The Empire of Pimptania: Maps and other data - The Empire of Pimptania

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Maps and other data Bring out number, weight, and measure in a year of dearth.

#1 User is offline   Fugu

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Posted 04 February 2006 - 06:38 PM

Here I will post maps and other useful tools as we need them. If you have ideas, tell me. You may also make a post in this thread to hold info like your Hit Points, or anything else you want to keep handy.

In the hangar: above the doors is a second floor balcony that covers that corner of the room. One of the doors on the balcony leads to the keep, and the others lead to separate rooms.

UPDATE: added map of the interior of the wariti ship.

Attached File(s)


This post has been edited by Fugu: 11 May 2006 - 02:54 PM

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#2 User is offline   Benevolance

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Posted 04 February 2006 - 07:04 PM

Glasgow the elf

Max hitpoints: 55
Current HP: 55
non-lethal damage: 0
AC: 10 + 5 dex + 4 defense mod = 19

This post has been edited by Fugu: 10 June 2007 - 08:28 PM

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#3 User is offline   Barak

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Posted 05 February 2006 - 07:20 AM

He-Who-Watches

HPs: 88
Current: 88
Non-lethal damage: 0
AC: 10 + 4 dex + 2 Wis + 2 monk + 4 defense mod = 22

This post has been edited by Fugu: 10 June 2007 - 08:28 PM

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#4 User is offline   Lynx Cat

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Posted 06 February 2006 - 06:06 PM

Morgan the Wondrous

HP (max): 74
Current HP: 9
Nonlethal Damage: 0
AC: 10 + 2 dex + 1 size + 2 defense mod = 15.

Spells Available:
0th: 5
1st: 6
2nd: 0
3rd: 3
4th: 5
5th: 0

This post has been edited by Lynx Cat: 23 October 2007 - 11:58 AM

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#5 User is offline   Fugu

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Posted 08 June 2007 - 11:22 AM

I came up with a new gun design. This will probably be the system used for most of the military-style rifles you find for a while.

Charges per shot	Attack bonus	Damage	Min.	Avg.	Max.	Special
1				   +2			  1d8 + 8   9	   12.5	16	  Up to 16 shots/attack. No
																	  attack may deal more damage
																	  than the number of charges
																	  used by that attack.
5				   +0			  2d6 + 4   6	   11	  16	  Only 1 shot/attack.


The autofire setting will deal more damage more consistently, and its harder for enemies to evade, but at the price of over three times the ammo. Autofire should only be practical when you really need to hit something hard right now. I think x5 is a useful compromise between results and resources.

The minumum, average, and maximum damage are shown to better compare the two settings. I included an upper bound on x1 damage so that you can't use a handful of charges and still deal 1d8 + 8 damage--if you're low on ammo you're better off switching to x5. I guess the statistically smart strategy for the x1 setting might be to use 12-13 charges--since going for a full 16 means you'll "waste" ammo whenever you roll less than 8. All in all, the system seems much more balanced and useful now.
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