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Brbljaonica Manje ozbiljno ćaskanje na ostale (kompjuterske i geek) teme... (POSTOVI SE NE BROJE!)
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Stara 2.4.2009, 17:08   #1
Ilmarinen
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Cool Adventures Beyond Known Wasteland! (pravila igre)

UPOZORENJE! OVA TEMA JE SKUP PRAVILA ZA FORUMSKI RPG "Adventures Beyond Known Wasteland!" TAKO DA OVDE NEMOJTE POUSTOVATI. AKO VAS ZANIMA CEMU SVE OVO, MOLIM VAS PRVO OVERITE OOC TEMU VEZANU ZA OVU IGRU. HVALA.
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Stara 2.4.2009, 17:09   #2
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~*~*~Osnovne Statistike~*~*~



Basic Statistics
– There are 7 basic statistics [or just “stats”]: strength, perception, endurance, charisma, intelligence, agility and luck [aka S.P.E.C.I.A.L.]. They all represent your characters inborn virtues and flaws. They determine your starting skill %, and starting derived statistics. At the beginning of game, you gain 5 character points to distribute among these stats.

Strength (ST)

Modifies: Melee damage, Hit Points, Carry Weight, many skills

Description: Raw physical strength and muscle power. Good for HtH characters. Rolls against this stat are used when you try to break doors down, bend iron bars and do other feats that require sheer force.

Perception (PE)

Modifies: Sequence, Ranged combat distance modifier, Detection, many skills

Description:
The ability to see, hear, taste, smell and notice unusual things. Rolls against this stat are used when discerning details or detecting sneaking characters. High PE is important for sharpshooters.

Endurance (EN)

Modifies: Hit Points, Biological & Rad Resistance, Healing Rate, additional HP per level, fatigue

Description: Stamina and physical toughness. A character with high EN will survive where others may not. Roll against EN determine things like whether your character can swim longer, run faster hang on a cliff edge or fend of a deadly disease. Good for everyone.

Charisma (CH)

Modifies: NPC reactions, Maximum followers, Barter prices, some skills

Description: A combination of appearance and charm. High CH is important for characters that want to influence others with words. Roll against this stat when attempting to schmooze past some guards or pick up some chicks in a bar. Best for diplomatic characters.

Intelligence (IN)

Modifies: Skill points per level, Dialogue options, many skills


Description: Knowledge, wisdom and ability to think quick. Characters with high IN have better memories and solve problems faster. Roll against this stat when attempting to guess a password, remember bits of information or investigate someone without guns blazing. Important for everyone.

Agility (AG)

Modifies: Action Points, Evasion, many skills

Description: Coordination and ability to move well. Measures the speed of character reactions. Good for any active character. Roll against this stat when stepping on a landmine, evading mutated beasts or dodging rockets.

Luck (LK)

Modifies: Critical Chance, Damage Resistances, ...?


Description:
Fate. Karma. An extremely low or high LK will affect your character – somehow. The events and situations will be changed depending on how lucky [or unlucky] your character is. LK rolls can determine if, for instant, your character is out of ammo lying half-unconscious on the ground, happens to find that loaded shotgun lying concealed and forgotten in the dust...Good for all you lucky bastards.

Poslednja ispravka: Ilmarinen (2.4.2009 u 17:40)
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Stara 2.4.2009, 17:12   #3
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~*~*~IZVEDENE STATISTIKE~*~*~


Derived Statistics – Derived statistics represent additional character information derived from your basic stats. There are 23 of 'em.



Acid Resistance (AR)

Base: n/a Additional: equipment or armor bonus

Description: It’s entirely based on equipment. Represents how much corrosive punishment can sustain a piece of equipment. AR is expressed with letters [English alphabet], each one for certain type of acid – with A type being nothing but a mild rash and Z type the most horrible lab-created organic compound titanium-melting aliens-blood-is-nuka-cola-in-compare-with-this ultimate corrosive super goo. Damage and acid effects are described in those acids properties. It’s entirely based on equipment.


Action Points (AP)

Base: ----- Agility ----- # of APs ----- Additional:none
........................1................37
......................2-3............38-42
.....................4-5.............43-49
.....................6-7.............50-56
.....................8-9.............57-63
.....................10+..............70+
..............................and so on...

Description: Action Points represent the number of actions character can take each round. Moving one hex [one meter] costs 3 AP. Reloading a weapon often costs 6 AP. Making a shot often osts 25 AP. Action points can be boosted with drugs or perks. They usually make the difference between reloading your gun and making that final shot, or staring at your empty sidearm as a rocket explodes in your chest.


Biological Resistance (BR)

Base: 5 x EN Additional: per race

Description: There are many toxins and chemicals in post-nuclear world that just don’t mix well with human anatomy. That’s where BR kicks in. This is overall natural immunity to viruses, bacteria, airborne pathogens, mutation agents, poisons and the like. Each time your character becomes poisoned or sick, and wears of ill effects without any medical attention, he gains an additional 2% of BR [due to hardened immune system, and greater number of antibodies in the bloodstream].

Bonus Damage (BD)

Base: 0% Additional: per race

Description: Amount of additional damage character delivers with HtH or ranged attacks. Based on your race, traits and perks. Starting amount is 0 [humans] but can be enhanced later through the game. The more the merrier.


Carry Weight (CW)

Base: 25 lbs + 25 x ST Additional: none

Description: Represents the maximum amount of equipment your character can carry on his back, pockets or pants before becoming encumbered [when carrying more than your max CW]. When carrying 50% more than your max CW you become immobile. Every item in the game weighs something.


Chemical Resistance (CR)

Base: EN in % Additional: none

Description: Amount of drugs and medicine that your body can sustain before overdosing or becoming addicted. Each time you take a chem roll to see if you get addicted. When you are addicted you must take your drug on a regular [or in some cases daily] bases. If not, you fall into withdrawal and remain in it until you become clean again or die. If you overdose, roll against EN to see if you can maintain that amount of drugs in your system. Three consecutive failures result in instant death. Each time you wear of an addiction on your own [without treatments, AutoDocs and such] you gain +2% to your chemical resistance stat.


Critical Chance (CC)

Base: equals LK in % Additional: none


Description:
Or “crits”. The chance to cause critical hit in combat. High weapon skills and weapons of high quality can modify this number later. If a to hit roll is low enough to fall within characters CC it becomes a critical hit and deals far more damage.


Damage Resistance (DR)

Base: ----- Luck ------ Damage Resistance ----- Additional: per race
.................1-3......................-10%
.................4-6.......................0%
................7-10.....................+10%
.................11+.....................+15%
............................and so on.........

Description: DR is entirely determined by armor, unless the character has some built in DR because of his race. It is the amount of dmg that is spread out from an attack. There are six different areas under the “armor” for six different types of DR: normal, ballistic, laser, fire, plasma and explosion. Each piece of armor has its DR percentage that the character should add to their own. For example, if someone hits you for 20 points of damage and you have an DR 50%, you would receive only 10 dmg from that attack. LK also contributes a bonus or a penalty depending on that stat. You are either a winner or loser.


Damage Threshold (DT)

Base: 0 Additional: none


Description: DT represents the actual amount of damage that piece of armor can stop. This stat can be found only under armor, because character doesn’t have DT until he is wearing armor of some kind. The better the armor, the higher the DT.


Detection

Base: PE x 8 Additional: none

Description: Detection helps you in locating all those sneaky thieves and scoundrels that want to relive you from your precious gear. If the sneaker is concealed or in partial or semi-darkness, that chance drops to 5 x PE. If a sneaker is in total darkness or your character is sleeping, this chance drops to 2 x PE. Knocked out or unconscious characters cannot detect other people.

Poslednja ispravka: Ilmarinen (2.4.2009 u 17:39)
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Stara 2.4.2009, 17:14   #4
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Electricity Resistance (ER)

Base: 0% Additional: per race

Description: This stat measures how resistant a character is to electricity. Whenever you take damage from electricity, it is reduced by this amount. If you don’t have some built in resistance this stat is zero. Robots take 50% more damage from electricity damage.


Evasion (E)

Base: equals AG Additional: equipment or armor bonus

Description: Evasion reduces the amount of damage your character takes from things that seek to harm her. It also lowers the chance of being hit in combat. E is expressed in %, which is subtracted from opponents to hit roll.


Fatigue (F)

Base: 0/# (Base/MaxF) Additional: per level, can be enhanced with drugs and perks

Description: Represents the amount of enervation your character can withstand before collapsing from overtiredness. You become fatigued if you don't eat or drink regularly. You become fatigued if you fight all day long. You become fatigued if someone pummels you while you're lying helplessly on the ground. You become fatigued if you and your girlf...you've got the point. The lower the better. When your fatigue breaches your max fatigue amount you loose your consciousness. If your fatigue reaches double the max fatigue amount you can withstand you fall into coma. Max Fatigue equals (EN + IN) x2. MAX Fatigue gained per level equals your EN/3 round down.


Gas Resistance (GR)

Base: 0/0 Additional: per race

Description: GR is based entirely by armor, race or equipment. There are two kinds of gas attacks: inhaled and contact gasses. Inhaled gasses must enter the lungs before causing ill effects. Contact gasses are more like clouds of acid vapor, damaging any biological substance they come into contact with. GR is given in an X/X number, with the first variable for inhaled and second for contact gas. Unless you are a Robot, the beginning GR is 0/0.


Healing Rate (HR)

Base ----- Endurance ---- Healing Rate ----- Additional: none

......................1-5.................1
......................6-8.................2
......................7-10...............3
......................11+................4
.............................and so on...

Description: Life posses the remarkable ability to heal itself naturally. Your character’s HR is the number of HP body heals naturally in a day [24 hrs] of activity [traveling, fighting etc.], or in 6 hrs of resting. The quality of rest also can influence your natural healing. Robots cannot heal naturally.


Hit Points (HP)

Base: 15 + (ST + (2 x EN)) Additional: 3 + ˝ EN [round down] per level

Description: Life and overall health. Determines how much damage your character can sustain before he drops dead. If HP drop between 0 and -9, character is not instantly dead, he just falls unconscious, and automatically starts recovering HP as if they were resting and eventually will wake up. With -10 or less HP character has left this world permanently. Dead characters cannot be revived by any means. They’re dead.


Maximum Followers (MF)

Base ------ Charisma ------ Max Followers ---- Additional: none
.....................1-2......................1
.....................3-4......................2
.....................5-6......................3
.....................7-8......................4
....................9-10.....................5
.....................11+.....................6
...........................and so on...

Description: As an adventurer, your character stumbles upon many different people in his travels. Some of them may share your morale standards or looks on the world and want to join your cause. MF determines the number of NPCs willing to travel with you through wasteland until you [or they] die or get bored and sick of Radscorpion random encounters and radiation. Note that not all races will feel comfortable with all other members of your party [because of diverse points of view, or some other social problems]. If tensions get high, they may leave you and your comrades, and hit the road on their own.


Melee Damage (MD)

Base ----- Strength ----- Melee Damage ------ Additional: per race
...................1-6.....................1
.....................7......................2
.....................8......................3
.....................9......................4
....................10.....................5
...................11+....................6
..........................and so on...

Description: This is how much damage your character does in HtH combat. The more melee damage your character does the harder he/she hits. Strong characters can hit very hard.


Perk Rate (PR)

Base: per race Additional: none

Description: The perk rate indicates on which levels you‘ll get to choose a perk. So if your PR is 3, you will gain perks on every three levels, not counting the first one – on 3rd, 6th, 9th, 12th and so on. Note that you don’t have to take perk at the same time it’s offered to you, so you can save it for later...but why to wait? Robots don’t have perk rate, because they can never gain perks.


Radiation Resistance (RR)

Base: 2 x EN Additional: per race

Description: In the post-nuclear world radiation is all-present threat. Some places are naturally radioactive, like blast centers where nukes went off. Some are more or less radioactive than others. RR can be increased with chems, and with certain kinds of armor. Radiations always keep building in your body, and on higher levels can be very lethal. Expressed in rems [or “rads”].

Poslednja ispravka: Ilmarinen (2.4.2009 u 19:34)
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Stara 2.4.2009, 17:14   #5
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Range Modifier (RNGM)

Base: ----- Perception ----- Range in hexes ----- Additional: none
..........................1....................... .....1
..........................2....................... .....3
..........................3....................... .....5
..........................4....................... .....7
..........................5....................... .....9
..........................6....................... ....11
..........................7....................... ....13
..........................8....................... ....15
..........................9....................... ....17
.........................10....................... ...19
.........................11+...................... ..20+
................................and so on..........

Description: Represent the actual range the weapon can be
used to its maximum effect, without applying any range penalties. For every hex beyond the maximum range deduct 3% from your on to hit role. Range modifier does not apply in
HtH combat because combatants are confronting each other face to face. Also, when attempting a double shot [with a shotgun for example], the weapon’s effective range drop by 3 hexes. In addition, if weapon has 8 or more condition boxes filed, deduct 10% from the roll.


Reaction Modifier (RM)

Base: ----- Charisma ----- Reaction Modifier ----- Additional: per race&karma
.....................1.........................-18
.....................2.........................-9
...................3-4........................-3
.....................5..........................0
...................6-7........................+3
...................8-9........................+9
...................10+.......................+18 (+)

Description: RM represents how well people initially react on your physical appearance and personality. Initial NPC reaction can be changed to better or worse. For example, if you help someone in his hour of need, that person will find you trustworthy and from now on you’ll have higher RM for that particular character. If it was a merchant, he could grant you a discount. If it was a Slaver, he may call you to join his guild. Note that different races mostly do not react well at first glance [or second] due to all-present racism in the wastes.


Sequence (SQ)

Base: 2 x PE Additional: none

Description: SQ determines who goes first in a combat round. If you are the one initiating combat you automatically get to go first [~surprise round]. All combat turns following this one are broken down by SQ with highest going first, and so on down the line, until the end of combat.


Skill rate (SR)

Base: none Additional: 5 + (2 x IN) per level

Description: Represents the learning curve of your character. The smarter you are the more skill points you get. You can distribute skill points in whatever way you like, but you can’t decrease your skills below their minimum level. Any number of skill points spent on a skill can’t be reassigned at next level or during the game, to another skill.

Poslednja ispravka: Ilmarinen (2.4.2009 u 17:49)
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Stara 2.4.2009, 17:56   #6
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~*~*~Traits~*~*~


Optional Traits – Optional traits describe your character in more detail. All traits will have positive and negative effects. You can choose none or up to two traits during character creation.


Agoraphobic*

Description:
You have an inborn fear of outdoors. Fells like you were living your entire life in a vault or something. You’ve spent more time at home learning, feeling safer in your room. As long as you are in closed area [inside of a building, sewers, caves etc.] you gain +10% bonus to your skill rolls. But, whenever you find yourself out on open [aka desert, fields, city squares, streets etc.] you suffer a panic attack [roll for IN] and lose -2 to AG as well as your skill bonus, but get +2 ST from fear.


Beta Software

Description: You have been equipped with an experimental operating system and peripherals. You get 1 extra tag skill, but whenever using any tag skill you must roll against LK or suffer automatic failure and, in combat, loss of all APs for that round.


Bloody Mess

Description: By some strange twist of fate, people around you die violently [including you!]. You always see a worst way a person can die. All critical hits do 20% more damage when you are around.


Bruiser

Description: A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Your total action points are lowered, but your Strength is increased. You loose 2 AP, and get 4 point bonus to ST [can’t go over racial maximum].


Chemical Reliant

Description:
You are more easily addicted to chems. Your chance to be addicted is twice as normal, but you recover in half the time from their ill effects. Robots cannot choose this trait.


Clean Living (ex Chemical resistant)

Description:
Chems affect you only half as long as normal, but your chance to get addicted is only 50% the normal amount. Robots cannot choose this trait.


Claustrophobic*

Description: Years of living in the wasteland have left you wary of closed spaces. As long as you are out on open [desert, fields, city squares, streets etc.] you gain +10% bonus to your skill rolls. But, whenever you find yourself between four walls [inside of a building, sewers, caves etc.], you suffer a panic attack [roll for IN] and lose -2 to AG as well as your skill bonus, but get +2 ST from fear.


Domesticated


Description: You have undergone extensive house training and have developed above-average intelligence. Your IN is raised by 1 [can go above racial maximum] but you get a -2 penalty to melee damage. Only Deathclaws and Dogs can choose this trait.


Doubled Vital Equipment*

Description: You have two sets of vital internal machinery. This makes you able to sustain more damage but takes some extra room in your storage capacity. Your hp gained per level is doubled but your carry weight is lowered by 100. Only Robots can choose this trait.


EMP Shielding

Description: You have a dedicated EMP shielding system. You must pay 6 AP more for any move involved action because of your heavy equipment, but you have 50% resistance to all forms of EMP attacks. Robots only.


Fast Metabolism

Description: Your metabolic rate is twice as normal. This means that you are much less resistant to radiation and poison, but your body heals faster. You get a 4 point bonus to your healing rate, but your radiation and poison resistance start at 0% regardless of EN [racial modifiers are added later]. Robots cannot choose this trait.


Fast Shot


Description: You don’t have time to aim for a targeted attack, because you attack faster than normal people. It costs you 10 AP less to use a weapon [has no effect on HtH attacks], but you cannot perform targeted shots.


Fear the Reaper

Description:
You have cheated death! You gain perks as if you were human, but you are now on death short list. Whenever you receive a critical hit, you must roll against your LK or else drop dead. Only Ghouls can choose this trait.


Feral Kid*

Description:
School never interested you. You always preferred the natural ways than to boggle your mind with technology. You gain one-time bonus of 15% to unarmed, melee weapons, throwing, archery, sneak and outdoorsman but all of your tech skills suffer a penalty [biology, chemistry, physics, electronics, computers, geology, mechanics, pilot, and repair are down 10% - these numbers cannot go below 0%].
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Stara 2.4.2009, 17:59   #7
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Finesse

Description: Your attacks show a lot of finesse. You don’t do as much damage, but you cause more critical hits. All of your attacks do 25% less damage [after reductions are made for damage threshold & resistance], but you gain 10% bonus to your critical chance.


Gifted

Description: You have more innate abilities than most, so you haven’t spent as much time honing your skills. Your statistics are better than the average person, but your skills are lacking. All primary statistics get 1 point bonus, but you receive 5 skill points less per level. Also, all of your skills receive -10% starting penalty. Robots cannot choose this trait.


Glowing One

Description: Extreme radiation exposure has left you glowing in the dark. Your glow eliminates light modifiers in combat for both you and your enemies [10 hex radius]. In addition, you gain +50% radiation resistance, and deliver 5-10 rads to a target per unarmed attack. Everyone around you takes 10 rads per hour. Ghouls only.


Good Natured

Description: You studied less combative skills as you were growing up. Your combat skills start at a lower level [-10% small guns, big guns, energy weapons, unarmed and melee weapons - these numbers cannot go below 0%] but First aid, Doctor, Speech and Barter are substantially improved for 20%. Animals and Robots can’t pick this trait.


Ham fisted

Description: Genetic engineering - or dumb luck – has endowed you with huge hands. You get a “free” tag skill in unarmed, but you suffer a -15% penalty to small guns, lockpick, first aid, doctor, repair and science skills [these numbers cannot go below 0%]. Mutants only.


Heavy Handed

Description: You swing harder, not better. Your attacks are very brutal, but lack finesse. You rarely cause a good critical, but you always do more melee damage. You get 5 point bonus to your melee damage, but your critical hits do 30% less damage and are 30% less likely to cripple a limb or cause unconsciousness.


Hideous Appearance*

Description:
Something has gone terribly wrong when you were dipped into the FEV vat! Most people can’t look at you without feeling sick. Your physical appearance is altered to higher levels of horror, yet you haven’t suffered any internal damage. Your CH becomes 1, and no one will initially react to you better than bad [-30 reaction], but everyone [except you] will suffer -30% penalty on all rolls within 5 hex diameter, because of your dreadful looks. Gijah. Mutants only.


Increased Metabolism

Description: Your body is working overtime, trying to squeeze out as much healing as possible. Whenever you are injured and treated with chems, you gain surplus hit points even over your maximum, but lose them 1 hour later. The drawback is that you need at least 15 lbs of food each day to fuel yourself. If not fed, your body starts burning its own organs to gain energy [resulting in rapid loss of your “real” hp].


Jinxed

Description:
The good thing is that everyone around you has more critical failures. The bad thing is — so do you! All failures have +50% more chance to become critical failures within 20 hex diameter centered on you.


Kamikaze

Description:
By not paying attention to any threats, you can act a lot faster in a turn. This lowers your AC to just what you’re wearing, but your sequence is much faster in a combat turn. You have no natural AC [AG AC], but you get +5 to your sequence and you do more damage with every attack [25% more].


Mounted Weapon*

Description: You have a built in weapon with internal ammo store [twice the maximal amount for particular weapon]. This gives you +5 to your sequence but on the other hand it makes you a bit heavier reducing your AP by one. Robots only.


Night Person

Description: As a night time person, you are more awake when the sun goes down. Your intelligence and perception are improved at night, but are dulled during the day. You get 2 point bonus to your PE and IN [can go over racial maximum] during the night [1801 to 0600] but lose 1 point [can go under racial minimum] from said scores during the day [0601 to 1800]. Robots cannot choose this trait.


One Hander

Description: One of your hands is very dominant. You excel with 1H weapons, but 2H weapons cause a problem. You have a 40% penalty to hit with two-handed weapons, but get a 20% bonus to hit with weapons that requires only one hand. Animals cannot choose this trait.


One in a Million

Description: You were born under a sign. Criticals that affect you tend to be very spectacular. Whenever you score a critical [miss or hit], there’s a 50% chance that it will be ignored. Otherwise it’s effects are tripled =)


Rabid

Description: You are a half-crazed, feral killing machine. You are not affected by crippled limbs [blindness affects you normally], and every time you kill an opponent in combat, you get all of your APs back for that round. However chems, including stimpaks, have no effect on you. Animals only.


Red Scare

Description: You are paranoid in the extreme, and think that anyone around you may be trying to do you in. Your effective PE is +5 [can go over racial maximum] for determining sight range and detecting sneaking characters, but your shaky nerves in combat gives you -25% to hit.


Sex Appeal

Description:
This trait increases your chances of having good reaction with members of opposite sex. Unfortunately, this trait tends to annoy members of your gender. Jealous twits. When interacting with members of the opposite sex, you gain +1 CH, +20 reaction modifier [positive] and +40% to persuasion and barter. When you interact with persons of same gender, same bonuses apply but in negative manner. Only humans can choose this trait.
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Stara 2.4.2009, 18:03   #8
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Small Frame

Description: You are not quite big as everyone else, but that never slowed you down. You can’t carry as much, but you are more agile. You get a 1 point bonus to AG, but your carry weight is only 15 lbs x ST.


Skilled

Description: Since you spend more time improving your skills than average guy, you gain more skill points. The trade-off is that you don’t get as many extra abilities. You get a one-time bonus of +20% to all of your starting skills and +5 more skill points per level, but your perk rate is at one level higher than normal.


Targeting Computer

Description: You have been programmed with an onboard targeting computer. All attacks cost 9 AP more to perform, but you can always add 20% to your chance to hit. Robots only.


Tech Wizard

Description: You spent your formative years hunched over the bench learning all about the way things work. The trouble is that you ruined your eyes! You get +15% bonus to scienceboy skills, but you lose 2 points of PE. Ghouls only.


Tight Nuts

Description: This robot was built to take the knocks. You get double the base damage resistance to any attack, but you gain only half the hit points back from repairs.


Vat Skin

Description:
Other people find you hideous to behold and disgusting to smell after your “dip” in the FEV vats. The good news is that you get +10 bonus to your E thanks to your extra-tough skin. The bad news is that everyone around you [10 hexes], friend or foe, suffers a 1 point penalty to PE due to your awful stench [you are unaffected]. Only mutants can choose this trait.
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Stara 2.4.2009, 18:09   #9
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~*~*~SKILLS~*~*~

SKILLS – They represent learned knowledge. Skills increase by experience or during the course of the game by special events. The higher the skill level, the better you are at that particular skill. Roll against skill when you are using it. There are 29 skills:


Dodge

Base: 5% + (2 x (AG + PE)

Description: The ability to react upon instinct and quickly evade the incoming blows.


Unarmed

Base: 30% + (2 x (AG + ST))

Description:
A combination of martial arts, boxing and other hand to hand [HtH] fighting techniques. Combat with your fists and feet.


Melee Weapons

Base: 20% + (2 x (AG + ST))

Description: Using non-ranged weapons in HtH combat or melee combat – knives, sledgehammers, spears, clubs, chainsaws and so on.


Throwing

Base: 0% + (4 x AG)

Description:
The skill of muscle-propelled range weapons, such as throwing knives, grenades, spears and rocks.


Archery

Base: 10% + (2 x (AG + PE))

Description:
The skill for proper use of simplest range weapons and their advanced versions. Includes short bows, long bows, crossbows, composite bows and more bows of course.


Small Guns


Base: 5% + (4 x AG)

Description: The use, care and general knowledge about small [fire] arms – pistols, smg’s, shotguns and rifles.


Big Guns

Base: 0% + (2 x AG)

Description: The operation and maintenance of really big guns – miniguns, rocket launchers, flamethrowers and such.


Energy Weapons

Base: 0% + (2 x AG)

Description:
The care and feeding of energy-based weapons and other fun toys. How to arm and operate weapons that use laser or plasma technology.


Sneak

Base: 5% + (3 x AG)

Description: Quiet movement and the ability to remain unnoticed. If successful you will be much harder to locate. You cannot run and sneak at the same time.


Lockpick

Base: 10% + (PE + AG)

Description: The skill of opening locks without the proper key. The use of lockpicks or electronic lockpicks will greatly enhance the skill.


Steal

Base: 0% + (3 x AG)

Description:
The ability to make the things of others your own. Can be used to steal from people or places.


Traps

Base: 10% + (PE + AG)

Description: The finding and removal of traps. Also the setting of explosives for demolition purposes.


Security

Base: 0% + (IN + PE)

Description: Operating and disarming high-tech traps and defense systems, such as force fields, turrets, retinal scanners and the like.


Outdoorsman


Base: 0% (2 x (EN + IN))

Description:
Practical knowledge of the outdoors, foraging, and ability to live of the land. The knowledge of plants and animals. The knowledge of outdoor survival.


Biology

Base: 0% + (EN + IN)

Description:
Represents your general knowledge of vegetation and creatures, their anatomy, behavior, ecology etc. Also, the ability to make research in biological discipline.


Chemistry

Base: 0% + (PE +IN)

Description: Represents your general knowledge in the field of chemistry. Includes mixing and tempering with acids, colloid, alkaline fluids, raw chemical compounds and such. Also, the ability to make research in chemistry discipline.


Physics

Base: 0% + (PE + IN)

Description: Represents your general knowledge in the field of physics. Gravity, magnetism, radiation, lasers and other natural laws and forces. Also, the ability to make research in physics discipline.


Computers

Base: 5% + (IN + LK)


Description: Represents your general knowledge in the field of informatics and somewhat robotics. Programming, computer networks, hacking systems, playing chess against A.I. and so on. Also, the ability to make research in computers discipline.


Electronics

Base: 0% + (2 x IN)

Description: Represents your general knowledge of electronic installations. How to use and set them properly without getting zapped. Also, the ability to make research in electronics discipline. Can be used as First aid skill for Robots.


Mechanics

Base: 0% + (AG + IN)


Description: Represents your general knowledge of machines and operations that include them. How to mend broken equipment or customize it into something new. Also, the ability to make research in mechanics discipline.


Repair

Base: 0% + (3 x IN)

Description:
The practical application of science skills for maintaining or fixing broken equipment, electronics, machinery and etc. Can be used as Doctor skill for Robots.


First Aid

Base: 20% + (2 x (PE + EN))

Description: General healing skill. Used to heal small cuts, abrasions and other minor ills. In game terms, the use of first aid can heal more hit points over time than just rest.


Doctor

Base: 5% + (PE + IN)

Description: The healing of major wounds and crippled limbs. Without this skill it will take a much longer period of time to restore crippled limbs to use.

Poslednja ispravka: Ilmarinen (2.4.2009 u 18:16)
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Stara 2.4.2009, 18:10   #10
Ilmarinen
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Član od: 14.9.2006.
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Određen forumom Re: Adventures Beyond Known Wasteland! (pravila igre)

Pilot

Base: 0% + (AG + PE)

Description:
The ability to operate and maintain vehicles effectively. Includes cars, trucks, boats, airplanes, helicopters and the like.

Riding

Base: 0% + (ST + EN) + AG x2

Description: The ability to tame animals and use them as your mounts properly, without falling off or getting eaten by your ride. Includes all sorts of animals - from horned kangaroos and giant lizards to occasional riding Deathclaws.


Persuasion

Base: 0% + (5 x CH)


Description: The ability to communicate in practical and efficient manner. The skill of intimidating and convincing others that your position is correct.


Deception

Base: 0% + (2 x (IN + CH))

Description: The ability to lie and not get caught. The skill of disguising and convincing others in your version of truth.


Barter

Base: 0% + (4 x CH)

Description: Trading and trade-related tasks. The ability to get higher prices for items you sell, and lower prices for items you buy.


Gambling

Base: 0% + (5 x LK)


Description: The knowledge and practical skills related for wagering. The skill at cards, dice and other games.



*Tag Skills

Description: Tag skills are skills your character specializes in. Each tag skill gets starting +20% bonus and increases twice as fast. You must pick three tag skills.


*Skill Progression


Current% ------ Cost to increase (SP)
....1-100.........................1
.101-125........................2
.126-150........................3
.151-175........................4
.176-200........................5
....201+.........................6

Description: This table shows you how much will cost you to increase the value of your skills. Note that the skill cap is 300% and that no skill can be increased above that level. For tag skills these costs are one level lower [for example, cost to increase a tag skill from 130% to 140% would be 2 SP instead of 3 [1% of 3 SP like for all other skills].


*Skill Classification for Easy Reference (7 in each category):

1 CombatBoy: Dodge, Unarmed, Melee Weapons, Throwing, Archery, Small Guns, Big Guns, Energy Weapos

2 StealthBoy: Sneak, Lockpick, Steal, Traps, Security, Deception, Outdoorsman

3 ScienceBoy: Biology, Chemistry, Physics, Electronics, Computers, Mechanics, Repair

4 DiploBoy: Persuasion, First Aid, Doctor, Pilot, Riding, Barter, Gambling

Poslednja ispravka: Ilmarinen (2.4.2009 u 18:24)
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Stara 2.4.2009, 19:46   #11
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~*~*~RACES~*~*~

Races –All races in the Fallout universe originate either from humans [and their radioactive variations] or mutated animals. Robots are exception to this rule, because they are artificial creations made by humans, before the Great War.


Deathclaws

------------ ST -- PE -- EN -- CH -- IN -- AG -- LK

minimum.......6......4.......1.......1......1.......6.... ..1

average........7......7........6.......2......2......10.. ...5

maximum..14(12).12....13(11)..3......4(8)..16....10

* the # in () are for intelligent Deathclaws

Racial (dis)advantages: +5 MD, 0/40 GR, +40% DR [normal, ballistic, fire, explosion] with 4 DT, +15% ER, +3 HP/level, +2 F/level, cannot use any armor or firearm (if not made specifically for them), -25% on checks when using tools, perk rate +1.

Description: Deathclaws are a race of semi-intelligent, enormous, mutated lizards. They get their name from foot long bony claws growing from their “fingers”. Their heads are abnormally large with numerous horns, suggesting that lizard and human DNA might have been stirred together in the evolutionary soup at some point after the War. Some tribes of Deathclaws in Midwestern and Eastern U.S. have developed patches of fur, adapting to more extreme climate conditions found there.

Origin: Feral, Smart, Enclave Enhanced

Nationality:
Animal.

Tweaks:
Weight anywhere from 300 to 400 pounds and stand around 3 meters tall. They can be either male or female. They have scaly skin ranging from brownish-green to light yellow. They can communicate quite effectively with each other, and can use simple battle plans. Some Deathclaws are smart enough to learn the nuances of Human language, and speak broken English. Although they cannot actually “speak” as we do – they simply imitate human speech in much the same way a parrot does, except their “voice” is often deep, gravelly and is prone to affecting strange accents - they can understand the words they’re using. One tribe in Northern California was subject of scientific intelligence-creating experiments, and their members are far smarter than the average mutant lizard. Deathclaws only live up to 15 years [adventuring age 4 years].

Relations: Deathclaws are some of the most hated, feared, and misunderstood creatures in the wastes – when walking among humans, an appropriate disguise, such as loose fitting robe with cowl to cover the head, is an absolute necessity. Most people will simply attack a Deathclaw on sight, or attempt to run as far as possible. Deathclaws live in tribes of 25 to 100 individuals, populating large caves, and spend most of their time protecting the egg-laying females and hunting. They are never seen in human towns. Alive that is. RM: -50 to all [except for Dogs and Robots].


Dogs

----------- ST -- PE -- EN -- CH -- IN -- AG -- LK

minimum ....1......4.......1.......1......1......1.......1

average
......3......9.......3.......4.......1.....9...... ..6

maximum
..7.....14.......6......5........3....15......10

Racial (dis)advantages: +50% ER, cannot use any weapon, tool or armor (if not specially made for them), perk rate -1.

Description:
Dogs are four-legged, furry slobbering beasts. Extremely good-natured and even tempered, they are very loyal to one [human] master or a group of individuals, who in return shower the dog with love, affection, food and milk-bones [if they have any].

Origin: Wild or Tamed.

Nationality: Animal.

Tweaks: They stand anywhere from 60 cm to 1.5 m tall at the shoulders, and walk on all fours. Most are covered with hair, ranging in color from white to brownish-tan to black, and usually a combination of anything between. Since dogs have no opposable thumbs, they cannot use weapons or tools of any kind, and they cannot communicate except by barking, wagging their tails, and pointing with their snouts. Dogs cannot use armor, unless it is specially made for them, and they cannot carry items unless someone creates a device that allows them to. Even then they cannot pick up anything on their own, except with their mouth. Dogs live between 10 and 15 years max [2-7 years adventuring age]. It’s a dog’s life.

Relations: Dogs are welcomed anywhere in the wastes, because of their cuddly appearance and reputation of loyal and fearsome guardians. They are accepted everywhere and can be found in all sorts of populated areas: from Mutant bases and radiated Ghoul towns, to Raider villages and Vaults...ehm, wait not Vaults. And Deathclaw colonies, don’t look there either. They probably eat them. Sick bastards. I also heard that if you want to join the famed Brotherhood of Steel, you have to sacrifice a puppy...kidding RM: +15 to all [except for Robots].
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Stara 2.4.2009, 20:08   #12
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Ghouls

-------------ST -- PE -- EN -- CH -- IN -- AG -- LK

minimum.......1......4.......1...... 1......2.......1......5
average........3......7........6.......2......8.......4.. ...7
maximum......8....13......10......10....10......6....12

Racial (dis)advantages: +80% RR, +30% BR, perk rate +1.

Description:
Ghouls are humans who were alive when the bombs went off, and radiation altered them at cellular level. Ghouls enjoy an extremely slow cellular mitosis rate, rendering them essentially immune to the effects of old age. The radiation also changed their outward appearance – their skin hangs off their bones, sometimes in shreds, and sunken eyes peer out from radiation burned skulls, giving these unfortunate people their name. Radiation might have twisted their bodies, but it didn’t affect their minds.

Origin: Outcast.

Nationality: Ghoul [although they remember who they were in pre-war U.S., Ghouls tend not to speak of their lives before they were changed by radiation].

Tweaks: Weight anywhere from 80 to 160 pounds, and stand anywhere from 1.5 to 2.3 meters tall. Their skin can be anywhere from pale white to dirt brown in color, with green and yellow the most common. When they do have hair remaining, it usually doesn’t grow. Some Ghouls were inexplicably merged with plant species, and have shrubs and moss growing out of various parts of their bodies. Unlike their mythic namesakes, Ghouls do not eat human flesh. They do however require a small amount of radiation to survive. Ghouls age very slowly, and their lifespan is at least whooping 300 years past when they were exposed to radiation [adventuring age 150-250 years]. They are first and last generation of their kind, because every known Ghoul is sterile.

Relations: Ghouls are forced to live as misshapen outcasts fully aware of the society they were once part of, but also aware they can never rejoin it. For this reason, many Ghouls have formed settlements of their own, around leaky nuclear reactor or ground zeros, or live in settlements with Humans and Mutants who do not mind their appearance. RM: -20 all [except for Dogs and Robots].


Half-Mutants (Halfies)

---------- ST -- PE -- EN -- CH -- IN -- AG -- LK

minimum...3.......1......2.......1.......1......1......1
average.....7......5.......6.......3.......5......5.....4
maximum..12....10.....11.....10.....10......8....10

Racial (dis)advantages: +15% BR & RR, +20% ER

Description:
Where there is a will, there is a way. Half-mutants are the product of a mutant and undipped unwilling human [in 99.99% cases]. They do not enjoy as many of the abilities as full Mutants, but neither they as outcasts; they become mature three times faster than ordinary human being. Many of them can pass for tall, ugly individuals, and thus blend into any Wasteland community. They live a little longer than normal, and are little more spry then their mutant parents. There are not too many Halfies in the world, and a halfie is sure to have an interesting story or two to tell.

Origin:
Outcast.

Nationality:
Mutant [although one great part of them is still human, they lost their ties to humanity long ago].

Tweaks: Weight anywhere from 150 to 300 pounds, and stand at least 2 meters tall. Lifespan around 120 years max [adventuring age 5-20 years].

Relations:
Even despite the fact that they have more in common with their human parents, it is the humans that reject Halfies more than any other race in the Wastes. Mutants have much more compassion towards them, viewing Half-mutants as lost children, the breed that almost fulfilled the Master’s dream. Ghouls and other Wasteland inhabitants are mostly indifferent when it comes to Halves. RM: +15 Mutants, -20 Humans, +0 all others.
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Stara 4.4.2009, 1:18   #13
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Humans

-----------ST -- PE -- EN -- CH -- IN -- AG -- LK

minimum....1......1.......1.......1......1.......1......1
average......5......5.......5......5.......5.......5..... ..5
maximum..10.....10....10......10....10.....10..... 10

Racial (dis)advantages: +30% ER

Description:
Your basic human. Two arms, two legs, two eyes. You and me. Except a little more radiated. The fact that humans have survived the nuclear Armageddon is a testament to their ingenuity. The fact that there was a war at all is a testament to their stupidity.

Origin: Outsider, Paramilitary, Tribal, Beastlord, Trog, Vault Dweller, Ancient.

Nationality: U.S., Mexican, Russian, Chinese, Afro-American, Indian, Serbian.

Tweaks:
Weight anywhere from 110 to 280 pounds, and stand around 1.5 to 2.2 meters tall. Lifespan around 70 years max [adventuring age 19-35 years].

Relations:
Humans tag along practically with anyone. The best and the worst are found among them. RM: -15 Mutants, Ghouls, +5 Dogs, +0 all others.


Humanoid-Robots (Robots, Bots)


-------------ST -- PE -- EN -- CH -- IN -- AG -- LK

minimum......7.......7......7........1......1..... .1.......5
average .......8......8......8.........1......5......5.... ..5
maximum.....12....12....12........1.....12....12.. ....5

Racial (dis)advantages: immune to biological agents, gas, radiation, and chemicals, 40% DR all, starting HP = EN x 10.5, -4 HP/level, cannot wear armor, -50% ER, EMP weakness [+100% dmg from EMP attacks, shutdown on a critical hit], perk rate +2.

Description:
Before the War, several companies and research facilities were manufacturing humanoid robots. These machines weren’t artificial intelligence per se, but had incredibly fast supercomputers that allowed them to “reason” on the same level as humans [and, in some cases, to reason better than their creators]. Thus were created many varieties of them for many purposes, but most common were [and still are] K3 Maintenance Robot [Mr. Handy], K2 Industrial Robot [Robobrain or BrainBot] and K5 Humanoid-robot C-27 series [Humanoid Bot or just Bot].

Origin:
C-3 Series Humanoid-Robot (HR**** - 4 digit designation), Mr.Handy (K2 Assistance Robot) , BrainBot (K3 Industrial Robot), ZAX A.I. Unit

Nationality:
Machine or AI (Artificial Organism or just Artilect).

Tweaks: Robots stand approximately 2 meters tall, but can vary in size from 1 to 3 meters depending on model, and weight anywhere from 300-500 lbs. They are made of metal, silicon and advanced polymer alloys, and are usually white, light tan or light grey in color. They cannot wear any armor due to their robust design and sensitive parts. Head contains a camera for visual identification, and antenna receiver. They can communicate with humans through memorized speech patterns and synthesized voice. Robot require some regular maintenance each month [successful science or repair roll for 12 hrs of examination], which they can perform themselves if not incapacitated. If this maintenance is not performed, they receive 1d10 points of damage every 24 hrs beyond the deadline for the repairs. Robots take damage as normal, but do not heal naturally, because they aren’t organic beings. Instead robots must be repaired. Electronics works like First Aid, and Mechanics skill works like Doctor for Robots. Repair can also be used for mending broken limbs, blindness and other “maladies”. A Robots “lifespan” is dependant on their power supply. Batteries they use usually last anywhere between 75 to 150 years. Of course, batteries can be replaced,rendering them virtually immortal [adventuring age 140+ years].

Relations:
Many people in the wastes will find speaking robots to be more of a sideshow curiosity than an actual being, and will not deal with one unless it is part of a larger group. People simply do not recognize the robot as a sentient creature – and whether or not a robot is sentient is open to a debate – but more like a novelty, or even more likely, wandering spare parts. They always hail from high-tech areas or installations from before the War. Robots do not live in villages, as they don’t have a society to mention of. Instead, all robots work in coordination, being controlled by command type robots. But once separated, their learning and logical software kick in, allowing them to operate outside the command intranet. It is not clear how isolation affects their “psyche”, but in some cases Robots are prone to become largely depressive and psychotic. RM: -25 to all.
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Stara 4.4.2009, 1:22   #14
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Super Mutants (Mutants)

------------ST -- PE -- EN -- CH -- IN -- AG -- LK

minimum
.....5......1.......4.......1.......1......1...... ..1
average.......8.....6.......7.......2.......4......5..... ...5
maximum....13...11.....11......7.......11.....8.......10

Racial (dis)advantages: +50% RR, +20% BR, +15% ER, +2 HP/level, +25% DR all, PE -2 when using Small Gums, -25% to hit when using Small Guns, cannot wear human-sized armor

Description:
Mutants are a race produced by one insane Vault Overseer [which they refer to as “Master”] who wanted to create a master race. Using biological research from a pre-war military installation, he developed Forced Evolutionary Virus (FEV) and began experimenting on people. After “dipping” the person in a vat containing FEV virus, they would undergo an intense physiological change – they grew much stronger and more intelligent, as well as growing in height, stature and muscle mass. Armies of Super-Mutants were once slaves to this Master, and his dream was to dip every single human on the planet. Eventually he got killed by some party of roaming adventurers.

Origin: Outcast, Masters Army Remnants, Nightkin.

Nationality: Mutant [they are changed after the dip on cellular level, and forget [almost] all of their previous memories].

Tweaks: Generally Mutants are huge, weighting anywhere from 280 to 350 lbs, and stand anywhere from 2.8 to 3 meters tall, and come either male or female. Their skin is usually greenish yellow in color and various bunions and growths cover their body. They have hair on all the usual place, but it usually grows slowly [a result of slowed cellular mitosis from the FEV virus]. Although sterile, they increase their numbers by dipping other humans. Although for short period after “dipping” Mutants can have children, among themselves or a half-human half-mutant hybrid [known as “Halves”]; these relations aren’t that common. Mutants can easily live 200 years beyond when they were dipped. Mutants born of a mutant-mutant union mature at the same rate human does, and generally live up to 250 years [adventuring age 1-100 years].

Relations: Unfortunately, like Ghouls, Mutants are largely outcasts from human society. Many of them prefer it this way, looking on human society as a diseased or inferior because of prejudice and corruption that still exist. Mutants were once part of what they see as an attempt to finally unite humanity and overcome humankind’s weaknesses [with the Master as their Messiah]. It is rumored that vats of FEV still exist, and Mutant society is at work, attempting to achieve this goal, even after Masters death. They mostly inhabit abandoned military outposts and bases, or making new ones on their own. Small numbers of Super Mutants live in human cities. RM: +5 Halfies, -20 all [except for Dogs and Robots].
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