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Well, they DID say, "the Orcs have a charismatic new leader"...
![]() ![]() In my world, paladins are not Arthurian chevaliers, they are the fighting force of a religion. Hence, they for the most part mirror the attributes of the deity and the deity's moral codes of cunduct. The paladins of the Night / Moon / Dreams deity go out primarily at night. They have an elitist attitude, for they feel that they alone have the fortitude to go forth and hunt evil in its own element - the night. They are primarity stealthy; they are the ones responsible when you hear a noise at night, but by the time you get a light and go check, there's nothing there... they have already done their work. Other paladins have other descriptions, other methods, but all are a martial aspect of their deity made manifest on earth.
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The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, "You know, I want to set those people over there on fire, but I'm just not close enough to get the job done." George Carlin (1937 - ) _____________ (92/420) |
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I have always been a fan of bi-pedal and bi-manual anthrophomric animal humanoids. I loved a little game called Justifiers because of the Beta-Humanoid concept. This concept has been done in many other games system as well, whether it was a fantasy or sci-fi system.
I basically created animal humanoid races for my fantasy campaign, Thonkar, using magic as the explanation. There were only humans before the Ani-men races were created. The Pomperiian Empire had grown decadent and bloated (like Rome in the last days) and the mages created a slave-race of animal-human hybrids. One of the side effects of the magic was that some of the ani-men were fertile and could breed. In the campaign, there was a slave revolt led by a gladiator (a la Spartacus) that freed them from slavery. The ani-men fled into the wilds and corners of the Pomperiian Empire to rule themselves and create their own society. They formed a religion based upon the concept of Gaia. |
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I did, we played a campaign through. It works, with some things that take some getting used to as you can imagine. My wife's all-time favorite character was her Purrtier. Magic was very deadly. The mage in the group almost did a total party kill with a fireball. Overall, it felt a lot like BRP in actual play, even though it was missing some of the factors that make BRP what it is. I have often wondered if it started off as someones' homebrewed RQ game. Oh, and the gamescreen turned out to be the most useful one I have ever tried to use.
I haven't been able to get another group to try it, though. I bet you are not in Seattle, are you? |
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hehe...no, I grew up in the San Fernando Valley of Los Angeles, CA. I currently live in Thornton, CO.
You are probably right about it evolving out of someone's homebrew game. I like military-esk campaigns and games, so I really like the campaign world because it showcased a military aspect of the game. War is a great story-driver. |