recursal/Fanatic-Fandom huggingface dataset:
3e Stats

In Drunken Dwarves 3e, every creature has a set of stats. These are the prime determiners of what they can and cannot do. These numbers are not absolute but relative. Having 0 strength does not mean you have no strength at all; it means you are very unathletic, while 10 means your strength is nearly superhuman.

All stats, their uses and the way to calculate them (if applicable) are listed below.

**Strength (str)**

Str represents bodily power and the ability to exert physical force. It determines the damage you deal with melee and ranged attacks, and you add it to checks such as climbing and swimming.

**Dexterity (dex)**

Dex represents fine motor skills. You add it to attack rolls, and to checks such as stealth and lock picking.

**Agility (agi)**

Agi represents reflexes and mobility. You add it to your defence, and to checks such as jumping and balance.

**Stamina (sta)**

Sta represents endurance and resilience. You gain 3 HP for every point of sta you have. You also add it to checks to resist poison and certain other effects.

**Intelligence (int)**

Int represents mental acuity, ease of learning, and alertness. You add it to initiative rolls, checks to resist mental attacks, checks to spot hidden objects or creatures, and knowledge checks. Additionally, at every even number (2, 4, 6, etc.) of int you attain, you learn one skill of your choice (see 3e Skills).

**Magic (mag)**

Only characters of the Sorcerer and Battlemage class (see 3e PC creation) have a mag stat. Mag determines the power (or occasionally the duration) of your spells. See 3e Magic.

**Speed (spd)**

Speed is the distance in metres that you can move every round.

**Hit points (HP)**

Your hit points are equal to 3 + 3 x sta. They represent your ability to survive injuries. See Injury and recovery in 3e Basics.

**Defence (def)**

Your defence is 10 + agility (+ shield bonus). Attacks have to equal or surpass your defence score with their attack roll in order to harm you.

**Poise**

Your poise is either 10 + strength or 10 + agility, whichever is higher. Many actions have to equal or surpass your poise with their roll to affect you.

**Damage reduction (DR)**

Whenever you take damage, the amount is reduced by your DR, to a minimum of 0. You can get DR from armour, but certain creatures have it naturally. DR has no effect on special damage.
Yrenti Tka'l

Yrenti is the Kw'lyn Industries External Threat Manager. He met with the Sisterhood of Doom once they had identified and located the Abomination and also provided fifteen antimatter warheads to eliminate it. He also provided extensive background on the Abomination and why Kw'lyn was so interested in seeing destroyed. Due to his role, he was present to personally witness the destruction of the Abomination.
Saiki Gakushi

Chef Saiki is the lead chef of the sushi restaurant in Brisbane. He prepared fugu for the Théberge wedding and became quite concerned that the fugu was to blame when things went wrong. In thanks for the help given by Yori and Chou in healing Mr. Théberge he prepared the best desserts they would ever have.

His sushi is declared by the Sisterhood of Doom to be the best sushi in the world. Are *you* going to argue with them?
Yori

Yori is the leader of the Sisterhood of Doom, and is the keeper of order and peace in her patch of Minato. She is the alternate persona of Ranma when he needs to take definitive action against threats to the ward. Yori is the partner of Chou, the equivalent alternate persona of Kasumi Tendo.

She is well-known and well-respected throughout the ward for the assistance she and Chou have given in the name of community service. Her reputation is such that very few people try to do anything untoward in her 'patch' surrounding the medical university. She is a well-accomplished martial artist, magical artist, healer, and teacher. She is well-known and respected in law-enforcement circles and is rapidly gaining worldwide respect. Her reputation goes well beyond this reality strand where she has also assisted in resolving the affairs of others. For example, Yori (and Chou) has been granted level 2 law enforcement powers and credentials by the K'nn Group, which has reciprocal agreements with some other worlds' law enforcement groups.
Wards

Wards are a basic spell that keep things either 'in' or 'out' depending on the need. They generally are used for protection from projectiles or to keep people out. Sometimes they can be used to keep people in, such as a prison situation. Stronger wards can be used to encourage someone along a certain path. Wards stronger than that are able to crush things like motorcycles and military trucks. Even the most basic of spell concepts can be stretched and taken down unforeseen avenues in the hands of the Sisterhood of Doom. The almost-sentient Ward System gets its own entry.
Locations

Some missions require to find special locations, where there may be chests, clams, or other unlockables.

## Not yet known

* Biodome
* Broken Biodome (Reference: Metroid? Lots of Mutoids in the area)
* Biodome Generators (with biodomes?)
* Da-bomb (deep blue nuclear bomb, words may be obscured by rubble)
* H-Bomb
* Cargo Ship (Exxon Valdez?)
* Statue of The Gent (Reference: Autumn Walk / Winter Walk Character)
* Statue of Meganoid
* Statue of Mr. Nibbles
* Statue of Thomas (Monolith with triangle?)
* Tower of Gozer (Reference: Ghostbusters)
* Greek Mausoleum (Greek building with a shattered dome)
* Greek Temple
* Pirate ship
* Plane
* !!! sign
* Death sign
* Space capsule
* Spitfire Airplane
* Giant head statue
* Failed Turbo Launch Bell
* Sunken UFO

## The Sunlight Zone (The Shallows)

* Sphinx
* Statue of Tim Burr
* Sunken fishing boat
* rocket fragment
* Pirate Shipwreck
* Ark of the Covenant
* Bikini Bottom (Reference: SpongeBob SquarePants)
* Old cannon
* Sandcastles (Small, medium, large, red and blue buckets and shovels)
* Sealab I
* Sealab II (Dig for an additional cache of treasure below it)
* Sealab III
* Dig sign
* Spy car with shuttered windows
* Statue of Liberty
* Sunken Ship (Description: Red waterline)
* Sunken Ship (Description: Wooden)
* Drowned mobster on a chain next to a car (Reference: Godfather)
* Space capsule

## The Midnight Zone

* Mayan ruins
* Mayan Temples (4 level ruin, 4.5 levels, 5 levels with building, 5 levels with ruin, 5 levels with golden sun)
* Mayan Statues (red, blue, gold)
* Oil refinery pipes and center
* F-Bomb
* Big Daddy (Reference: Bioshock)
* The Jukebox
* Terracotta Soldier #1
* Toxic Waste
* Statues of Dan and Ben

## The Twilight Zone

* Labyrinths (Description: green blocks where crystals are found)
* Crashed Plane
* Crashed G-SALV Ship (Reference: Sinistar)
* Greek arch ruins
* Battery house
* Sunken Submarine

## The Abyss Zone

* Golden winged statues (Reference: The Neverending Story Sphinxes)
* Satellite
* The TARDIS (Reference: Doctor Who)
* Toxic Waste
* Bunker with cannon
* Diving bell
* Carbonite (Reference: Star Wars)

## The Trenches (The Deep)

* Spires of Cthulhu
* Statue of Cthulhu
* Crashed UFO (The X-Files)
* Ruined Transformer
* Green Deep Sea Vessel
* The Internet (The I.T. Crowd)
* Huge Dragon Bones

## The Ocean Floor

There are no special locations here, however it is a very dense location of treasure consisting of visible veins of diamond or excavated treasures (Fossils and Bones).

## Multi-Zone Locations

* Purple gems
* Sea Labs
Fan Guang

**Fan Guang**

HP: 18 | Def: 15 | Man def: 17 | Spd: 5 (6)

Light armour: 2, -1 dex, -2 agi, -1 spd

Trained skills: Acrobatics, religion, deception
Weak skills: History

Kazekiri: As an action, you can spend 2 energy to swing your sword, projecting a
blade of wind. The blade travels in a straight line in the direction you
indicate, until it reaches its max range of 15 squares or hits a
solid barrier that it can’t break through. Make a separate attack roll
against each target in the kazekiri’s path, dealing damage on hit as if with a melee attack.

Daito-ryu aikijujutsu: 2 energy to perform a Daito-ryu aikijujutsu technique followed by a swing of the sword dealing double melee damage to an enemy -> melee ability.

Weapons

Katana: Heavy weapon: -20gp

Ninja stars: Set of throwing weapons: -15gp

Other possessions
Backpack

3 m chain -3gp

Bag of (ninja)caltrops -5gp
Saotome Genma

Ranma's father has both mellowed and matured after his son's departure from his life. While he still flirts with his previous deviousness, he has become a positive influence and has been forced to pull his life together. He co-teaches Anything Goes at the Tendo Dojo with Soun, and tries to make a positive contribution to the household.
Mitchells Joseph

Leader of the heist operation against Calibank, Mr. Mitchells is a former United States Army Captain who went missing and was presumed dead. Well-trained in tactics and logistics, he had the operation timed to the minute to enable his team to get in and out without police interference or need for hostage deaths. His plans, unfortunately, did not account for Akane and Shampoo. Once taken into LAPD custody, Mr. Mitchells and his colleagues managed an escape using a stock teleportation spell. By the time they were discovered missing, it was too late to actively pursue.
Michel John

John is an exchange student from the United Kingdom studying at Nihon University. He is also dating Miki Sano. He brings a somewhat western influence to the group of three (He, Miki, and Nabiki) on their outings. He is also quite observant and may be picking up clues and putting together what Nabiki does in her 'off time.' He is devoted to Miki and supports her, even tolerating her magical girl obsession.
Rynnkh

Rynnh is an otherworldly coffee drinker and a regular visitor in Hikaru's shop. She was able to identify Xrist's portal generator and show Sergeant Harada how it worked. She also explained the neural disruptor weapon that Xrist used in stopping the attack on Lieutenant Wilson, and yelled a warning to quickly use the emergency portal generator device at the start of the Great Twitch.
Palmer Eric

Mr. Palmer was the second-in-charge of the extraction attempt at Calibank. He is a former United States Drug Enforcement Agency employee presumed dead at sea following an accident. Like the others involved at Calibank, he seems to have made a miraculous recovery. He escaped his holding cell at the LAPD via teleportation.
Respect for Life

Despite their overwhelming abilities, all the members of the Sisterhood of Doom have a strong desire to preserve life whenever possible. When it is not possible, the death is to be as quick, painless, and merciful as possible in the situation. This is demonstrated when Yori pushed the Harrods demons through a portal rather than killing them outright. This respect for life is an overriding principle in all interactions the main characters have.
Summoning Circle

A magical ability requiring an advanced level of skill and knowledge as well as a means of power, a summoning circle will bring an object from somewhere else in the multiverse to the summoner. This was first demonstrated in a botched attempt by Hikaru Gosunkugi that resulted in the arrival of nearly one hundred of Chiyoko's little demons as well as the Demonic Duck. It was subsequently used by Cologne to summon Gosunkugi at the request of Ms. Aoyama to demonstrate the importance of not attempting magic when one is not sufficiently trained.
New York City

New York City is located on the east coast of the United States and was the target of an apparent two-pronged terrorist attack timed for New Year's Eve in Times Square. Upon arriving in Los Angeles on suspicion of a portal bomb being located there, Lieutenant Harrison lets loose that he thought that New York City would have been a more likely target at New Year's Eve. This prompts a sub-contingent of the Sisterhood of Doom to teleport there and enter into a joint mission with the US-FBI. During the mission, they discover not only the portal bomb, but also enough explosives planted at One Times Square to bring the top part of the building down.
Mercury Computer

Carried into the storyline from the Sailor Senshi universe, Ami’s little magical computer continues its role in assisting her in her duties. It becomes instrumental in isolating some of the methods of the Great Abomination when it is revealed the computer has an interdimensional link that filters scanned information before it is presented to Ami. The computer is rendered mostly irrelevant by Ami’s acceptance of an SI, having only some extra sensor abilities that the base SI unit does not have. More information is available on the Sailor Moon Wiki.
Pocket Storage

A frequent occurrence, pocket storage is the basis of the Hidden Weapons technique used by Mousse. Ranma and Kasumi use it to store all types of items of all types of sizes. They are undetectable by natural means and provide extreme flexibility, especially when traveling. Ranma teaches the pocket storage to Nabiki and Aiko’s team soon after Nabiki starts her training. As her experience grows and she collect more equipment, she is quite thankful for the storage capacity it provides.
Mizuno Ami

Ami is a member of the Senshi and is somewhat influenced by the Abomination. Fortunately for her, her high intelligence seems able to overcome many of its attempts to influence her, and what has influenced her she accepted on blind faith when she became a magical girl. She has a long acquaintance with Yori, occasionally working with her on various problems in Minato. She is the first to overcome the Abomination's effects, and joined with Yori to destroy it.
Drunken Dwarves 3e

Drunken Dwarves 3e (third edition) is a fantasy roleplaying game in the vein of Dungeons and Dragons. It aims to be more rules-light and beginner-friendly than modern D&D versions, while maintaining as much flexibility as possible. Despite the name, it has no particular focus on dwarves over any other fantasy race.

To learn how to play Drunken Dwarves 3e, start by reading the following pages, preferably in order.

3e Basics

3e Stats

3e Combat

3e Equipment

3e PC creation

Other important pages.

3e Perks

3e Skills

3e Magic

3e Spells

3e Economy
Memory Enhancement

A technique utilized by Chou to induce a hypnosis-like state to bring form memory with the clouding influence of emotion. Used only once so far on a rape victim to gather information on her attacker. The technique works only with the willing cooperation of the subject and leaves the uncovered memories accessible afterward.
Meio Setsuna

Setsuna is one of the nine Senshi and is badly affected by the Abomination. The severity of her mental state appears to be related to the fact that she had direct access to it as the keeper of the gate. Setsuna slowly goes insane and has a mental breakdown in the park as Ami, Rei, and Hotaru are added into the Ward System. She is rendered deeply unconscious to prevent further mental decay and is undergoing treatment by Hnther. She is the second most severely affected by the Abomination.
Tsukino Usagi

Usagi is the leader of the Senshi and as such was the most severely damaged by the workings of the Abomination. Throughout the arc on the Abomination and the Senshi, she steadily degenerates mentally until she is essentially a 'paranoid psychopath with severe megalomaniac tendencies.' After plotting with Minako to assassinate Yori, she is taken to a barren world to cool off and think things through. Unfortunately, her hatred burns hotter and she learns to use her magic in extremely powerful ways. When Yori comes to retrieve her, there is little choice but to render Usagi deeply unconscious so she does not hurt anyone, including herself. It is unknown whether she will recover from the damage that has been inflicted on her mind.
DDL Equipment

## Weapons

There are several types of weapons with their own characteristics to choose from, listed below. The strength-based formula indicates the damage they deal on a hit. A creature with 0 or negative strength still deals a minimum of 1 damage to targets without DR.

For convenience, basic ammunition of ranged weapons is treated as infinite.

### Light

Light weapons, such as scimitars and battle axes, are wielded in one hand. Damage = strength

You can wield a light weapon in each hand, which is called dual-wielding. While dual-wielding, you can make two attacks as a single action, against the same or a different target, one with each weapon. You take a -2 penalty on both attack rolls when you attack this way.

### Heavy

Heavy weapons, such as warhammers and katanas, are wielded with both hands. When one-handed, they cause disadvantage on the attack roll. Damage = strength x 1.5

### Pole

Pole weapons, such as spears, are wielded with both hands. When one-handed, they cause disadvantage on the attack roll. They increase your melee range by 1 square. Damage = strength

### Shield

Shields are wielded with one hand. They increase your defence by 4.

### Projectile

Projectile weapons, such as bows, are wielded with both hands. They have a short range of 20 and long range of 80. Damage = strength

### Thrown

Thrown weapons, such as throwing axes or shurikens, are wielded with one hand. They have a short range of 5 and max range of 15. Damage = strength.

### Improvised

Improvised weapons, such as chairs or broken bottles, function as the weapon type they most resemble, but cause disadvantage on the attack roll. Ones made of fragile materials tend to break on a crit or crit fail. Unarmed attacks (with fists or feet) count as improvised light weapons, except they only deal strength x 0.5 damage.

## Armour

There are two types of armour to choose from. You can determine the description of your armour yourself, but stat-wise, it always falls into one of the following two classes. The penalties caused by wearing armour can push your dexterity and agility below 0, in which case they become a negative number.

### Light armour

Light armour might be studded leather, tough hides or chainmail. Wearing it grants DR 2, but decreases your dexterity and speed by 1, and your agility by 2. You also take a -2 penalty on swim and climb checks due to the weight.

### Heavy armour

Heavy armour might be scale mail or plate. Wearing it grants DR 4, but decreases your dexterity and speed by 2, and your agility by 4. You also take a -4 penalty on swim and climb checks due to the weight.
Yegor Kreed

Second
 Third

**Yegor Kreed** is a Russian rapper and singer-songwriter. He collaborated with Russian artists such as Timati and Nyusha.

## Biography

Egor Bulatkin born in June 25, 1994 in Penza. His father, Nikolai Bulatkin, belongs to the largest Russian company for processing of nuts "Unitron". His older sister, Polina Faith, is singer and actress, who lives and works in US. To pursue his career he move to Moscow.

Egor studied at the Linguistic Gymnasium with an emphasis on English language. After high school he enrolled at the Academy of Music Gnesinon producer faculty.

Egor felt a craving for music since his childhood. For the first time the singer is seriously thinking of becoming a musician at the age of 11, when he heard 50 Cent's song "Candy Shop". For several years Egor recorded songs, gradually honing his skills.

Egor's musical debut took place in July 2011. On the advice of friends, he posted a video "Love in net" on YouTube. After earning millions of views, Yegor brought incredible success and popularity among netizens.

In March 2012, Yegor won the "Star Vkontakte – Channel Five" in the category "Best Hip Hop Project". In this category was the most bitter struggle, with more than 1000 competitors.

Egor scored more than twenty thounsand votes and was invited to speak at one of the main areas of Pop, St. Petersburg BKZ "October's", with the song "Inspiration".

In April 2012, Timati signed a contract with the promising singer. The first professional work of Egor under the label "Black Star Inc." was the song "Starlet", which in spring 2012 was filmed video. In the clip participated the popular Russian actress and model, Miroslava Karpovich, from the Russian tv series "Daddy's Daughters".

In October 9, 2014, Egor released his biggest hit "Very Very" which reached number one in Russian charts and earned over twenty million views on YouTube. In April Egor released the song "Bride".

## Personal life

Egor's personal life is private and most of his relationships are rumored.

## Facts

* Egor began his career under his stage name "KReeD" in 2014 changed his previous stage name to "Egor Kreed".
* His hobbies are paintball and tennis.

## Video Clips

* **2011** - Love in net
* **2012** - Starlet
* **2012** - More than love
* **2012** - Distances
* **2013** - Establish my pulse
* **2014** - Whether it is necessary
* **2014** - Very Very
* **2015** - Bride
* **2015** - You're my Galaxy
* **2015** - Anthem of RU.TV

## Awards

* **2014** - Oops! Choice Awars 2014 (Performer of the year)
* **2014** - ZD Awards 2014 (Breakthrough of the year)
* **2014** - Love Radio Awards 2014 (Video of the year for song "Very Very")
* **2015** - RU TV Awards 2015 (The best song "Very Very")
* **2015** - Muz TV Awards 2015 (Breakthrough of the year)
* **2015** - Fashion People Awards 2015 (Fashion - Song of the year "Very Very")
Anna Semenovich

Second
 Third

**Anna Semenovich** is a Russian singer, actress, model, and former competitive ice dancer.

## Skating Career

Early in her career, Semenovich skated with Denis Samokhin. They competed at two World Junior Championships, placing 8th in 1993 and 7th in 1994. After a brief partnership with Maxim Kachanov, placing fifth at the 1994 Goodwill Games, she teamed up with Vladimir Fedorov in 1995. They won the Finlandia Trophy twice and competed on the Grand Prix of Figure Skating. The highlight of their partnership was competing at the 1998 World Championships, where they placed 15th. Their partnership ended in 1999 and Semenovich teamed up with Roman Kostomarov for one season. With Kostomarov, she is the Russian bronze medalist and competed at both the 2000 European Championships and the 2000 World Championships. Following the end of that partnership, she reunited with Denis Samokhin and placed 4th at the 2001 Russian Championships. She eventually retired due to injury.

## Singing career

Following her retirement from skating, Semenovich began working as an actress, model, and singer. She sang with Blestyashchie from 2003–07, when she left to follow a solo career. In 2008, she released her album, Слухи. Her single, На Моря, featured Arash. In 2009, Semenovich competed in the Russian national final for the Eurovision Song Contest.

## Filmography

* **2004** - Night Watch - soloist of serving group, uncredited
* **2006** - Club - Anna, bride of Danila
* **2007** - All this sudden - Alexandra Strelkina
* **2007** - Irony of Fate: Extension - Woman in airport
* **2008** - Kung-Fu Panda (Russian dubbing)
* **2008** - Hitler Kaput! - radio operator Zina
* **2009** - The Golden Key - dall Masha
* **2011** - New Adventures of Aladdin - beautiful bride
* **2012** - The Little Red Hood - Tourist

## Videography

### **In the group "Blestyaschiye"**

* **2003** - Orange song
* **2004** - New Year's Eve song
* **2005** - Palm couples
* **2005** - My brother paratrooper
* **2005** - East fairy tales (feat. Arash)
* **2006** - Agent 007

### **Solo career**

* **2008** - War and Peace (feat. Timati)
* **2008** - On the sea (feat. Arash)
* **2008** - Tyrolean song
* **2009** - Oh my God!
* **2011** - Not Madonna
* **2011** - Deceived people
* **2012** - July summer
* **2012** - Love under clouds
* **2013** - Anna
* **2013** - Taxi
* **2014** - Love me (feat. Mart Babayan)
* **2014** - I'm after you
* **2015** - Let me go
Tendo Soun

Soun, after an extended low period in his life, is picking up the pieces and putting things back together. He mourns his wife and the departure of his oldest daughter, but is moving forward to help Nabiki and Akane. He has reopened the dojo and co-teaches Anything Goes with Genma.

During the magical girl party at the Tendo Compound, his approaches Yori for assistance with a health issue. It is revealed he has terminal lung cancer, which is promptly healed. It also becomes apparent to Chou that Soun has figured some things out that would be better left in the mist, which she promptly corrects.
CIS celebrities Wikia

## Welcome to the CIS celebrities Wikia

This wikia shows the big list of celebrities from the countries of CIS (Commonwealth of Independent States). It shows the info about them, their successes and fails, awards, professions, etc.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

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2.1 Character creation

## Step 1: Your sheet

First, go to 2.1 Character sheet to see how to format your sheet. You may bring a handwritten one to the game as you wish, but it's convenient to have a digital one available just in case. When you have the sheet format, copy-paste it into the page Character sheets, and start filling it in, as below.

## Step 2: Stats

First, determine the size category of your PC. This determines their base stats.

Medium characters have the following base stats:

Strength: 0

Dexterity: 0

Agility: 0

Constitution: 0

Intelligence: 0

Speed: 6

If your PC is small, apply +2 dex, +2 agi, -2 str, -2 con. If they're large, apply +2 str, +2 con, -2 dex, -2 agi. Also keep in mind that large characters take up a 2x2 square space and have a melee range of two squares.

You then get 24 points to increase your stats. Every point can increase one of your stats by 1, except speed, which can't be increased this way. All stats have a maximum equal to the base number + 10. For example, a small PC has a max str of 8 and a max dex of 12.

When you're done buying your stats, calculate your HP.

Hit points = 10 + 4 x constitution

After you’ve chosen your equipment (see below), you can also calculate the following two stats.

Defence = 10 + agility (+ shield bonus)

Maneuver defence = 10 + strength or 10 + agility, whichever is higher

## Step 3: Equipment

Pick your starting equipment. Every PC begins play with a set of clothes (duh), a backpack, and 100 gold. You can spend some or all of that gold buying items from the 2.1 Economy page. Items not listed can be bought at the DM's discretion. Spending gold this way doesn't necessarily mean your character bought the items in question right before the start of the game: they could've owned them for years, in which case the gold is just an abstraction.

## Step 5: Abilities

Design your character's special abilities. This is a semi-free-form process that requires cooperation with the DM.
Morishige Yoshi

Yoshi is a businessman in Tokyo who owns a warehouse in Minato frequently used by Ranma (in his various personae). Yoshi also lost his van to Akane's wrath in her Minato battle with Ryoga. Later, it is revealed that Yoshi and Uthryyl have a rental arrangement where Uthryyl uses the warehouse as a staging area to export coffee and other products to Fwetna. Unfortunately, the warehouse is damaged by some over-enthusiastic magical girls seeking to wreak havoc on Uthryyl simply because he is an otherworldly visitor.
Drunken Dwarves Lite

Drunken Dwarves Lite is a version of Drunken Dwarves that's been cut down in size and complexity. Its primary function is to provide a fully playable system, while the main version is still undergoing heavy development.

The following pages contain the rules of Drunken Dwarves Lite.

DDL Basic rules

DDL Combat

DDL Stats

DDL Equipment

DDL Glossary

DDL Character creation

DDL Character sheet
Ships

## Pre-owned Ships

* Basically Wood - no benefits
* First Wave - no benefits
* Party Boat - Balloons! (Poppable balloons on the boat, no benefits)

## Ships Found at Locations

* Ghost Ship - found at ship wreck. Benefit is that some fish are scared of you

83 Classic - benefit is that most chests are clams

* Sinistar - found at wrecked G-SALV ship. Benefit is all attacks are critical hits
* Joe's Life Raft - Found after watching the developer credits at any time. benefit is an undying love for the developers

## Ships for Sale

* Second Wind - 15,000 coins. Benefit is one free air boost per dive
* Crafty Tug - 25,000 coins. Benefit is having seagulls as your friend (Poppable seagulls)
* Top Banana - 35,000 coins. Benefit is Bananas! (Non special loot now looks like Peanut Butter Jelly Time bananas)
* The Argo - 75,000 coins. Benefit is auto-defense when low on air
* Kami No Bōto - 85,000 coins. Benefit is jellyfish don't sting you
* Skyrider - 100,000 coins. Benefit is tougher pufferfish.
* The Iron Maiden - 150,000 coins. Benefit is explosions hurt you less
* Ramona - 200,000 coins. Benefit is that some fish explode
* Sharkbait - 250,000 coins. Benefit is buffed when sharks attack
* Good Fortune - 350,000 coins. Benefit is that there are more special chests
* HMS Esperanza - 450,000 coins. Benefit is free supply torpedoes
* Grimey Hull - 500,000 coins. Benefit is infinite super boosts
* Nautilus - 625,000 coins. Benefit is infinite turbo boosts
* Skull and Squid - 750,000 coins. Benefit is a skeleton key, which opens all chests
* Excelsior - 1,000,000 coins. Benefit is magnetic loot (loose loot automatically moves to you and ignores physics except speed, saves a lot of air/moves)
3e Skills

This page discusses the skill system of Drunken Dwarves 3e.

Although stats are the prime determiner of what a creature can and cannot do, training also plays an important role. An average person who studied history would logically know more about it than a highly intelligent person who did not. That is why characters can learn a number of skills, representing areas that they have formal training in, or are particularly talented in.

The number of skills you can pick depends on your int stat. You learn one skill for every two points (2, 4, etc.) of int you have. See 3e Stats.

The different skills you can use are listed below. Some skills allow you to make knowledge checks, which are explained in 3e Basics. Some skills give a bonus to certain checks; this bonus does not apply to attacks or attack-like actions, even if it uses the same stat.

**Acrobatics**

You have a +3 bonus on agi checks, such as checks to jump or balance.

**Arcana**

You can make knowledge checks to identify spells, magic items and magical creatures.

**Athletics**

You have a +3 bonus on str checks, such as checks to climb or swim.

**Deception**

You have a +3 bonus on dex checks, such as checks to stealth or pick a lock. (You still need Engineering to be able to pick locks in the first place.)

**Engineering**

You can make knowledge checks to identify and operate technological devices, such as flintlock firearms and steam engines. Additionally, you can make dex checks to pick locks and dismantle mechanical devices (such as traps).

**History**

You can make knowledge checks to recall information about historical events, recent or ancient.

**Nature**

You can make knowledge checks to identify animals and plants. Additionally, you can make int checks to trace travelling creatures by their tracks, even if those tracks are not immediately visible to the naked eye. (Obvious tracks, such as footprints in snow, can be followed by anyone without requiring this skill.)

**Perception**

You have a +3 bonus on initiative checks, search checks, and Alertness (see the hide action in 3e Combat).

**Religion**

You can make knowledge checks to recall information about gods and religious practices, and to identify extra-planar creatures. This skill applies to all religions; you do not need this skill to know about your own religion.
Patterson Carl

Former Chief Petty Officer Patterson was one of the two armed backup men on the extraction team at Calibank. He had been declared missing at sea and presumed dead during a routing Navy exercise. Following his arrest by the LAPD, he escaped their custody with his comrades using a stock teleportation spell.
Deep Loot Wikia

## Welcome to the Deep Loot Wikia

Deep Loot is a game about swimming, digging and fighting your way through an infinitely explorable ocean to discover lost ruins, plunder hidden treasures and earn some chunky paychecks!

We're swimming, digging and fighting through all the game's secrets and sharing them here to help everyone complete those collections and avoid jellyfish.

## Dive In!

Deep Loot is available for free on Android at Google Play and Amazon and iOS at the Apple App Store.

Or you can visit the main homepage.

## Contents

* Getting Started
* Depths
* Loot
* Creatures
* Locations
* Collections
* Ships
* Suits
* Upgrades
* Tools

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
1e Stats

In Drunken Dwarves 1e, every creature has a set of stats. These are the prime determiners of what they can and cannot do.

Every creature has three main stats (Brawn, Agility, Mind), and a number of other stats, many of which are derived from the main stats. All stats, their uses and the way to calculate them (if applicable) are listed below.

## Brawn

**Brawn** represents strength and toughness. It:

- Determines the damage you deal with melee and ranged attacks.

- Increases your Hit Points.

- Can increase your Poise.

- Determines your ability to do things that require physical strength. When you try to climb a cliff face or grapple someone, you make a Brawn check (see 1e Basics).

## Agility

**Agility** represents nimbleness and fine motor skills. It:

- Determines your chance of hitting your target with a melee or ranged attack.

- Increases your Defence.

- Can increase your Poise.

- Determines your ability to do things that require grace and dexterity. When you try to jump across a chasm or sneak up on someone, you make an Agility check.

## Mind

**Mind** represents intelligence and acuity. It:

- Determines the amount of Mana at your disposal, if you are a Mage.

- Can increase various other statistics, if you are a Warrior (see 1e Character Creation.

- Increases your chance to resist several magical effects.

- Increases your Initiative.

## Other stats

**Hit Points**

Your Hit Points (HP) are equal to 3 + 3 x Brawn. They represent your ability to survive injuries.

**Mana Points**

Your Mana Points (MP) are equal to 3 x Mind. Only Mages (see 1e Character Creation) have MP. MP is used to cast spells (see 1e Magic).

**Defence**

Your Defence is 10 + Agility. It represents your ability to dodge attacks. Attacks aimed at you must surpass your Defence with their attack roll in order to hit you.

**Poise**

Your Poise is either 10 + Brawn or 10 + Agility, whichever is higher. It represents your ability to resist various special attacks, such as being pushed, grappled or disarmed.

**Speed**

Speed is the distance in metres that you can move every round.

**Damage Reduction**

Whenever you take physical damage, the amount is reduced by your Damage Reduction (DR), to a minimum of 0. You can get DR from armour, but certain creatures have it naturally. DR does not affect fire, frost, lightning or poison damage.
Paper Mario: The Thousand-Year Door

**Gênero** | PRDC: RPG

**Paper Mario: The Thousand-Year Door** é a continuação de Paper Mario, um dos grandes sucessos do Nintendo 64. Este RPG foi desenvolvido para GameCube pela produtora Intelligent Systems e foi lançado no dia 11 de Outubro de 2004.

## História

A história começa com um passeio da Princesa Peach com Toadsworth pela perigosa porém excitante cidade de Rogueport, onde muitas lendas de tesouros cercam o local. Acidentalmente Peach consegue de um vendedor um mapa mágico que mostrava a localização das Crystal Stars. Despertando a atenção dos X-Nauts (novos vilões), a princesa é raptada, mas tem tempo de enviar o mapa por correio para Mario.

Sua aventura começará aí, em busca de sua princesa, de decifrar o mapa da lendária porta milenar que guarda um tesouro misterioso, e de evitar que Bowser entre em seu caminho.

A Nintendo e a Inteligent Systems desenvolveram um mundo de papel no estilo 3D, com áreas de pseudo-2D, onde Mario e todos os personagens e texturas são finas folhas de papel, com algumas partes dos cenários sendo construídas por vibrantes e coloridos polígonos apenas. A arte, o design e o estilo gráfico de Paper Mario fazem todo o diferencial e um gráfico extremamente bom.
Character sheets

This page is meant to list the character sheets of active characters, for easy reference.

## Samwise Smallburrow

HP: 22 | Def: 16| Man def: 16 | Spd: 6 (6)

Trained skills: Deception, perception, history

Weak skills: Engineering

Ability 1: Invisibility

Ability 2: Sam’s bloodline

Weapons

*Sting*: two-handed, 6 damage (1.5 x 4)

Other possessions

An average Halfling outfit: no shoes, fashionable
clothing with a handkerchief in his front pocket. He also has a golden necklace around his neck, which is a family heirloom. Furthermore he has a backpack, with food, a pipe and pipeweed. Hanging from the backpack there are a flint and steel, a pot, and a 5 meter piece of rope. Last but not least, from his belt he has hanging a bottle of strong booze. He bought this before leaving his hometown.

Capital

100 – 20 (heavy weapon) – 10 (necklace) – 5 (flint and steel) – 0.5 (5m rope) – 0.5 (food) – 1 (strong booze) = 63 gp.

## Thalia the Brave

HP: 18 | Def: 14 | Man def: 14 | Spd: 5 (6)

Light armour: DR 2, -1 dex, -2 agi, -1 spd

Trained skills: Acrobatics, Deception, Nature

Weak skills: Religion

Fey step:

You can spend 1 energy to teleport a number of squares up to your speed as an action, or 2 energy to teleport the same distance as a swift action. You can’t teleport into a square you can’t see.

Magic arrow:

As part of making a ranged attack, you can spend 1 energy to enchant the projectile. It deals additional fire, frost or lightning damage equal to your intelligence.

Weapons

Bow: Projectile, Str

Dagger: Light, Str (Frost dmg)

Other possessions: Golden Headchain

30 arrows

47 gp

## Rion Axehammer

HP: 46 | Def: 8 | Man def: 18 | Spd: 4 (6)

Heavy armour: DR 4, -2 dex, -4 agi, -2 spd

Trained skills: History, Perception

Tremor:

You can call upon your dwarven ancestors to make the ground tremble. As an action, you can spend 2 energy to attempt a str-based shove or trip maneuver against all adjacent creatures.

Taunt:

As a swift action, you spend 1 energy to insult an enemy so badly they can hardly resist attacking you. Until the start of your next turn, they take disadvantage on all rolls that don’t involve directly harming or hindering you. The target must be reasonably able to attack you on their turn, else taunt has no effect.

Weapons

Axe: Light, Str

Hammer: Light, Str

Other possessions: Ancient Amulet

30 gp
2.1 Basic rules

## Rolls

Whenever you try to do something that takes effort, you’ll probably have to make a check for it. When you make a check, the DM sets the DC (difficulty class) of the action you’re attempting. You then roll d20 and add the appropriate stat. If the result equals or exceeds the DC, the action succeeds. Attacks resemble checks, and are discussed in 2.1 Combat.

Opposed checks: An opposed check means that two creatures make a check and then compare results to see who won. If they both roll the same value, roll again until a winner emerges.

Taking 10: If you're not in combat or otherwise threatened or rushed, you can take 10 on a check, meaning you treat the die roll as 10 without rolling. This is useful for easy checks that still have a small chance of failure.

## Advantage and disadvantage

When making an attack or check under hindering circumstances, you have disadvantage, meaning you roll two d20s and must use the lower roll. If the circumstances work in your favour, you have advantage, meaning you roll two d20s and use the higher roll. If both advantage and disadvantage apply, they cancel each other out and you roll normally. If more than one case of the same applies, it stacks, causing you to roll three or more dice and take the highest/lowest one. This is called double/triple (dis)advantage.

## Injury and recovery

If your HP falls to 0 or below (in which case it becomes a negative number), you're knocked unconscious and are dying. While dying, you lose 4 HP (ignoring DR) at the start of each of your turns. If your negative HP is equal to or larger than half your max HP (so -15 if your max HP is 30), you die.

On their turn, an ally can spend a full-round action to stabilize you. When stabilized, you remain unconscious, but no longer lose HP automatically. You also become stabilized if you receive any magical healing. Taking any damage when below 1 HP causes you to resume dying. You regain consciousness when your HP is healed back to 1 or higher.

You can regain HP by resting. To take a rest, you must spend eight hours in a safe location while undertaking no strenuous activity. Get a night’s sleep, basically. After a rest, you regain 50% of your max HP and refill your energy pool.

## Miscellaneous rules

These are some mechanical rules that are important to note.

### Rounding

Whenever a formula results in a fraction, you always round down.

### Effect durations

Effects with a set duration always end at the start of the turn of the creature who caused the effect. Effects with a duration of one round end at the start of the caster’s next turn, those with a duration of two end at the start of the turn after that, etc.
DDL Basic rules

## Rolls

Whenever you try to do something that takes effort, you’ll probably have to make a check for it. When you make a check, the DM sets the DC (difficulty class) of the action you’re attempting. You then roll d20 and add the appropriate stat. If the result equals or exceeds the DC, the action succeeds. Attacks resemble checks, and are discussed in DDL Combat.

Opposed checks: An opposed check means that two creatures make a check and then compare results to see who won. If they both roll the same value, roll again until a winner emerges.

Taking 10: If you're not in combat or otherwise threatened or rushed, you can take 10 on a check, meaning you treat the die roll as 10 without rolling. This is useful for easy checks that still have a small chance of failure.

## Advantage and disadvantage

When making an attack or check under hindering circumstances, you have disadvantage, meaning you roll two d20s and must use the lower roll. If the circumstances work in your favour, you have advantage, meaning you roll two d20s and use the higher roll. If both advantage and disadvantage apply, they cancel each other out and you roll normally. If more than one case of the same applies, it stacks, causing you to roll three or more dice and take the highest/lowest one. This is called double/triple (dis)advantage.

## Injury and recovery

If your HP falls to 0 or below (in which case it becomes a negative number), you're knocked unconscious and are dying. While dying, you lose 4 HP (ignoring DR) at the start of each of your turns. If your negative HP is equal to or larger than half your max HP (so -15 if your max HP is 30), you die.

On their turn, an ally can spend a full-round action to stabilize you. When stabilized, you remain unconscious, but no longer lose HP automatically. You also become stabilized if you receive any magical healing. Taking any damage when below 1 HP causes you to resume dying. You regain consciousness when your HP is healed back to 1 or higher.

You can regain HP by resting. To take a rest, you must spend eight hours in a safe location while undertaking no strenuous activity. Get a night’s sleep, basically. After a rest, you regain 50% of your max HP.

## Miscellaneous rules

These are some mechanical rules that are important to note.

### Rounding

Whenever a formula results in a fraction, you always round down.

### Effect durations

Effects with a set duration always end at the start of the turn of the creature who caused the effect. Effects with a duration of one round end at the start of the caster’s next turn, those with a duration of two end at the start of the turn after that, etc.
Drunken Dwarves Wikia

## Welcome to Drunken Dwarves

This is less of a wiki and more of a way for me to host my custom D&D rules online. If you find your way here uninvited, well, feel free to use this system, just don't steal it without letting me know.

If you're one of the players, go to Drunken Dwarves 3e for the current version of the game.

The following outdated versions also still exist:

2.1

Drunken Dwarves Lite

2.0

1.0

Alpha

For retellings of past sessions, see Logs.
3.1 Stats

In Drunken Dwarves 3.1, every creature has a set of stats. These are the prime determiners of what they can and cannot do. These numbers are not absolute but relative. Having 0 strength does not mean you have no strength at all; it means you are very unathletic, while 10 means your strength is nearly superhuman.

All stats, their uses and the way to calculate them (if applicable) are listed below.

**Strength**

Strength represents bodily power and the ability to exert physical force. It determines the damage you deal with attacks, you add it to Poise, and to checks to climb, swim and grapple.

**Dexterity**

Dexterity represents fine motor skills. You add it to attack rolls and Initiative, and to checks to hide, pick locks and disarm people.

**Agility**

Agility represents reflexes and mobility. You add it to your Defence and Poise, and to checks to jump or balance.

**Stamina**

Stamina represents endurance and resilience. You gain 3 HP for every point of Stamina you have. You also add it to checks to resist exhaustion, disease, etc.

**Intelligence**

**WIP**

Intelligence represents mental acuity, ease of learning, and alertness. You add it to Initiative, checks to resist mental attacks, checks to spot hidden objects or creatures, and knowledge checks. Additionally, at every even number (2, 4, 6, etc.) of Intelligence, you learn one skill of your choice (see 3.1 Skills).

**Speed**

Speed is the distance in metres that you can move every round.

**Hit Points (HP)**

Your Hit Points are equal to 3 + 3 x Stamina. They represent your ability to survive injuries. See Injury and recovery in 3.1 Basics.

**Defence**

Your Defence is 10 + Agility (+ shield bonus). Attacks have to equal or surpass your Defence with their attack roll in order to harm you.

**Poise**

Your Poise is either 10 + Strength or 10 + Agility, whichever is higher. Many actions have to equal or surpass your Poise with their roll to affect you.

**Damage reduction (DR)**

Whenever you take damage, the amount is reduced by your DR, to a minimum of 0. You can get DR from armour, but certain creatures have it naturally.