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Ok people, time for Innawoods! But this time we will also use Jagged Alliance 2 stats. For stats we have Attributes and Skills. For more information of stats, go here http://jaggedalliance.wikia.com/wiki/Skills_%28stats%29
Here is the link to Innawoods character generator, http://www.innawoods.net/
That are 10 attributes that rang from 35 to 90. The following attributes we use is; Health, Agility, Dexterity, Strength, Leadership, Wisdom, Marksmanship, Mechanical, Explosives and Medical. All attributes start with 50 (You can decrease them to gain more points to minimum 35) and you have 50 points to spend them around.
Each character can have 2 skills or 1 skill (making them a expert of the skill). That are 14 skills that character can pick: Ambidextrous, Auto Weapons, Camouflage, Electronics, Hand-To-Hand Combat, Heavy Weapons, Knifing, Lockpicking, Martial Arts, Night Operations, On-roof, Stealthy, Teaching and Throwing.
Zaritonia Quest - 28 - PRC crumbles?
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Prior Threads: http://archive.foolz.us/tg/search/username/Grand%20Leader/type/op/
Recent Thread w/ Condensed History: http://archive.foolz.us/tg/thread/22357132/
Welcome to Zaritonia, friends! The birth of a new nation has happened!
Welcome to your own nation, /tg/!
Sorry for being late... slept in when I got home.
Most Recent Events
June 25th, 1951
PRC open to peace talks! As Maritime infantrymen and armor pour into the island from multiple beach-heads! (Not updated on map yet.) They are ready to fight us if we ignore them however...
Recon reports that PRC is not as mobilized for ground defense as first thought. We have struck early enough that they have not had time to fully dig in or fully deploy new vehicles.
Ground assault is underway by our troops, losses are acceptable at this time but steadily growing worse. While the PRC aren't fully ready to defend themselves, both sides are equally trained and similarly equipped. With the lack of air or naval support, Capricia will fall...it just may become Stalin Grad first.
The Zaritonian Maritime Republic
-President: Jebediah Faust (Jeb in human form. Yes. THAT Jeb..we also have a rocket program...)
-Main-Govt: Representative Democracy
-Policies: Progressive Imperialism
Red Dragon Quest 009
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Threads 1-3: http://suptg.thisisnotatrueending.com/archive.html?tags=Red quest
Thread 4: http://archive.foolz.us/tg/thread/22397242/
Threads 5-8: http://suptg.thisisnotatrueending.com/archive.html?tags=Red Dragon Quest
Over the past month you have had a chance to oversee the growth of your operations on the island of Theleska. The employees of your operations have also taken the opportunity to gather information on the inhabitants and relations of the island - something they have until recently lacked the manpower to do (beyond repeating popular rumour).
The city of Penskar, capital of Theleska (and only city on it), has about three thousand inhabitants. Primarily a stopping off point for ships wishing to bypass Temurian lands, it's primary source of employment is the docks. Despite this, most captains will choose a mainland port when the wind allows due to easier access to resources. While most of those who pass through are traders, many will engage in piracy when they think they can get away with it. This is not terribly unusual in this part of the world, but Theleska is difficult for the land based powers of Temuria to reach. This makes it a good stopping off point for those who have bitten off more than they can chew and who can't risk a mainland port for the forseeable future.
Theleska is a popular base of operations for the pirates who raid the Temurain coast for loot to sell further afield. While efforts have been made to prevent this, the troops needed to occupy the island are tied up in the south. The presence of these troops has discouraged raiding in that direction, so most pirates head north. Theoretically, this should work to King Nuvix's favour, as reducing the number of raids should help to make his occupation of the south a little more popular there.
Primordial Central Civ thread 4
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Well, seems like old players are starting to run low on the ol' creativity juice, but the newer players are starting to get the hang of it. Anyways, there will probably be a kind of break after this; Unless anyone objects, there will only be a few discussion threads during the break.
@Nad: getting low on ideas on what to do? Remember that you have one Wormborn being kept 'hostage' by the Thickblood Heretics, and what became of your Zamburaq Cult idea? You could've expanded them further.
Also, refreshments for your mind: http://archive.foolz.us/tg/thread/22845468/
Flames of War General
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Nuts! - The third book in the Battle of the Bulge series of campaign books. It focuses on the US Airborne and the siege of Bastogne.
Open Fire!: The new Flames of War version 3 Starter set. It includes a British Armored Company and a German Grenadier Company from Operation Market-Garden. It also includes a quick-start guide, the full rule book, cardboard terrain, and a plastic V1 terrain piece.
Normandy Battles - 112 pages. A guide to fighting historical battles based on D-Day and the liberation of France.
Market Garden & Bridge by Bridge: A two book compilation set featuring forces from Operation Market Garden & the Battle for the Scheldt.
Several previous books are also being released in a similar compilation format. These are The Desert War, Mid-War, and Operation Bagration, and D-Day.
The D-Day compilation contains updated versions of Turning Tide and Earth & Steel. The release date will be D-Day, June 6.
There is also a planned LW Italy compilation set.
FoW: Vietnam: A new book is in the works, and should be out in April. Minis will most likely be released soon after.
Early War books for the Winter War and Operation Barbarossa. Late-War eastern front books are also planned.
Flames of War scans database (all the books up to Devil's Charge): http://www.mediafire.com/?8ciamhs8husms
Official Flames of War Free Briefings:
Another FoW scans database (needs a 4shared account, but whipping up a disposable one doesn't take long at all):
Late War Leviathans - Currently on hold. Version 1.4 is complete and has about 20 vehicles. Proof that /tg/ gets shit done!
Current /tg/ fan project - Still up for discussion. I think Steelwhip was looking to do a Historical Scenarios pdf similar to the new Normandy Battles book.
Fafhrd and The Grey Mouser World Hopping
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So, I just finished reading Swords in the Mist, the third Fafhrd and The Grey Mouser book, a few days ago and it made me wonder about a few things.
1) Why such a great fantasy pulp series isn't more well known.
2) How could you make this pair fit into another setting?
If you recall, the books are collections of stories that feature the above characters in the world of Nehwon, except for the story Adept's Gambit, which takes place in roughly medieval Earth. In the story before (which iirc, was written to explain why they were on Earth, since the story was written before Lieber created Nehwon for Faf and Mouser to bum around in) has Fafhrd and Mouser getting lost in one of Ningauble's caves which connect to many worlds and the two Arrive on Earth. Subsequently, their origins and memories change to match it. Fafhrd is now Scandinavian and Mouser is from Tyr (Modern day lebanon).
That got me to thinking, what if Ningauble's cave led to other settings. Like Fafhrd and The Gray Mouser in Westeros. Faf would probably be from one of those Tribes in the North that aren't quite proper houses, but are treated as such (Or a Wilding, or an Iron man) and Mouser would probably be from Lys or Braavos.
Or how about Fafhrd and Mouser in Warhammer/40K? Ebberon? Any of the other DnD settings? (Not too much of a stretch since they were stated in 1e, I believe.)
So, is this a worthwhile idea to discuss, or is it not all that interesting to imagine different worlds with Fafhrd and The Grey Mouser?