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Titolo: Dungeons: The Dragoning 40'000 7th edition

http://lawfulnice.blogspot.com/
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Dungeons The Dragoning 1.1
    So I guess the best way to kick off this blog is with a bit about
Dungeons the Dragoning. It's likely that you already know what it is
if you're here, but just in case you found your way here blind,
Dungeons the Dragoning is a game that is essentially a mashup game
that takes elements from quite a few places, mostly Dungeons and
Dragons (2E, 3E, and 4E), Exalted, Seventh Sea, World of Darkness,
Deadlands, and Dark Heresy. Not necessarily in that order.
    My original goal for DtD was essentially to just make a halfway
decent game, enough that it could be used to play a recursive special
session for a game (I'll get into that later - it's a long story). As
time went on, I ended up putting a lot of work into making it the best
game it could be, taking the best parts of many games and adding in my
own bits and fluff to fill the gaps. It was a labor of love, and some
parts of the rules went through a surprising number of revisions.
    Anyway, let's have a simple overview of the game.
For ten thousand years, the Lady of Pain has silently ruled the city
of Sigil, master of the hub of the Portal network despite the petty
wars of the gods. The city of Sigil is the largest metropolis in the
Astral Sea, untold millions making sacrifices to sustain it and ensure
the continued survival of their people in the face of a hostile
universe. From hundreds of Crystal Spheres, teeming with the Clueless
and monsters, refugees and oppressors alike come to find their place
in a larger galaxy, to find treasure fame and fortune amongst the
planes. Beset on all sides by foes of such malice it would sear a
man's soul to know but a fraction of their blasphemies, only the
strongest and most ruthless survive. Foes from within and without seek
to overthrow the Lady's rule, throwing themselves on the Throne of
Blades in vain efforts to destroy in a moment the eons of her rule.
The Great Devourer comes from the Far Realm beyond the Astral Sea,
driven to consume all before it and Ork savages surge from their
barbaric empires to pillage and slaughter. The vengeful Eldarin cite
prophetic visions as they raid and destroy even their own cousins, and
an ancient evil arises from tombs sealed at the dawn of creation.
In the grim darkness of the great wheel, there is only war.
    DtD uses the "Roll and Keep" system from 7th Sea and Legend of the
Five Rings. Rolls are expressed as XkY, where you roll dice equal to X
and keep the best Y of those and add them together. Most rolls are a
skill and a characteristic, where you roll dice equal to your dots in
the skill and characteristic, then keep dice equal to your
characteristic. For example, you might roll Athletics and Dexterity.
With Athletics 4 and Dexterity 3, you'd roll 7 dice (4+3) and keep 3
dice. It's a pretty simple system that lends itself to fairly stable
results.
    The Skills and Characteristics will look familiar to anyone who
knows World of Darkness. The names are changed a bit for the setting,
and some skills are different, but it's not terribly out of line. They
get rated from 0-5 (6 in some really extraordinary circumstances).
    You've got magic, swordsmanship, and skills. Magic is what you'd
expect, casting spells. No spell slots or anything, just roll against
the spell's TN to make it happen. If you're exerting your full power
there's a chance of getting Perils of the Warp. Swordsmanship is,
note, not just using a sword good. It's a system for building special
attacks, learning new tricks and upgrades to build them with as you
grow in power. Skils are the basic dots in your skills and the core of
a character.
    Each character is built with a Race, a Template, and one or more
Classes. Races are your character race (Ork, Human, etc). Templates
are supernatural additions (Vampire, Atlantean, Daemonhost, etc).
Classes determine what you can purchase with XP. You can switch to a
new class (or take the next level in an existing class) once you've
bought all the manditory upgrades in your current class.
    The setting is a mashup of Planescape and Spelljammer with 40k and
a dabbling from everything else.
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Il testo e' pieno di citazioni e contiene anche scenete che predano e
insozzano e profanano un po' tutti i mostri sacri del fantasy, facendo
sorgere ilarita' e venire voglia di provarlo, eccone un esempio:
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"Strangers from distant lands... friends of old. You have been
summoned here to answer the threat of Mortarion. Terros stands upon
the brink of destruction. None can escape it. You will unite... or you
will fall. Each race is bound to this fate... this one doom."
A council had gathered in that small forest. The elven elder stood
before a group of just over twenty that represented the free peoples
of Terros.
He nodded to a halfling.
"Bring forth the ring, Prefect," the elder said. The young halfling
stepped forward and put a simple gold ring on the stone plinth that
was the focus of the gathering, then returned to his seat.
"So it is true," Brother Boromos of the White Templars muttered, his
voice raspy through the filter of his power armor's ventilator.
"Saurious' ring! The ring of power!" Megablos, one of the local elves,
exclaimed. One of the squats looked at the ring and shook his head.
"The doom of man," the squat muttered.
"It is a gift," Brother Boromos said. "We can use this ring to strike
at the enemy, if it is such a powerful artifact."
"You cannot wield it," Walker said, gruffly. He brushed his hands over
his denim pants, dislodging road dust. "None of us can. The one ring
answers to the daemon Saurious alone."
"And what would a ranger know of this matter?" Brother Boromos asked,
turning to face Walker. Walker just fixed him with a level gaze. The
air filled with unspoken threat.
"He is no mere ranger," Megablos said, trying to defuse the situation
"He is Walker, son of Tecksas."
"Walker?" Boromos asked, quietly. "Norris' heir?" There was a gentle
cough as a man dressed in strange robes, the robes of the Syrneth,
spoke up.
"Walker is right... we cannot use it," the wizard said.
"We have only one choice," said the elven elder. "The ring must be
destroyed."
The squat suddenly stood up, bringing his meltagun to bear.
"Then... what are we waiting for?" He asked. He fired the meltagun.
There was a crack as the superheated air washed over the group. The
stone plinth vanished, turning into ash and molten stone. The ring
hung suspended in midair for a moment, then landed on the ground with
the tone of pure metal, unharmed. Pentagrammatic wards flared on its
surface, an evil and arcane script.
"The ring cannot be destroyed," the elder said, to the suddenly silent
chamber, "Cheri, son of Chearwin, by any craft that we here possess.
The ring was made in the fires of Mount Kismet... only there can it be
unmade. It must be taken deep into Mortarion, and cast back into the
fiery chasm from whence it came. One of you must do this."
"One does not simply walk into Mortarion," Brother Boromos said. "Its
black gates are guarded by worse than just orks. There is evil there
that does not sleep and the Great Eye is ever watchful." He paused.
"We will need to take drop pods. We shall not fail in this. Before
this day is done, the evil of Mortarion will fall."
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 been summoned here to answer the threat of Mortarion.
"Non si entra a MorTor come se niente fosse..."

 "Non si entra a MorTor come se niente fosse..."
:D

 rendono la lettura piacevole.
Quanto tempo passerà prima che lo blocchino? questo manuale è una palese  
violazione di copyright, e dubito che wotc e games workshop permettano un  
uso così indiscriminato dello loro IP.
Conviene scaricarlo finchè si può.
Da una prima e veloce lettura mi sembra un pastrocchio con qualche cosa  
carina, ma nulla più.
-- 
Graziano Girelli 
http://www.webalice.it/graziano.girelli/