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<blockquote data-quote="kronos182" data-source="post: 6857181" data-attributes="member: 6668634"><p>Cybernetics, the blending of flesh and machine. There are many things in RAW that mostly work for cybernetics and others that don't. For instance the rules for how many cybernetics one can have in d20 Future. Now d20 Cyberscape has rules for unlimited cybernetics on page 8. For the most part, I like this, however I don't like how many slots it lists on page 9 in table 1-4. </p><p>Personally, if you're going to have a campaign where you can have someone do a full conversion or as the book calls it "total organ replacement", the amount of slots should be higher. </p><p></p><p>So I propose to increase the number of slots. Like the head, should have say... 3 for sensory implants, and maybe 2 for general head implants. This would be 5 in total, but of course some of those slots are very specific. 1 slot for eyes, one for ears and another for nose or mouth as part of respritory or something like chemical or gas release through the mouth (spitting poison or acid maybe). The other two for the head can be something like skill, feat or rage implants or something like that. This would allow someone to get cybernetic eyes, but still have room for a couple of skill or feat implants or some other combination.</p><p></p><p>The torso I'd increase to 4 or 5 at most. This isn't counting any that are just replacements for standard organs. </p><p>So let's say someone is born with bad lungs, gets cybernetic replacements, standard lung replacement ones. These won't count against torso slots, but if they add an oxygen storage cell, this would add one.</p><p></p><p>Arms I'd probably leave at 3 each. But also give the hands 1 each. The arm I would count as being from midway from the forearm up to shoulder, while hand would be from finger tips to midway to forearm, approximately, depending on how extensive the hand replacement is. An arm could hold up to a medium sized object. So a laser pistol or sword can be implanted in the arm, and the user can still have their real hand. Or can have whole arm replaced and have a laser rifle installed instead with built in power source and a small tool hand, just off the top of my head.</p><p></p><p>Legs would leave at 3 slots, but also add in 1 for each foot. Again, medium sized objects can be put in legs, like a sword or gun.</p><p></p><p>The total organ replacement... Just don't like it. I mean isn't a total organ replacement basically turning you into a type of robot? So I'm thinking a series of template chassises or something that someone can use. So for basic models, for people who've been in serious accidents. These chassis would allow the person to function in society completely normally, without people needing to worry about accidental damage or injuries to all normal people nearby. There would be limiters and the like to make them feel safe.</p><p>Then there'd be basic versions for construction, medical and police/combat chassises. Of course some robotic features won't work with cybernetic bodies. Will work that out later.</p><p></p><p>Some terminology.. </p><p>Cyber-enhanced - Cyber-enhanced people are those with only a few cybernetic devices, usually only 1 to 4. These can be just straight replacement devices, or ones that add some minor enhancement, like telescopic eyes, or skill implant.</p><p></p><p>Partial Conversion - Partial conversion is where a person has had at least several limbs or organs replaced with cybernetic ones, either with just replacements or enhancements. Those in construction, police or soldiers are more likely to be partial conversion cyborgs, or those who've had serious injuries. Some governments may require licencing and limiters that prevent improper use when not on the job.</p><p></p><p>Full Conversion, Cyborgs - These are people who've had more than 50% of their bodies replaced with cybernetic devices. Basically their brain and central nervous system is put into a robot like body. </p><p></p><p>Nanites</p><p>Nanites are different from cybernetics. Nanites are generally designed to enhance organic tissue, and specially designed ones can be used in conjunction with cybernetic devices, depending on the purpose of the nanites and the cybernetic device. Nanites can be used to full conversion cyborgs in the form of repair units, if such devices exist in your campaigns. </p><p></p><p>A basic unit of repair nanites would allow a cyborg to 'heal' like a normal human, although they might need a source of raw material, like 'consuming' several pounds of metal. More advanced versions could be a several time per day use that repairs a larger amount quickly, but then needs materials to recharge or to even start the repairs. Some versions might even be a mechanical version of fast healing. </p><p></p><p>Some thoughts on full conversion cyborgs.</p><p></p><p>In PL 6, most of the senses can be simulated, but not completely in full conversion cyborgs. For instance taste and smell would only be 50 to 75% of what a normal person would normally experience, and then only be broken down to fairly simple terms. The cyborg would know what something smells and tastes like from sensors checking the chemical composition of the object in question, but that's about it. </p><p>In later PLs the technology to make scent and tastes the same as a human will be perfected. </p><p></p><p>It kind of itches, doc.</p><p>A cyborg's sense of touch would be greatly reduced, although with the advances in sensors, they can still perform very delicate work, but it wouldn't feel quite the same. Basic information would be related, such as pressure, heat and the like through the casing or even synthetic skin or any real skin attached to the frame. So a PL6 full conversion cyborg would register a person's hand on their arm, but it just wouldn't feel the same. They'd detect the pressure, shape of the hand, heat radiating off it, and probably texture, but it wouldn't feel quite like a real hand. PL7 is where the sensor's sensitivity and translation of data would make it feel as it would on flesh.</p><p></p><p>You gonna finish that?</p><p>Yeah, even full conversion cyborgs need to eat, but no where near as much as partial cyborgs or normal people. Since the brain and central nervous system is still organic, it needs to be fed still. The cyborg needs about 1 to 2 litres of a nutrient and vitamin right paste every week. This paste would run about PDC 5. This paste can be consumed like food, or placed in a port that goes into a stomach like cybernetic device which stores and distributes the paste to the brain and nervous system as needed. </p><p>Some cyborgs, especially when the technology is developed to completely simulate the sense of taste and smell at 100% to that of a human, would get an advanced stomach cybernetic device which would allow them to eat food like a normal person. This device would be far more efficent in extracting all the good stuff the cyborg will need, and store the waste to be ejected at a later time. So yes.. a cyborg could have a system that would allow them to simulate going to the bathroom to make them feel more human, or to appear more human if they don't want people to know they are cybernetically enhanced.</p><p></p><p>Birthday Suit</p><p>Depending on the reasons for a person to become a full conversion cyborg, they can use their original skin for the face and arms for civilian model bodies especially in PL 6, and usually just the face for other services. The skin is grafted on and sensors fed through to allow for the senses to work with the skin. If the person's skin was too badly damaged before conversion, new skin could be cloned and grafted on as well. In PL 7 and up, cloned skin can be used to cover the whole cyborg's body if the user so desired. The cyborg can also opt to have synthetic skin, which is stronger, and fairly life like feeling, but won't bleed when cut, and will feel cooler than normal skin in PL6, but can seem very life like in PL7 and up.</p><p>Real skin can heal itself to an extent when grafted to the cyborg's body. Minor cuts, bruises and scratches will heal, but if the cyborg takes more than 10 points of damage, the skin is too badly damaged and new skin will have to be cloned and grafted on. If the cyborg has a nanite repair system, it can also repair the skin to the point. If the user has taken more than 30 points of damage, the nanites won't be able to fix the skin, but it will seal edges of tears and cuts, clot the blood to keep it from getting infected and aid in joining new grafted skin.</p><p>A cyborg with skin will need to consume 50% more of the nutrient paste to help keep the skin alive.</p><p>Synthetic skin, being tougher than normal skin easily accepts nanite repair systems if the cyborg has one installed. Depending on how much of the cyborg is covered in synthetic skin will determine bonus hit points. 25% or less only adds 2 hit points, up to 50% adds 5 hit points, 75% adds 8, and 100% adds 12 bonus hit points. This is for medium and smaller sized cyborgs. Large cyborgs have hit points increased by 25% rounding up for each percentage of covering. </p><p></p><p>[HR][/HR]</p><p></p><p>Scientific Eyes (PL7/8)</p><p> </p><p>The recipient's eyes are replaced with these enhanced cybernetic eyes. These eyes combine microscopic optics, light amplification optics and telescopic systems. These eyes are popular with scientists and even military marksmen. </p><p></p><p>Benefit: The recipient gains low light vision, a +3 circumstance bonus on Search checks as well as +2 circumstance bonus on Disable Device or Repair checks made in regard to small or finely detailed objects, +3 circumstance bonus to Spot checks, +10 feet to Spot and weapon ranges and +1 bonus to attack rolls with ranged weapons.</p><p>Type: Internal</p><p>Location: One head (eyes counts as a set)</p><p>Hardness/Hit Points: -/2 (per eye)</p><p>Base Purchase DC: 18</p><p>Restriction: None</p><p></p><p>[HR][/HR]</p><p></p><p>Adrenaline Boost (PL6)</p><p></p><p>This small device, implanted into the user, and upon command, will force the body to produce and release a large dose of adrenaline into the body. After installation, the device will start to collect adrenaline from the body and store it. When activated it releases the collected adrenaline and also stimulates the necessary glands to get the body to produce even more adrenaline to keep the flow high during it's activation. After use, the implant slowly collects adrenaline again for future uses.</p><p>Benefit: When activated as a free action, the adrenaline boost implant grants the user +4 Strength, +2 to Reflex saves and 10 feet to their movement. The effects last for 1 minute (10 rounds), after which the user is fatigued for an hour. The implant can be used Con modifier +1 times per day (even if the user has a negative Con modifier, it can be used once).</p><p>Type: Internal</p><p>Location: Torso</p><p>Hardness/Hit Points: -/2</p><p>Base Purchase DC: 20</p><p>Restriction: Restricted (+2)</p><p></p><p>[HR][/HR]</p><p></p><p>Hydraulic Lifters PL6/7</p><p></p><p>Designed for sheer lifting capacity, this cybernetic attachment increases the wearer’s ability to move or lift heavy objects. Several versions are available for different levels of lifting capacity.</p><p>Benefit: Hydraulic lifters increase the user's weight carrying capacity and grant a bonus to Strength checks. The mk1 grants +4 str checks and +20 lbs to carrying capacity; mk 2 grants +8 str checks and +40 lbs carrying capacity; mk 3 grants +12 to str checks and +60 lbs to carrying capacity. The strength bonus can also be used in grapple checks.</p><p>Type: Internal</p><p>Location: One each arm and torso</p><p>Hardness/Hit Points: -/5 (per location)</p><p>Base Purchase DC: 19 (mk 1), 27 (mk 2), 34 (mk 3)</p><p>Restriction: None</p><p></p><p>[HR][/HR]</p><p></p><p>Sensor Hand (PL6)</p><p></p><p>This cybernetic hand and forearm contains a collection of sensors which can aid a person. Although not as powerful as dedicated versions, but nonetheless quite useful. It can be either covered in real or synthetic flesh. The sensor hand includes a digital thermometer, short ranged motion detector, radiation detector, radar detection, a gyro-compass and a clock calendar. The information can be transmitted to an ear receiver implant, or a display on the wrist, which is an LCD screen with audio output.</p><p>Benefit: User can tell the temperature of the air around him, of objects within 1 foot of the hand, and can with 1 round of holding a hand against an object like a wall or door, can tell the ambient temperature on the other side. Gains blind sight with a range of 20 ft, can determine the level of radiation in the area, will always know which direction is North as well as up and down, providing a +1 bonus to Navigate. The radar detector will notify the user if there are active radars within 100 ft, and also if the user has been actively targeted by a radar. The clock calendar continuously keeps track of the time, down to a 100th of a second, and the calender day. Also includes basic functions of a watch, including alarm and a simple event calendar. </p><p>Type: Internal/External (replaces hand)</p><p>Hardness/Hit Points: 2/6 </p><p>Base Purchase DC: 24</p><p>Restriction: None </p><p></p><p>For each PL above 6, so 7 and above, increase the range of the sensors by 50%, and bonuses by +1. Can also add in one extra sensory device per PL above 6.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6857181, member: 6668634"] Cybernetics, the blending of flesh and machine. There are many things in RAW that mostly work for cybernetics and others that don't. For instance the rules for how many cybernetics one can have in d20 Future. Now d20 Cyberscape has rules for unlimited cybernetics on page 8. For the most part, I like this, however I don't like how many slots it lists on page 9 in table 1-4. Personally, if you're going to have a campaign where you can have someone do a full conversion or as the book calls it "total organ replacement", the amount of slots should be higher. So I propose to increase the number of slots. Like the head, should have say... 3 for sensory implants, and maybe 2 for general head implants. This would be 5 in total, but of course some of those slots are very specific. 1 slot for eyes, one for ears and another for nose or mouth as part of respritory or something like chemical or gas release through the mouth (spitting poison or acid maybe). The other two for the head can be something like skill, feat or rage implants or something like that. This would allow someone to get cybernetic eyes, but still have room for a couple of skill or feat implants or some other combination. The torso I'd increase to 4 or 5 at most. This isn't counting any that are just replacements for standard organs. So let's say someone is born with bad lungs, gets cybernetic replacements, standard lung replacement ones. These won't count against torso slots, but if they add an oxygen storage cell, this would add one. Arms I'd probably leave at 3 each. But also give the hands 1 each. The arm I would count as being from midway from the forearm up to shoulder, while hand would be from finger tips to midway to forearm, approximately, depending on how extensive the hand replacement is. An arm could hold up to a medium sized object. So a laser pistol or sword can be implanted in the arm, and the user can still have their real hand. Or can have whole arm replaced and have a laser rifle installed instead with built in power source and a small tool hand, just off the top of my head. Legs would leave at 3 slots, but also add in 1 for each foot. Again, medium sized objects can be put in legs, like a sword or gun. The total organ replacement... Just don't like it. I mean isn't a total organ replacement basically turning you into a type of robot? So I'm thinking a series of template chassises or something that someone can use. So for basic models, for people who've been in serious accidents. These chassis would allow the person to function in society completely normally, without people needing to worry about accidental damage or injuries to all normal people nearby. There would be limiters and the like to make them feel safe. Then there'd be basic versions for construction, medical and police/combat chassises. Of course some robotic features won't work with cybernetic bodies. Will work that out later. Some terminology.. Cyber-enhanced - Cyber-enhanced people are those with only a few cybernetic devices, usually only 1 to 4. These can be just straight replacement devices, or ones that add some minor enhancement, like telescopic eyes, or skill implant. Partial Conversion - Partial conversion is where a person has had at least several limbs or organs replaced with cybernetic ones, either with just replacements or enhancements. Those in construction, police or soldiers are more likely to be partial conversion cyborgs, or those who've had serious injuries. Some governments may require licencing and limiters that prevent improper use when not on the job. Full Conversion, Cyborgs - These are people who've had more than 50% of their bodies replaced with cybernetic devices. Basically their brain and central nervous system is put into a robot like body. Nanites Nanites are different from cybernetics. Nanites are generally designed to enhance organic tissue, and specially designed ones can be used in conjunction with cybernetic devices, depending on the purpose of the nanites and the cybernetic device. Nanites can be used to full conversion cyborgs in the form of repair units, if such devices exist in your campaigns. A basic unit of repair nanites would allow a cyborg to 'heal' like a normal human, although they might need a source of raw material, like 'consuming' several pounds of metal. More advanced versions could be a several time per day use that repairs a larger amount quickly, but then needs materials to recharge or to even start the repairs. Some versions might even be a mechanical version of fast healing. Some thoughts on full conversion cyborgs. In PL 6, most of the senses can be simulated, but not completely in full conversion cyborgs. For instance taste and smell would only be 50 to 75% of what a normal person would normally experience, and then only be broken down to fairly simple terms. The cyborg would know what something smells and tastes like from sensors checking the chemical composition of the object in question, but that's about it. In later PLs the technology to make scent and tastes the same as a human will be perfected. It kind of itches, doc. A cyborg's sense of touch would be greatly reduced, although with the advances in sensors, they can still perform very delicate work, but it wouldn't feel quite the same. Basic information would be related, such as pressure, heat and the like through the casing or even synthetic skin or any real skin attached to the frame. So a PL6 full conversion cyborg would register a person's hand on their arm, but it just wouldn't feel the same. They'd detect the pressure, shape of the hand, heat radiating off it, and probably texture, but it wouldn't feel quite like a real hand. PL7 is where the sensor's sensitivity and translation of data would make it feel as it would on flesh. You gonna finish that? Yeah, even full conversion cyborgs need to eat, but no where near as much as partial cyborgs or normal people. Since the brain and central nervous system is still organic, it needs to be fed still. The cyborg needs about 1 to 2 litres of a nutrient and vitamin right paste every week. This paste would run about PDC 5. This paste can be consumed like food, or placed in a port that goes into a stomach like cybernetic device which stores and distributes the paste to the brain and nervous system as needed. Some cyborgs, especially when the technology is developed to completely simulate the sense of taste and smell at 100% to that of a human, would get an advanced stomach cybernetic device which would allow them to eat food like a normal person. This device would be far more efficent in extracting all the good stuff the cyborg will need, and store the waste to be ejected at a later time. So yes.. a cyborg could have a system that would allow them to simulate going to the bathroom to make them feel more human, or to appear more human if they don't want people to know they are cybernetically enhanced. Birthday Suit Depending on the reasons for a person to become a full conversion cyborg, they can use their original skin for the face and arms for civilian model bodies especially in PL 6, and usually just the face for other services. The skin is grafted on and sensors fed through to allow for the senses to work with the skin. If the person's skin was too badly damaged before conversion, new skin could be cloned and grafted on as well. In PL 7 and up, cloned skin can be used to cover the whole cyborg's body if the user so desired. The cyborg can also opt to have synthetic skin, which is stronger, and fairly life like feeling, but won't bleed when cut, and will feel cooler than normal skin in PL6, but can seem very life like in PL7 and up. Real skin can heal itself to an extent when grafted to the cyborg's body. Minor cuts, bruises and scratches will heal, but if the cyborg takes more than 10 points of damage, the skin is too badly damaged and new skin will have to be cloned and grafted on. If the cyborg has a nanite repair system, it can also repair the skin to the point. If the user has taken more than 30 points of damage, the nanites won't be able to fix the skin, but it will seal edges of tears and cuts, clot the blood to keep it from getting infected and aid in joining new grafted skin. A cyborg with skin will need to consume 50% more of the nutrient paste to help keep the skin alive. Synthetic skin, being tougher than normal skin easily accepts nanite repair systems if the cyborg has one installed. Depending on how much of the cyborg is covered in synthetic skin will determine bonus hit points. 25% or less only adds 2 hit points, up to 50% adds 5 hit points, 75% adds 8, and 100% adds 12 bonus hit points. This is for medium and smaller sized cyborgs. Large cyborgs have hit points increased by 25% rounding up for each percentage of covering. [HR][/HR] Scientific Eyes (PL7/8) The recipient's eyes are replaced with these enhanced cybernetic eyes. These eyes combine microscopic optics, light amplification optics and telescopic systems. These eyes are popular with scientists and even military marksmen. Benefit: The recipient gains low light vision, a +3 circumstance bonus on Search checks as well as +2 circumstance bonus on Disable Device or Repair checks made in regard to small or finely detailed objects, +3 circumstance bonus to Spot checks, +10 feet to Spot and weapon ranges and +1 bonus to attack rolls with ranged weapons. Type: Internal Location: One head (eyes counts as a set) Hardness/Hit Points: -/2 (per eye) Base Purchase DC: 18 Restriction: None [HR][/HR] Adrenaline Boost (PL6) This small device, implanted into the user, and upon command, will force the body to produce and release a large dose of adrenaline into the body. After installation, the device will start to collect adrenaline from the body and store it. When activated it releases the collected adrenaline and also stimulates the necessary glands to get the body to produce even more adrenaline to keep the flow high during it's activation. After use, the implant slowly collects adrenaline again for future uses. Benefit: When activated as a free action, the adrenaline boost implant grants the user +4 Strength, +2 to Reflex saves and 10 feet to their movement. The effects last for 1 minute (10 rounds), after which the user is fatigued for an hour. The implant can be used Con modifier +1 times per day (even if the user has a negative Con modifier, it can be used once). Type: Internal Location: Torso Hardness/Hit Points: -/2 Base Purchase DC: 20 Restriction: Restricted (+2) [HR][/HR] Hydraulic Lifters PL6/7 Designed for sheer lifting capacity, this cybernetic attachment increases the wearer’s ability to move or lift heavy objects. Several versions are available for different levels of lifting capacity. Benefit: Hydraulic lifters increase the user's weight carrying capacity and grant a bonus to Strength checks. The mk1 grants +4 str checks and +20 lbs to carrying capacity; mk 2 grants +8 str checks and +40 lbs carrying capacity; mk 3 grants +12 to str checks and +60 lbs to carrying capacity. The strength bonus can also be used in grapple checks. Type: Internal Location: One each arm and torso Hardness/Hit Points: -/5 (per location) Base Purchase DC: 19 (mk 1), 27 (mk 2), 34 (mk 3) Restriction: None [HR][/HR] Sensor Hand (PL6) This cybernetic hand and forearm contains a collection of sensors which can aid a person. Although not as powerful as dedicated versions, but nonetheless quite useful. It can be either covered in real or synthetic flesh. The sensor hand includes a digital thermometer, short ranged motion detector, radiation detector, radar detection, a gyro-compass and a clock calendar. The information can be transmitted to an ear receiver implant, or a display on the wrist, which is an LCD screen with audio output. Benefit: User can tell the temperature of the air around him, of objects within 1 foot of the hand, and can with 1 round of holding a hand against an object like a wall or door, can tell the ambient temperature on the other side. Gains blind sight with a range of 20 ft, can determine the level of radiation in the area, will always know which direction is North as well as up and down, providing a +1 bonus to Navigate. The radar detector will notify the user if there are active radars within 100 ft, and also if the user has been actively targeted by a radar. The clock calendar continuously keeps track of the time, down to a 100th of a second, and the calender day. Also includes basic functions of a watch, including alarm and a simple event calendar. Type: Internal/External (replaces hand) Hardness/Hit Points: 2/6 Base Purchase DC: 24 Restriction: None For each PL above 6, so 7 and above, increase the range of the sensors by 50%, and bonuses by +1. Can also add in one extra sensory device per PL above 6. [/QUOTE]
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