtype of a Scoundrel, lightweigth clothers, cheap tricks ( flintlockpistols in swordfights are a a fine example) perfect use of suroundings and giftet with a charismatic personality.
Headhunter/Pathfinder:
Headhunter or pathfinder is the Lovechild between a Hunter and a scoudnrel. often primitive like killers working out in nature. you know what you are up to when someone silently lands behind you out from a tree. there equipment often resembles native decoration, fetishes, and animalparts, warpaint and bones, usualy not charismatic and working alone they develop a fearfull aura. giving yo the feelign of being stalked by wild animals. sometimes acompanied by them they work teamed up with the pathfidner from one side and the animal companion from the other.
RACES:

basicly almost anything can be a scoundrel, as long its not oversized or loud. so you got a big variety, the most used races for a rouge are:
Any sort of Elf, Goblins, Kobold, Gnome, Dwarf, Halfling, Hobbit, Human, some Troll variations, bestial creatures like Werewolfs, Reptile or Feline types, and Undead.
Pirat vs Ninja:

not every Scoundrel fits everywhere, A headhunter on a ship or in the city is so usefull like a chocolate spear. And a Thief is on an open beatlefield dead in minutes. think beforehand what the outcome will be, before youe ven go in a figth make shure you have your equipment ready.
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A small guide about painting tools
Alright * crack’s knuckles* lets talk about tools and Enviroment once more because your surroundings are as important as your brush.
LIGHT:
Your Paintplace should be near a Window. Daylight is is important, because if you keep painting in your Basement or somewhere else you dont have a neutral ligthning, wich will result in odd colorations when you mix your Paint and Inks. IF you happen to only get tiem to paint in teh afternoon or night. use Daylight Lightbulbs. This way you will get a good result and end with teh paint you had in mind. if you use non waterbased paint. KEEP IT VENTILATED!
Water:
You always need to change your water, i change it every quater of an hour when i work. teh more paints you use teh faster your water gets blurry and takes colors when you wash your tools. This is a good Indicator when you should make a rest. you can use an old coffeemug, or a waterglass. Personaly I stick either to the GW (games workshop) watermugs with a brushrest. or use a old mustardglass washed out and flip a scrunchy over it to wedge wet brushes in to dry off.
Mixingarea:

Nothing kills Paint faster then mixing in its container, remember your old elementaryschool watercolorset?craftignshops have many many versions but in the end an old kitchenpalte will do just as good. always remember to clean up as son as youa re done, just use a damp papertowel to wipe it clean and rinse it in water. that way you wont have any problems with dryed up Paint.
Paintstation:

This is optional but for me as German i love all organized (yes i life the cliché),
I use a Paintstation. these are basicly big plates with places to keep your equipment organised. your Homework or coffeetable will do nicely too. but be shure to have anything ready at hand when you work, i have seen Miniatures ruinbed because some tools werent handy when needed. make a list what you need before you start.
Cutter:
These handy little tools are needed only when you pepair your parts, getting the plastic metal or resin parts out of the frame, Use small one’s wich make it easy to reach the places inside the frame. Or you may accidentaly bend break or cut off parts you need. (all salute sgt onearm)
Cleaning tools:
These tools are Knive, Brush, File, and Grinder. These tools are very very usefull, while you cut off with the knive, youa ctualy at first place use teh brush to sweep of any dirt and things from the modeling frame. the oterh toosla re for fine cleaning. remoging teh castinglines and blobs from teh modelign material. important are sharp and clean tools more then anything, make shure they feel good in the hand, Circular handles are a no go. triangular or oval give you more controle while using. ( if you feel posh, you can use electronic tools like a dremil or nailcare equipment)
Drill:
a handdrill or electzronic drill is mostly used to give miniatures with huge parts structural integerty, you drill holes in the part and body, then fill it with glue and wire to keep it save and locked in place. keep the drill SHARP
Cutting board:
The cutting board, is basicly the center of yoru workplace. a cut resist place you put your miniatures on and after paint there.
Glue:
Always make shure you have enough and the corect glue you need.
Thick, thin, Plastic, Resin or carpentry ( for working with base and natural materials). I prefear two component glue with a fast hardening speed.
keep rubberbands and wodden/styrofoam blocks for big parts ready to held big thing sliek tanks together while the glue drys
ModelingMaterial:

This little area is allabout personalization giving dreams a shape. I talk about Modeling. like in teh picture above *points with stick at said picture* these are tools you can use when workign with modelignputty that is basicly 2 component material hardenign voer hours after mixing. so keep the bags of it airtight.
lets just refear to it as green stuff (or gs for short) GS come sin many different forms, you can model it like playdoh or as already mixed liquid. the liquid can be brushed on like paint, its Ideal for filling lines between parts or fillign casting holes from airpockets. GS always comes before the primerpaint and are directly on the miniature.
Brushes:

Brushes come in many shapes and materials. be it natural hair or artifical and for Purposes...
I tend to use brushes with triangular bodys, wich like a dozen times before said give you more Control.
take care of these tools.
always wash them regular before switching colors.
keep them clean, do not dunk them in completly, only the hair parts tip is put in paint, not al the way to the metal.
Keep them Shaped. dont rest them on teh hair, and form them once youa re done, if yoru brush is clean put it between yoru lips and pull it out to keep it pointy.
dont get lacky, never let yoru brush over nigth with the bristles in teh water .
always use cold water to wash them clean, artifical bristles splinter after to often hot cold changes.
keep them save, many good brushes come with plastic caps liek a pencil, keep using them when you store them away.
YOU:
as much fun as painting does, remember to do it save, sit healthy and rest your eyes once in a while. every half hour, stand up walk across the room, and relax your eyes. take a break, co to teh fridge and get a cold drink. stretch your legs...
alright my fellow hobbyists. have fun and feel free to ask. next time i will talk about basedecoration.
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Remember, if you can imagine it, you can put it into an roleplaying game.
Arielle, rejectet by her prince charming, attacked and killed the Seawitch in frustration. her actions caugth attention by Cthulhu. as Lesser Chaosgod He corruptet her. and now she is the chosen of Khorn the god of Slaughter and War.
BÄM now you got a sci fi berserker space Arielle mermaid.
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Munchkin

Munchkin is a dedicated deck card game by Steve Jackson Games, written by Steve Jackson and illustrated by John Kovalic, that has a humorous take on role-playing games, based on the concept of munchkins (immature role-players, playing only to "win" by having the most powerful character possible).
GAMEPLAY
In Munchkin, all players start at level 1 with the goal of reaching level 10 (or level 20 in Epic Level games). Players primarily progress by killing monsters, and level up every time they kill a monster. However, players can freely use cards against monsters and other players during play, allowing them to either assist or to sabotage others during their turn. Each person's turn begins when they "kick down the door" by drawing a Door Card face-up, which can be: a Monster Card, which the player must engage by fighting or fleeing; a Curse Card, which applies an effect; or an Item Card, Race Card, or Faction Card, which the player adds to their hand. If the door is kicked down but it is not a monster, the player can either "loot the room" by drawing a face-down door card and adding it to their hand, or "look for trouble" by playing a Monster Card from their hand to fight it.
When fighting a monster, the total level of the player (and any supporting players) is weighed against the total level of the monster(s) to determine the victor: a successful player draws the listed amount of treasure cards and levels up either 1 or 2 levels, but an unsuccessful character must roll the dice to try and flee; players who fail to roll a five or six suffer the monster's negative effects ("Bad Stuff") or die. Should a player die, their turn immediately ends and they discard their hand, retaining their player level but drawing a new hand for equipment.
Due to the highly competitive nature of the game and the presence of rule-breaking cards, players are encouraged to use unfair tactics against others, to act mercenary to further themselves at the expense of others, or to use cheat cards to affect outcomes (such as fixing the roll of the die). Throughout a player's turn, others are free to intervene: they can passively buff or debuff the player or monsters to alter the outcome; play monster cards of matching type to make the battle more difficult; or offer to assist the player, typically in exchange for treasure cards.
Other cards that can enter play include Items, which can be used in combat, Treasure Cards, which act as sellable loot and equipment, and Curse Cards, which apply effects. Additionally, players can equip certain cards (such as armor and weapons) to raise their total level and kill stronger monsters, and can use Class Cards and Race Cards to grant extra abilities or advantages at the cost of a balanced weakness; for example, the elf race can level when helping others kill monsters, but will take additional damage from disgusting enemies.
Standard games typically last around an hour, with the game ending once a player reaches the target level and wins the match. Aside from defeating monsters, players can progress though indirect means such as selling cards (with every 1000 Gold on the sum total granting a level) or by playing special leveling cards. Most games disallow victory through indirect methods, meaning only fighting a monster can win the game. There are a few exceptions, however, such as when a player uses cards which specifically state they override rules.
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EIJ is one of teh wierdes pen and Papergames i Stumbled about... its fun if youa re sickminded aswell
Everyone Is John is one of the quickest, simplest RPG's out there, created by Michael B. Sullivan The main concept is that every player but one plays a voice in "John's" head. All of these voices are trying to get John to do something that they like. The funniest thing about this game is your voice can make him want to do ANYTHING. (I mean ANYTHING) The remaining player plays as John. It is advised that this player is the usual GM/ST or at least the best at telling a story.
You need:
4-6 Players
One Notepad for each player
At least one D6
Some kind of marker in abundance (Poker Chips work well)
PREGAME: First, you pick a name for your voice. Everyone playing as a voice chooses what they will try to make John do. This is called their Obsession. When they successfully make John do these things they earn points. These are divided into three categories, Leveled from one to three. Level One: Simple, one-step things like eating candy, yelling in public, basically anything that only requires one roll. Level Two: Slightly more complicated or dangerous tasks, things like collecting and throwing baseballs, running a mile in a new/stolen pair of shoes, or masturbating onto people in public (Someone seriously chose this) These typically require slight planning, or at least 2 rolls. Level Three: Okay, now we are getting serious. This is reserved for horribly diabolical/disgusting actions. (all of these examples following have been in sessions I have been in) blowing up buildings, swimming in excrement, suicide, organ harvesting, and eating children (Yes, I know.)You keep your Obsession hidden from your opponents for more shock value. Now you choose your two specialties. John is an overall very unskilled person; never been really good at anything, unless a voice tells him to do it. Any roll you are not specialized in requires a 6 on a D6 die. Actions you have a specialty for only require a 3+. You can choose 2 Specialties, or 3 with a penalty for the game. These skills should be at least slightly specific, things like "Everything forever" are not acceptable. Example skills would be: Talking to adults Talking to children Driving Flying Shooting Eating in Excess Assembling/Detonating Bombs Masturbation Sneaking Lock picking Performing (Dance, Singing, Instrument)Then, you show your Name, Obsession, and Specialties to "John" Everyone then receives 10 Willpower tokens (7 If you took 3 specialties)
GAME BEGINS: "John" sets the opening scene by telling the players where they are, this can be anywhere. A hardware store, a zoo, a school, an airplane over the pacific ocean. Players now "Ante up" some of their tokens, whoever offers the most loses the tokens offered (Other players keep their tokens), then gets control of John until they either earn points or fail a roll. Now you get out there and earn points, everyone gets back one willpower token when control is about to switch. Keep in mind that even while you are not in control, you can talk to John to achieve truly epic LULZ. Willpower can also be used to improve your rolls, each willpower spent increases the roll by one. so a normally 3+ roll becomes a 2+ with 1 token. It IS possible to make a roll automatically succeed this way. Again, everyone receives a token when control switches, up to their starting number. The game ends when John dies or all Voices run out of willpower.
And thats all about, try it its fun quick and evil AF
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Shadowrun
Shadowrun is a P&P settle in the Future... after a big cataclysmic event Magic came back. Along with Elfs Dwarfs trolls Dragons Orcs and much more.
EVERYTHING HAS CHANGED
There are no nations anymore, the world is ruled by bif Corporations labled as the big 10
res Macrotechnology — Detroit-based conglomerate of arms (Ares Arms, the original company), automobile (General Motors), and space (AresSpace, the former NASA) industries. Ares also owns Knight Errant Security, and Apple Computer, amongst its numerous divisions. The first U.S-based megacorp—currently led by Damien Knight—also trumps up its “mom and apple pie” image, fostering strong brand image within the United Canadian and American States (UCAS).
Aztechnology — A corporation from Aztlan (formerly Mexico, recreated in Aztec image) heavily involved in consumer goods, chemistry and magic. The least-liked megacorp in the shadows, due to its nasty secret projects.
Evo Corporation — A corp based in Vladivostok, Russia, that focuses on nano- and bio-technology, genetics research and other transhumanist technologies, and “metahuman factors engineering” (products made specifically for metas). The first corp to become transplanetary after establishing a Mars base.
Horizon — A Los Angeles (Annexed by the Pueblo Corporate Council in 2061) - based media corporation new to the AAA scene in the 2060s that used the second Matrix crash to make its move. Horizon is a media and PR corporation that lists Tir Tairngire among its clients. While they are primarily invested in media and entertainment they are also strong in consumer goods, real estate, and pharmaceuticals.
Mitsuhama Computer Technologies — started as money laundering operation for the Yakuza but soon surpassed their investors' income by a very large margin. Focuses largely on robotics, heavy machinery, magical goods, and computers.
NeoNET — Created from Novatech’s merger with Transys Neuronet and Erika, pioneers of the new wireless Matrix, to form this powerhouse in the Matrix sector, but with diversified holdings in many other sectors.
Renraku Computer Systems (レンラク) — Mainly computer and arms-producing giant from Japan. Slowly rebuilding from both the Seattle Arcology debacle and the second Matrix crash.
Saeder-Krupp Heavy Industries — The world's largest corp. a German conglomerate based on the production of steel, heavy-industrial goods, cars (BMW), arms and communication in Europe. Its majority shareholder and chairman is Lofwyr, a Great Dragon, who bought the company stocks from hoarded resources.
Shiawase Corporation (シアワセ) — An old business founded by the Shiawase family (幸 or 倖), which survived the turmoils of the early 21st century unscathed, quickly able to expand in energy production, biotech and environmental procedures. First to fight for and be granted megacorporate sovereignty (later called extraterritoriality): exemption of law on foreign soil.
Wuxing Inc. — a Hong Kong-based company that joined the AAA-corps primarily due to money from Dunkelzahn’s will, heavily focused on shipping and finance, and recently chipping into the magical-goods market.
these big Corporations rule everything... they even can order you fighting to death for them ( if youa r elegaly registert)
but a SHadowrunner is an odd job person... youa re a crook a thiefe, Killer, mercenary, assassin or callboy, whatever you like. your main Goal is survival using swords, guns, drones, magic, diplomacy and anything you can fight for...
the world is mean and dark, fight back!
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Tabletop Painting part 2
Primer: The primer is your First Layer of paint, usualy Sprayed on. best way to do so, is your basic Can of Airbrushprmer, they come in some Variations helping you with a colorcheme, like Metal or army Olive for military vehicles...
When it Comes to Miniatures you should decide.. .Are you using bright Colors, use a white basic Primer and ink it... you get quick good results, Elfs or humans are easy paintet that way, or you use full color on black, this is usualy a good way to quick paint many miniatures when you got a huge army....
Some tecniques use two layers of spraypaint, there is teh military camo first you prime then in a Dark olive. Once its dry you use play do (for example) to cover parts of the miniature before you spray a layer of Sand beige on top of the non coverd parts... you get a good result that way and every tank will be unique. Try usikng Maskingtape for a edgy result, looking good in futuristic urban camo.
but BACK to Priming. tehre are a few rules you should keep in mind...
1:Dont paint from to close. lay the airbrushcan on the Groudn in Front of yoru Miniatures, that is a good distance to spray from.
2: Dont spray when its to HOT or to COLD. your paint would dry to fast ending in a spotty result or crumble leaving a crumblign survace...
3: i know it sounds silly BUT if you spray inside, like the Boilerroom.. STAY AWAY FROM FLAMES
4: Sway the can around.. start before you hit minatures and end after you left them, moving the miniatures around on a plate is a good help.
5: a little tip for small figurines... use doubleglued maskingtape, you stick the minatures to them after placing the tape on a piece of Cardboard, this way they wont fall over or get lost. leave them for a few hours before you paint afterwards.
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Tabletop painting
Tabletop, there are many diferent ones. Fantasy, Sci fi, Steampunk, Historcal acurate. The themes are endless but they all share one thing in Comon. A come together in Gloryous enjoyment. and a trainign in art.
You see, most tabletop games uses Miniatures for you to paiit. eiterh you stick to the colorchemes, or let your imagination go wild. it doesnt matter, your Army represents you, I enjoy Sci fi my Army for example uses massive Midrange firepower and heavy long range supportfire.
but now Back to the Topic... PAINTING
Tools: Your equip for paintign doesnt have to be from the Miniaturevendor... but it should have a decent quality... Brushes with a oval or triangular handle are better for painting detaisl because tehy are more comfortable to hold.
but Before you even start make shure your workplace is all ready and set up, paint near a Window or use a daylight lightbulb to keep the Light Colorfree. have your colors and brushes set up before you start. always have a good amount of fresh water to clean your brushes.( very important).
Let the Assembly begin: once you open the box of new miniatures you dont just cut them out of teh frame... use a bowl of dishwashersoapwater to clean teh frame before and let it dry. this way you get rid of any dirt. next step, you use a wirecutter or scalpel or file to detach your precious parts from said frame, have a little bowl ready to colelct them, or you migth loose some parts when you make a pause.
followup is one of the MOST IMPORTANT steps... You file off any edges and rim from the casting in teh factory, every mistake you do on this part, you will 100% clearly see alter on, no amount of Painting will hide it. Take your time in this.
Now for the assembling once every part is ready, you assemble it, depending on material you use and size of teh miniature you use different glues... the most used materials for Miniature sare resin plastic and tin.
Big Miniatures like soem tansk have an interiro you may need to assemble them AFTER Painting several parts if not you can try using rubberbands to keep the huge models together till the glue dryes.
moniatures Like Dragons have gigantic wings or otehr heavy parts, there is a trick, drill a hole in the wing and oen in teh body where , then you use a bend paperclip, imitating a bone to keep it together, it wont break loose so easyly.
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Catering
Some of you think its totaly normal that the pen and paper or any otehr gameafternoons or weekends go with junkfood, right? i have a Sugestion. as lme as it sounds try Fruit its healthy, kills your hunger an dmost important NOT GREASY, do you want fatprints on your cards, miniatures ir charactersheet?
go with shugar or salty popcorn, for drinks, any drink will still do but remember more shugary drinks means more often going to pee and thats annoying
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Cards Against Humanity

“Cards Against Humanity is a party game for horrible people.”
The game is simple. Each round, one player asks a question from a black card, and everyone else answers with their funniest white card. of Course there are many extra rules to pick from “rando Cardrissian” there is one imaginative extra player for example
The Humor is Racist, Nasty, Sick, Funny, retarded, Horrible. BUT MOSTLY ENTERTAINING
There is a basic edition and many upgrades like UK, AUSTRALIA and Canadian Relatet cards.
https://cardsagainsthumanity.com/
be shure to be at least 17+ when you buy the game
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pen & Paper Classes Part 2 The SUBCLASS
On the Previous post i told about the arcetype Pen and paperclasses. they were for elemental oruentation when you design your Character. Subclasses are more defined about there morality and talents.
Lets say: you arcehtype is a Warrior so you stick to Close Combat an Mainly stick with Stamina and Streng to hit heavy and be able to take alot of Damage... Now lets seay your Character want to be a brave Knight...
EXAMPLE A: why not go with the Classical Paladin? Holy warrior, clad in silverplatet armor Lawfull good Character and assistet with Light Magic? You basicly now play a MIX between a Cleric and a Warrior when you use healingspells. This Balances close combat light magic and and inspirational talk
EXAMPLE B: the Crusader. Chaotic good, clad in teh strongest armor and carying brutal weapons, beating everything to a pulp thats just slightly evil or bad... not so good in negotiation but with holy power and pure Stuborness the Meatshield in every battle.
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HERE a few Examples of spellcaster like before, your Spellcaster stand in The backgroudn and throws magic around like in every Fantasybook but what if you want to change it?
Example A: The Necromancer or Warlock, Fireballs are lame? ice just melts? you dotn want to be a good example on Personality? armor yoruself in dark Robes and a Skullring. a Necromancer Comands the power of thne next realm... instead of Fireing Bolds of ice throw some k9 Teeth from your bag in the air and let them Hit your enemy. Animate a old empty armor by binding a Soul in it to create a Durahan. Often Pale and of weak body surrounded by a feeling of nervousness and creeping. this Caster is Rarely welcome anywhere
Example B: Battlemage. Clad in light Armor wielding magical Weapons to fight face to face with an enemy, this Spellmaster trades high class Magic for More streng to Fight even when he is out of magical energy using Flaming swords or enchantet Crossbows. home among Intelectual People but not afraid to drink in a Harbour tavern...
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Now to The supporter Like the Cleric, The supporter mostly heals or helps the team by raising morality or curing wounds, there are more then just one way....
Example A: The Bard. Armed with a Bow and a Lute, this class is always welcome where ther is friendly company.. Using sung and spelsl to raise morality curing wounds Confuse foes and Attack from teh Distance. often shamed for being useless or stupid, a Bard has a very High carisma and often negotiates in Citys gettign information or helping the Party to enter areas.
Example B: DRUID. Dressed in leather and Cloth The Druid use the Magic of Nature in potions and Spells to aid the team, Home in the WIld the Druis mostly casts nature based spelsl liek thornveins to slow enemys or castign healing winds to heal the Party. 9 out of 10 are Elfs or Trained under them. Good in Battles against Wild Animals. not so good in Citys. Charming beasts works better with a stag or a Mountain tiger... Susoicious amongst dark themed characters...
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As Thief you might say there is not much of Options... just lurking aroudn and kniving anyone? well think again
Example A : Ranger. The Ranger is home Outdoor, tracking and Hunting the pray in forests or plains... using a widl aray of traps and Ranged Weapons. due to his sneaking and Openingbased talents he is teh First in Battle using teh Element of Surprise to take out one or two enemys before tehr est of The group even manages to hit anything... not talentet in pickpocketing due alack of Pockets to pic. changed the skilsl to survival in teh Wilds, gettign food, or valuable pelts and other Material to trade in the City. charming and rough.
EXAMPLE B: OUTLAW. The Outlaw is a Mix between a Warrior and a Rogue... not relying on surprise whatsoever. Dressed in light armor liek leather, wearing a sword in each hand this Class uses Acrobatics and cheap tricks in Combat, Disarming, blinding, posioning. the Outlaw doesnt care what he uses as long he gets the job done. mostly charmign around upper class tryign to eiter enter the beddroom or the tresor. home everywhere and always sly grinning.
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These were just 2 examples per archetype more will follow, but dont forget its your imagination how and what you play... if the gamemaster give the okay ou could be a halfdragon armored in stoneplate carying an portable balista with holy bolts...
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Roleplay archetypes
This time im telling about the Character archetypes, who function as skeleton of Charactercreation
THE WARRIOR:
The warrior is an Utility Knive, not like teh otehr classes he starts mostly with a medium armor and a twohanded weapon liek Sword, Spear, Mace or polearm. There are variations why not going for two one handweapons (if the game allows it) do you Plan on a Big group? use him aas a Tank give him a Shield and a oenhanded weapon. the warrior mostly learns Fighting skills, either for attack or defense since they rarely got Magical skills. so they are a Hardhitter. if you are as playign your Warrior try playing a Warriro with a shield, never Forget your shield is a reliable weapon too... its a big piece of metal strapped to your arm. USE IT Your basig atributs are strengh and stamina. If hitting dont work, hitit some more.
THE THIEF:
Dressed in cloth or light armor. The Thief is a master of surprise. lurking in shadows and Surprisign enemys with a hail of Fast but weak attacks. Average Thiefes use Swords, Knives Daggers, Kris, small Throwigngweapons like darts or throwing knives/axes or rarely Pistolcrossbows. dressed in Cloth or Leather its The thiefs job to open doors or Scout the area talk your group out of problems or Pickpocket things. Your basic stats are Agility perception and Charisma. fight dirty use posions or throw sand.
The CLERIC:
ALso known as whitemage or Priest. Dressed in Cloth th Cleric stands between your group and a grave. the Cleric uses holy magic to heal wounds amd raise cast Spells to help your aprty with tougher skin, Or resistance. In many games light and holy magic negotiates Unholy and fiendish Magic, Healing damages Undead and so on. as a Fact the Cleric dont wear any armor whatsoever he stadns way back behind the Fighting line. Armed with Faith and a mace or staff you are very Valuable and should always carry potions to keep you spellpoints up. Your basic atributes are Intelect and Stamina.
THE SPELLCASTER
Wizard,Mage,Spellcaster,Sorcerer...all that are names for The Robedressed Magicuse. Only dressed in Cloth and carying a Sword,Knive or Staff you are one of The heavyhitter fighting in second line of Combat: the elements are your Command, if its the classic Fireball a Lightningbolt, Ice Lances, Wind or nonelemental, This Caster is a jack of all trades. Mostly unable to use holy/heal naturespells or Dark and unholy Magic. (in most pen and papers these are spells for warlocks druids and cleric’s) You stay out of Combat at all cost, with no Armor lowl Health you are easy pray. Your main atribute is Intelect.
THIS are teh 4 Arcetypes you have in Practicly EVERY Roleplay. Of course there are many many subclasses to each one and teh subclasses have Subclasses aswell. but With your First few times in Pen and Paper you shoudl stick to one of Those.
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