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[Let's build D100] Ships you might come across in a busy port.

The party has come into a busy port and decide to visit some other ships. Who might they discover, what might they find?

d100 Interesting Ships in a Port


  1. Shani and Aurora's Tent of Two - The two goblin sisters Shani and Aurora sail providing services to port settlements. Shani claims to be a seer and charges 60gp for a "reading" of the future (she is not). Aurora 'The useful one' provides the service of casting identify for 20gp. She may also agree to sell some of her extensive library if offered the right price. [dweeb_bush]
  2. The Bones Brothers - The bones brothers are a travelling group of jolly bards. As their name suggests they are animated skeletons. Jimbo-double bass, Timbo-guitar, Limbo-vocals, Dimbo-marimba and Franky-drums. They are very hospitable and put on a show for anyone who comes and visits them! [dweeb_bush]
  3. The Lovers - A small nondescript boat lies just off the dock. The is no sign of activity on board apart from the dock inspector who is trying to find out who's boat it is. The truth is the owners of the boat died ten days ago and the boat has miraculously drifted safely into port. on a successful DC 10 investigation or perception check the party members discover two young male elves cowering in the cannonball chest. When the lid is lifted they start begging for their life. If pressed they reveal that the crew was attacked by sirens, the majority of the crew succomed to the siren's calls however the two young boys, deeply infatuated with each other did not care for their temptation. They ran out of food last night and thought they were surely doomed! [dweeb_bush]
  4. The Crows - A large black boat rests in port, neatly secured off one of the more expensive jettys. The most defining feature of the boat is that it is bustling with activity, not by humanoids but 3d12 black ravens. One wears a small captains hat and appears to undersatnd the party. If the party casts speak with animals they discover that the crows were awakened through a series of trials on a new spell aimed to mass awaken a group of creatures. The crows have varying degrees of intelligence and are all chaotic neutral alligned. The crows rebelled from, Hignory Flip, the wizard running the trials on a small island about 2 days sail from the port, and stole his ship. [dweeb_bush]
  5. Captain Redbeak! - A suspicious longship hovers low on the water. There is a steady stream of humanoids entering the covered boat and leaving a few minutes later with a small package. The ship belongs to Captain Redbeak, a feirce pirate captain who runs a drug trade: the drug in question is a relatively cheap drug called "Peak Water" and is collected dew from mountaintops, it gives the user a high that lasts 1d4 hours and gives the user a d4 of bardic inspiration. It costs 10gp per hit. The ship is manned by 2d6 Bandits, and if threatened or reported they will attempt to kill the party in defence of their lives. [dweeb_bush]
  6. Crazy Mr McGee - A delerious man stands warding off the dock guards with what looks like a loaded blunderbus. He's yelling about his notorious reputation as a savage pirate and keeps claiming they have come to "Take away my princess". The princess he's referring to is his boat- he imagines that it is a glourious gallion but in reality it's just a rowboat. If the party manage to subdue the man the dock guards thank them and offer to buy them a drink later that night in the tavern. [dweeb_bush]
  7. A Con??? - The players are drawn to a commotion hidden behind a crowd of people. A large goliath (Manneo) seems to have taken a small dwarf (Skalgrouth) hostage and is threatening to slit his throat if the dock guard do not meet his demands "I'll bloody well kill 'im if you don't give me what I want: 100gp worth of rubies and free passage out of this shit hole!". In reality the goliath and dwarf are working together pulling off this stunt at various ports in the area, so far, to great success! [dweeb_bush]
  8. The Rat's Den - The players follow a stream of rats on board a decrepid looking riverfairing vessel. When they make cross into the canvassed interior they see an old kobold playing the pipes, he seems to be a rat-catcher. If the party interrupt him in his ritual he turns the a swarm of rats against the party and runs off into the port. [dweeb_bush]
  9. Seeking Refuge - A smallish sloop titled 'The Diamond Endeavour' pulls into port, it's sinking and fast! A crew member (Emery Green) jumps onto the dockside and is yelling for help. The vessel was struck by a great storm while at sea and they sustained damage when they brushed by a reef. Luckily they werent wrecked but unluckily they could not repair all the damage with materials on board. They've been bailing for hours and can no longer bail as fast as the ship is filling up with water! If the characters wish to help they can make a DC 13 group athletics check to bail enough water to stop the crew from having to jump ship and leave it to sink. If the players are successful Emery thanks them profusely and offers them a map to a shipwreck they were on the way to dive at before the storm hit them. "It's rumoured that this is the wreck of the old pirate lord, Feather Toothed Bill's ship and may hold riches beyond imagine!" [dweeb_bush]
  10. The Gilded Sail - A group of merchants, all of various races, each offering unique, and expensive, magical trinkets. True to their name, their sail is actually a thin sheet of gold, and the rest of their ship is covered in valuable metals and gems. It’s also very well armed, as are the merchants aboard. Keep an eye on the rogue when this one’s around. [Dragon_Overlord]
  11. The Patchwork - A large ship which seems to have been destroyed and repaired numerous times with whatever material the crew had, from birch wood to copper metal to even welded armor and weapons. Speaking of the crew, they appear to be a mishmash of Kenku, Kobold, Halfling, and the occasional Tabaxi and Goblin. The captain appears to be a raccoon by the name of Majos, which, if your party stumbles upon the question of why and how a raccoon is a ship captain, she would respond with “a salty mage who didn’t know how to win a simple game of cards had a tantrum.” She would then offer the party a game of cards in which if the party beats Majos, she rewards the party a hefty sum of 100 GP, and if any party member is any of the races listed above, she rewards an additional magic item (DM’s choice) and offers a position to the party member for them to join her crew. Accept and the party is taken to an additional encounter to an island for treasure. Decline is acceptable and Majos would accept any favor from the party. [SpyroAndToothless]
  12. The Feyr Winds - An elegant ship that carries goods and treasures from far off Elven lands run by a mixture of elven and faerie creatures. Their most illustrious goods are fruits that can do many things such as heal wounds, cure poisons, or even granting stat bonuses for a minute! (Vendor: Fruits are magical and can take on the effect of any potion you want.) [OSpiderBox]
  13. Gnasher's Maw - A tribal-ized longship driven by a "merry" band of lizard folk. They obviously don't understand personal space or social norms, and are seeking people to help them with a Giant problem. (Hook: if your party is having downtime while they look for their next quest, this could be that hook they need.) [OSpiderBox]
  14. The Esteemed Steamboat - Artificers run this marvel of steam engineering. However... it's currently in a state of disrepair. Looks like heavy damage from some monstrosity. While they're extremely proficient in fixing it, they have no money and are looking for work to pay for supplies. (Allies: party could hire some of them for an upcoming task/adventure, or even offer to fund the repairs in exchange for favopassage.) [OSpiderBox]
  15. The Mainstream (You’ll never need a bigger boat!) - A casino cruise ship featuring a large game room, several bars, comfortable rooms, a pool and a hot tub fueled by a continual flame spell. It is captained by a tall, brown scaled lizardfolk woman named Kepesk. The dealers are kenku bards repeating rules and barking (“Step right up, try you’re luck at the Wheel of the Goddess of Fortune!”) There is also a large vault of gold on board, guarded by lizardfolk soldiers. One particular patron is looking for a few helping hands for a bit of a caper now that he knows the guards patrol schedules. [spiff2]
  16. Rocinante - A relatively fancy and expensive ship being up kept by the Quijano family and their servants. The last living member of the family is a young man, obsessed with swords and thirst for adventure. He agrees to let the team borrow the ship, in exchange for him coming with them on their adventures to wherever they’re going. [DrFishPhd]
  17. Deep Blue - In a corner of the harbour, a seemingly empty ship. Sails are neatly furled, crew seems to have left the ship mere hours ago. On the deck, small openings allows the visitor to enter the hold, in it, some barrels, hammocks. Beside one of the hammock, a book, quite old, written in an old version of Common language.In the middle of the hold, some blankets cover a group of trunks, under these trunks, another opening ... leading to another hold. In this hold, vessels, old fashioned lanterns, and some parchment written in ancient language. At the bottom of a bulkhead, an opening, some stairs gong down in another hold.Wood seems ancient, and strange figures are carved into the wooden parts of the boats. Some ancient runes are covering pillars. In the middle of the hold, a panel with nails made of some unknown metal, once open, stairs going down in the dark. From the shadows, the noise of little splaches. [doctor_providence]
  18. The Mosquito - Run by a crew of githyanki pirates. What seems like a normal battle vessel, once on the open ocean, the sails begin turning outward and suddenly the ship begins gliding above the waters surface at fast speeds. [GladiatorJustin]
  19. The C.H.U.D.- The Shell of a massive deceased Dragonturtle floats next to the dock, it’s ends sealed by mechanical claws, and a viewport fitted into the front. The C.H.U.D. (Chelonian Hammerworked Underwater Dirigible) was designed by the Gnomish Inventor Hector Copperspark. Crewed by gnomes and halflings as they are the only ones small enough to man the complex machinery crammed into the turtle shell, the C.H.U.D. is a mercenary vessel that hires out to perform naval attacks. Hector just got a lead on a new job, and he needs some muscle to pull it off... [Lakandalwa]
  20. The Temple - A ship that serves as a mobile temple to a water deity. It goes from port to port to carry services. [SMGB_NeonYoshi]
  21. Cloudscraper - One of the gems of the Romish Empire's formidable fleet, the Cloudscraper is a powerful warship specially constructed for defeating sea monstrosities of all kinds. Developed after the Queen's late husband was killed by an island feeder (colossal sea beasts known for swallowing swaths of land whole), this vessel with an imposing tower-like bridge is loaded up with all types of harpoons, cannons, and magical armor. Some even say that, thanks to a powerful magical engine, the top half of the ship can separate from the brig to chase after flying beasts attempting to get away. With how famous it is, plenty of townsfolk are eager to get a look at the shining bronze beast of a boat. But what's it doing here of all places? [MildlyConcernedGhost]
  22. The Wistful Wanderer - A small sloop with a single cabin in the middle of the deck. A skilled observer might note that the sails and rigging as well as the rudder occasional shift to right the ship or tighten and secure themselves more. The cabin is actually permanently enchanted with a Mordenkainen’s Magnificent mansion and the ship is handled by a permanent crew of 20 unseen servants. It is owned by the Wandering Wizard Wesley Wrycroft. He sails the world at his leisure, seeking trade for scrolls and arcane artifacts. He also regularly hires adventurers to gather difficult to reach artifacts from unworthy hands whenever he finds a lead on the location of such a relic. [Lakandalawa]
  23. The Magic Brawler - A merchant ship with a very strong looking captain comes to port. If the party chooses to look at their items the captain will challenge the party to an arm wrestling match. Beating a DC 20 strength check will award the party one minor magic item from the captain's personal stash, and beating a DC 25 strength check will award a magic item of the DMs choosing. [TheInstitute4]
  24. The Friend Ship - A comfortable looking wooden ship full of people just hanging out on the deck. While aboard this ship you find yourself under the effects of the Charm Person spell to make everyone friendly with each other. [Stormkiko]
  25. The Dragon Ship - Captained by a Dragonborn with a dragon head on the prow, this ship is a merchant vessel crewed by a muscular Dragonborn who sits on the deck smoking a long pipe. The ship has put down for repairs after grazing a rock which tore a few holes in the starboard side. [AndreTheSalty]
  26. Kender - A rag tag ship filled with swashbuckling Kender. The ship looks like it was made from bits and pieces of many different ships.The Kender are very drunk and have no idea how they got to this port. [Slainlion]
  27. The Poor Captain - A ship that looks broken and near sinking, in truth it's one of the most armed ship on the seas. It uses help calls or just their non threatening look to lure ships close so that they can attack them. [DungeonsAndScouts]
  28. The Fisticuffs- A medium sized rowdy ship sits a little way out from the dock. The ship has two massive hands stemming from the hulls on long mechanical arms. The hands have an AC of 25, a damage threshold of 5, and 30 health each. They ship can leave the water and "walk" on the hands. The ship is primarily a combat ship and is crewed by a band of mischevious gnome tinkerers. In addition to attacking (+10 to hit: 4d6 + 8 bludgeoning damage) the hands can also cast Bigby's hand once per day. [dweeb_bush]
  29. The Grain Barge - A large barge with a dirt floor and wheat growing. A single old man lives on the barge, and sells wheat for 2 pountds per copper piece. In the hull of the barge, accessible only by a trapdoor in the old man's shack, is a large pile of carrots. [serious_tabaxi]
  30. Sea Rot - A large gallion speeds into port with a yellow flag raised. As soon as they dock and have paid the docking fee the captain, a large half-orc woman called Mishka, starts calling for help! She reveals that over half of her crew has contracted a strange plague and she fears for her life. She came to port to seek medical assisstance but fears she is infected so dares not go ashore.The plague - Sea Rot - Is highly contagious and air-borne: if a creature comes within 5ft. of an infected creature they must succeed on a DC 17 Constitution save or become infected themself, symptoms take 1d10 days to manifest. The symptoms of Sea Rot are gruesome, starting with the extremities of the body, the body starts depositing water in cytoplasm-like sacks. At the end of every long rest the creature takes 2d6 cold damage and must succeed on a DC 13 Constitution save or suffer 1 permanent constitution damage, the infected creature also has disadvantage on strength and dexterity checks. It can only be cured by magical means that remove a disease.If the party fetches help she rewards them with a small favour and a pouch full of gemstones worth 50gp, in addition, if the party can cure the 20 crew members and contain the plague she offers them passage anywhere, offers an additional 100gp, and her cutlass- a +1 scimmitar that also increases the holder's charisma by 2 while holding it. [dweeb_bush]
  31. Grok's Galley - A medium-sized ship piloted by a Tortle named Grok(He Understands Things)11. The ship is a 2 sailed vessel with few cannons and other wartime mechanisms on them. The crew is very resilient and full of ragtag non-humaniods. Gnolls, Dragonborn, Ratfolk etc.He's about to set sail back home as he's heard of this group of ratfolk that are trying to overthrow the government in his home town. [VKilledTInternet]
  32. The Abigail - An old warship thought to be lost that had been renovated and turned into an inn. It’s run by two very attractive siblings, who turn out to be sirens and one night, they take the boat out to the sea and eat all the passengers. [TardyTortoise]
  33. The Comfort - This massive galleon is an independent freebooter that refuses to pay allegiance to any nation or city. Housing a collection of skilled healers and clerics, the Comfort sails to areas struck by famine, plague, and war, providing healing to whomever requests it. The sailors aboard the vessel have all sworn the same oath, to defend the healers and their patients with their lives no matter the cost.While the Comfort usually is accepted at any port, it sometimes comes under attack when it travels to war torn regions and as such is well equipped to defend itself should it come under attack. [Lakandalawa]
  34. Arabian Traders - An exotic merchant vessel filled with silks, spices, and strange spirits is disembarking. A dashing arabian prince asks basic questions about the city, potentially becoming enamored with one of the party members. He is rich and slightly crazy, and believes anything can be bought for a price. This gets him into trouble when he tries to buy someone's hand in marriage to add to his collection of luxuries and many wives back in his home port. [jfractal]
  35. Deep Sea Scavengar - Salty, untrustworthy sailors (who look like pirates) are disembarking/unloading from their latest voyage. They have been at sea for months, and haven't seen a woman in that long - they openly hit on and jeer at any females in the group with a CHA score of 11 or higher. One sailor tells a fanciful story about sirens that they encountered on their voyage, killing 3 of their men (it's hard to tell if they are serious or not). [jfractal]
  36. His majesty's secret - A heavily outfitted, small warship is in a secret mission from the king. Heavily armed/armored guards stand watch over the docks, turning away everyone, and refusing to divulge their purpose here. [jfractal]
  37. Smallminded Yokels - A small, local fishing vessel filled with xenophobic, small-minded fisherman. The make disparaging remarks about any non-humans if approached. If the party gives them lip, they will get jumped by the crew the next time they wander the harbor at night. [jfractal]
  38. Mussel's Mate - A large fishing vessel that has seen it's better days. Rigging is in tatters, masts are spliced together, mismatched patchworks sails. Oddly enough the captains quarters are extremely well apportioned not at all like the rest of the ship. [hamlet_d]
  39. The Wayward Lady - This ship has an all female crew. The species on board are the outcasts from different lands. They serve as a place for any who are lost to have a home, though men don't tend to stay for long for some reason. After a successful DC 20 insight check it can be found that men on board the ship for 4 months become women. [42firehawk]
  40. The Gypsy - On the deck is what appears to be a stage where beautiful female dancers perform to music provided by a small band of bards. One of the dancers, who is known as the Storyteller, tells stories through song as the rest of the dancers provide her the visuals/backup dancing. Her voice is noticeably quite low for a woman, but is very enchanting nonetheless. An insight check with a DC20 will reveal that all of the performers are cross-dressing men. [Crystalized13]
  41. The Stable - A ship of decent size that carries horses (or any other kind of mount in your game) from port to port and sells them at a decent price to tired and/or injured travelers. It is crewed by a family of six (mother is the captain, father, three sons, three daughters) and a few extras the gathered along their journey, namely; a nice old man who wants to see the world, a young woman with a fiery attitude and an obvious crush on one of the party members, a muscular Dragonborn who has obviously seen some action who now tends to the horses, a bard who offers entertainment to the crew on board and is particularly liked by the children, a mute Druid who helps the horses and is good friends with the Dragonborn (who interprets their sign), and an ex-pirate who loves the sea but wishes to leave their past behind them. [Crystalized13]
  42. The Penny Bucket - The penny bucket is barely a ship. It's looks like a wash-bucket with a wooden T nailed to it and has a large white shirt as a sale. As far as you can tell there's no way to steer, its an utter mystery to you how it ended up in port, let alone why the dock authority would charge it to dock. When you peer inside the bucket you see a small red pseudodragon peacefully sleeping on it's hoard, which consists of 3pp, 16gp, 103sp, and 56cp, 6 rubies worth 30gp, and a dusty diamond worth 300gp , and a small magical trinket of the DM's choice. If woken up the Pseudodragon wakes up and fiercely snarls , cowering, and protecting its stuff. The dragon will trade any of the items in its hoard if the adventurers offer something of value, or a large amount of food. If the party wants to adopt the dragon along with it's hoard it may be won over with gifts and a DC18 animal handling check. [dweeb_bush]
  43. The Crafty Raft - A makeshift raft has floated down the coast and slammed into the dock. There is no one on board and it appears to be unmanned. There is a note fixed to the mast with a tiny butterknife. The note has directions, "at the lightning stump follow the stream and rescue us". The raft, and attached note were made by crafty goblins attempting to lure creatures down the coast right into a trap. The goblins have made finding their hideout incredibly easy. With a DC 5 nature (tracking) check the party can find the tree and follow it down to the river. The real trap is a series of pitfall traps cleverly hidden in and around the stream. If the adventurers continue along the stream they must succeed on a DC18 Perception check to avoid it and must succeed on a DC14 Dexterity save or fall 10ft. into spikes and take 1d6 bludgeoning damage and 2d6 piercing damage. They are then accosted by 2d4 goblins. [dweeb_bush]
  44. The Illusory Boat - Moored in the port is a huge gleaming golden pirate ship, there must be at least 50 richly dressed halflings manning it. There's a long gangplank extending to the dock. Suddenly there's the noise of several cannons firing off. The guards rush over to the ship, fearing that they are attacking the port. They scream at the ship- "come down here and speak to us you cowards, we can't board your ship without permission but we will call the town guard!" A voice calls from the ship yelling insults at the guards aiming to infuriate them till they board the boat. If any one steps on the gangplank they must succeed on a DC 14 Dexterity save or fall into the water, as they do the ship dissapears and it's revealed that the entire ship is a major illusion cast by three giggling wizards who run away from one of the neighboring piers. [dweeb_bush]
  45. The Question - There's a metallic ship floating in the water. From it you hear loud beeping, chirping, and whirring noises coming from it and it's attracted a large crowd of 3d10 townsfolk, who are fearfully inspecting the ship. As you approach closer you begin to hear a voice in all the artificial noises. You hear it asking thousands of questions, in thousands of voices: "who am I?", "why am I here?", "What's that ugly thing over there?", "what is the meaning to life", "Why are there people watching me?", and other creepy remarks that give the idea that the ship is conscious and scared. When the adventurers look into the boat they see a blinking green, light with a swirling marbled texture on it. The light turns red and starts asking questions very specific to the party. Before long it begins speaking in tongues and a flash of blinding light appears. The adventurers make a DC13 constitution save. On a failed save they are blinded for a minute and take 4d4 psychic damage or half as much on a successful save. When the adventurers look again the ship is gone and there is just a small gemstone floating in the water, whispering to the party in tongues that are unintelligible. [dweeb_bush]
  46. The mistake -A small boat that seems to have been renamed fairly recently. The - ake part of the name is in a different calligraphy and color from the rest of the name [Ido97]
  47. The Barnacle - An old weathered gun-ship bearing it's scars from many a battle, but nevertheless being no worse for the wear. Built strong from some ancient hardwoods and it has been well maintained to the best a ship of that age could be. The crew is a rowdy bunch of salty Dawgs that work as hard as they play...and they fight even harder. They may squabble amongst themselves, but don't you dare mess with or insult one of their brotherhood. They have come to port ready to sell their wares, collect their bounty and spend it irresponsibly. All so they can find their next mission and do it all over again. [gothic03]
  48. The Bauntoo - A strange ramshackle ship occupied by amphibious humanoids that spend near their entire lives out at sea, trade in weird cool stuff they've found deep diving into cool underwater locations like ocean ruins, and wont be at port for long. [Swerve-Bro]
  49. The Leviathan - A huge ship listing hard to one side, its mast broken halfway up and the sails drooping to the deck. All of the wood is dark brown, slimy and rotting out. It looks like someone pulled a shipwreck from the bottom of the sea and it remained afloat by some miracle. If the party inspects the ship, they will find it has already been thoroughly looted and all that remains of the crew are skeletons. (Whether the skeletons are animated or not is up to you). The dock guards will tell you that a huge fog rolled in last night and this ship was there when the fog lifted. [painterinsomniac]
  50. The Menagerie - A decent sized merchant ship, this one is run by all sorts of different creatures though none are humanoid. This ship was originally a travelling circus showing off all manner of awakened animals who were kept captive. The animals are quite amiable and will offer carry passengers in exchange for assistance selling their goods in markets. [painterinsomniac]
  51. The Coffin - A casket-shaped ship that contains the body of a 21-ft giant. The top of the casket has been fitted with sails and rigging and is manned by a crew of humans who tell the party that the giant hired them before his death. He always wanted to sail around the world, so half of all his treasures would be given to the crew who sailed him around the world. The money is to be awarded upon the crews return to the giant's family home, and the crew must have an artefact from each land to prove their voyage complete to the family and get their loot. Of course, the crew isn't bothering with actually sailing around the world - they're content to just make port for a year and trade people for ancestral trinkets so they can return to the land of giants in a year and take their massive loot. They've been given a hefty advance to cover the cost of their long voyage, so money is no object. Adventurers can sell their items if the item is from a distinct background (eg a Dwarven Warhammer, an Elven scroll of healing, etc). [Anceaus]
  52. The Lighthouse - This ship is captained by a young cowardly wizard and an equally nervous-looking crew of young human men. Atop the central mast is a large lighthouse light, which the owner uses to keep other ships far away from him while at sea so as to avoid any trouble. If approached, the captain will immediately begin grovelling and handing over loot at the sight of the party's weapons, offering them any onboard services he can think of for his crew to do for them (shoeshines, blade sharpening, armour mending).Turns out it's all an act - the captain is actually a conniving trickster who transports and deals in Light Blue Light, a magical drug that induces paranoia/twitchy behaviour but grants a 1d6 bonus to Strength for a period of 1 hour. [Anceaus]
  53. The Nest - A vaguely ship-shaped bramble of collected branches and tar, this vessel doesn't look like it should even float, much less sail. It's run completely by Kenku's. They love to collect shiny objects and every nook and cranny of the nest is filled with glittering pieces of treasure and trinkets, among which are a range of magical items.Anything can be bought for a price, but what they especially want is for the adventurers to help them get a shiny old chalice that they've spotted beneath the waters of the harbour - they aren't big swimmers. [Anceaus]
  54. The Half-Pint - An average looking, 2nd-rate ship run exclusively by halflings and gnomes. The crew are rolling a large number of barrels off the ship. A DC 13 Investigation Check will uncover that the Half-Pint has almost twice as many decks as a regular ship of that size and the diminutive crew use the extra space to smuggle illegal magical ale that has explosive side effects. If approached, the first mate (a scruffy gnome named Sebastiano who trusts people a little too easily considering his trade) will ask the party if they are 'for hire' or just want a cask.If the party is looking to buy, refer to the http://dndspeak.com/2017/12/100-random-potion-effects/ to determine what effect their beer has.If they're interested in the job, he would have them guard a supply wagon transporting contraband IPA to an old wizard who lives in an ivory tower in the nearby forest for a sum of 25gp each. What the party doesn't know is that the wizard is in the process of transitioning into a Lich, and the beer is the magical conduit by which he has been transforming. The wizard has the stats of a Revenant if the party chooses to fight him. If an unconscious creature drinks the illegal beer, they will be revived and become Undead. [Anceaus]
  55. The "Blu Moon" - A two masted Caravel. An ocean going merchant ship, that has recently been damaged by pirates, but escaped because they dumped all cargo overboard. The ship is being repaired and expected to be ready in two days. The captain, Quintus "Full" Moon, already has agreed to transport 24 bales of dyed fabric to [INSERT DESTINATION] but is now looking for some more cargo for the same destination. The rest of the crew is: first mate Eldan Wind (m half-elf), bosun Karrla (f half-orc), helmsman Olfie Re (f half-elf), cook Carlin Zwiet (f gnome), and four human sailors: Frenk(m), Ra(f), Tjoris(m) en Huub(m). Huub is a 12 year old boy on his first trip. [Jeeve65]
  56. The Leatherback - A merchant ship from a faraway land. It is made of a beautiful reddish wood and adorned with many colorful flags. About half the crew is made up of tortles and the other half consists of various other races they picked up on their travels. They are very friendly people and will happily buy you a drink or two in exchange for stories of your adventures or of the places and cultures you’ve experienced. If they take a liking to you they're even willing to give you free passage to wherever you'd like to travel... as long as that place happens to be the next port along their voyage. [TheMightyLoaf]
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March 18 Update: PC 1.14 Update, Player Collision Fix, CWL Fort Worth Recap

March 18 Update: PC 1.14 Update, Player Collision Fix, CWL Fort Worth Recap


PC 1.14 Update

Our PC 1.14 update is now live today with several PC-exclusive additions and quality-of-life improvements – scroll down below and search for “[PC only]” in the PC section of the patch notes to see what’s exclusive to PC players. A big part of today’s PC update improves the Inventory system in Blackout, including the following changes:
  • Attachments can now be moved from one weapon directly to the other with the Middle Mouse Button.
  • Attachments can now go from Inventory or Stashes directly to a stowed weapon with the Middle Mouse Button.
  • Players can now "Swap and Attach" weapons found in a Stash with the Middle Mouse Button.
We’ve also added new interactions with consumables in Blackout for easier management:
  • Players can now equip consumables with the Middle Mouse Button in the Inventory.
  • Added a "Use Consumable" keybind which allows using consumables without opening the Inventory. Pressing the button will use the currently equipped consumable.
  • Added a new element to the HUD to let players know which consumable is currently equipped.
  • Added the "Next Consumable" keybind which changes the player’s equipped consumable to the next in your inventory.
Jump into a match and let us know what you think!

Friendly Player Collision Fix

Today’s update also fixes an issue that temporarily increased the player collision boundaries for teammates in Multiplayer, as well as a crash that could occur when frequently switching between modes at the main menu.

CWL Fort Worth Recap

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From all of us at the studio, huge congratulations to Luminosity for coming out on top and taking it all in the CWL Fort Worth Grand Finals over the weekend, along with Splyce, Team Reciprocity, and 100 Thieves rounding out the Top 4! Congrats are also in order for FaZe Black, who won the Open Bracket Grand Finals against Mindfreak on the main stage on Sunday. With 16 Pro League teams and over 180 amateur teams duking it out all weekend long, this one was one for the record books.
Big thanks to our partners at the Call of Duty World League and MLG, our incredible casters, all of the fans watching at home, and the thousands of fans who came out to party with us in Fort Worth, making this one of the highest-attended CWL open events of all time. Let’s do it all over again next time at CWL London, May 3-5.

Read on below for today’s updates:

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  • PC 1.14 update now live with PC-exclusive additions, including new Blackout inventory management options, GPU optimization, stability fixes, and more.
  • Updated friendly hitmarker and added improved Hardpoint stats in World League Hub.
  • Improved Outrider’s Hawk functionality.
  • Fix for increased friendly player collision boundaries in Multiplayer.
  • Fix for a crash that could occur when switching between modes at the main menu.
  • Stability fixes in Multiplayer and Zombies.

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The following updates are now live on all platforms since our last update:

General

  • Stability
    • Fixed a crash that could occur when frequently switching between modes at the main menu.

Multiplayer

  • Collision
    • Addressed an issue causing increased player collision boundaries with teammates.
  • Specialists
    • Outrider
      • Addressed various issues that could occur when parking the Hawk immediately after deploying it.
  • Stability
    • Fixed a crash that could occur when using Mesh Mines in certain situations.

World League Hub

  • Miscellaneous
    • Updated friendly hitmarker.
    • Added improved stats in Hardpoint.

Zombies

  • Stability
    • Fixed a crash that could occur when setting Custom Option “Damage Multiplier” under enhanced AI.

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The following updates are live today on PC:

General

  • Optimization
    • Optimized GPU memory usage for lower-end setups. [PC only]
  • Stability
    • Fixed stability issues when booting the game after a previous session was ended due to a fatal error. [PC only]
  • Theater
    • Added keyboard shortcuts for all actions available in the Theater. This should help players to use the editing tools while keeping full control of the camera. [PC only]
    • Addressed an issue where the gamepad would not function properly in Theater. [PC only]
  • Menu
    • Addressed an issue where users could not make characters rotate in certain personalization screens. [PC only]
  • Friendly Fire
    • Unique Friendly Fire hitmarkers will now appear when damaging friendlies in any game mode with friendly fire enabled, including Hardcore modes, Blackout, and League Play.
  • Lobby
    • Addressed an issue that prevented a user that was previously a party host from entering game modes that could not be entered with the previous party.

Multiplayer

  • General
    • Added buttons to quickly set score and time limits to "Unlimited" in Multiplayer Custom Game Rules. [PC only]
    • Added the ability to change Class when joining a match in progress.
  • Maps
    • Contraband Hurricane
      • New stormy variant of Contraband added to rotation, free for all players.
    • Casino
      • Casino is now available in Hardpoint playlists and in Custom Games for Black Ops Pass holders.
      • Addressed an issue where the Sniper’s Nest could occasionally remain in the playspace after expiring in Casino.
  • Prestige
    • Addressed an issue where some users could not progress beyond Prestige Master Level 999.
    • Addressed an issue where Create-a-Class slots unlocked through Prestige could have empty Equipment slots.
  • Scorestreaks
    • Thresher
      • The Thresher will no longer damage friendly players in modes with Friendly Fire enabled.
      • Addressed an issue that caused the Killcam for the Thresher to display the incorrect point of view.
    • Dart
      • The Dart will no longer count toward team kill penalties in modes with Friendly Fire enabled.
  • Equipment
    • Addressed various instances where the Seeker could fall through the map.
    • Addressed an animation hitch when standing from crouch while holding a Trophy System.
  • Specialists
    • Outrider
      • Addressed an animation issue with Outrider’s Hawk tablet while a pistol was equipped.
      • Addressed an issue preventing Stim Shot use after using the Hawk.
      • Addressed an issue causing a double reticle to appear when using the Sparrow, then the Hawk.
  • Game Modes
    • Heist
      • Addressed an issue where keyboard navigation in the Heist Buy Menu would make elements unselectable. [PC only]
      • Improvements made to the revive UI to match the revive UI in Blackout.
      • Addressed an issue that could cause EKIAs from properly registering in Heist.
    • One in the Chamber
      • Disabled “downlinking enemy data” radar sweep voiceover.
  • Customization
    • Mastercraft camos will now display on weapons in the Gun Rack.
    • Warpaint can now be seen through Seraph’s “The Professional” mask.
  • Custom Games
    • Addressed an issue that could prevent Equipment cooldown from functioning properly in Custom Games.
  • UI
    • Addressed a text overlap issue in the lobby in the map voting area.
  • Stability
    • Fixed a crash that could occur when using Mesh Mines in certain cases.
    • Fixed a crash that sometimes occurred while playing Stockpile with bots.

World League Hub

  • General
    • Players that leave a match early will now receive an increased match quit penalty.
    • Unlocked all 12 Custom Classes for players to use in World League Hub.
    • Prestige Master players now properly earn XP in League Play matches.
    • Multiplayer Challenges now properly track while playing in League Play Events.
    • Prestige icons now properly appear when leveling up in League Play Events.
  • Ladders and Rewards
    • Added a Top 5 Ladder Reward tier that awards 4 Gems.
    • 1st Place Ladder Reward now awards 5 Gems.
    • League Ladder Tile in the World League Hub now properly updates after a League Play Event ends.
    • Addressed an issue where players were able to roll over their Ladder Points between Events.
  • Daily Bonus
    • Daily Bonuses will now roll over day-to-day for the duration of the current event.
    • Reduced the Daily Bonus point value from 200 to 100.
  • UI
    • Added red penalty text to the Quit Match popup to clearly indicate new match quit penalty.
    • Updated the World League Rank Calling Card description to include the card’s rank.
  • Miscellaneous
    • Addressed an issue where Match Bonus was rewarding fewer XP than intended.
    • Addressed an issue with inconsistent XP being awarded to players in Search and Destroy League Play matches.
    • Addressed an issue with Specialist Stats displaying Public Match Stats instead of World League Hub Stats.
    • Addressed an issue with the Previous League Play Results screen appearing before a player had completed their Skill Evaluation matches.
    • Addressed an issue with the League Play Career tile in the Barracks not properly updating.
    • Addressed an issue with Streak Flames not appearing in some cases.

Blackout

  • Inventory [PC only]
    • Added interactions with items in the Inventory to let players manage their items in new ways:
      • Attachments can now be moved from one weapon directly to the other with the Middle Mouse Button.
      • Attachments can now go from Inventory directly to a stowed weapon with the Middle Mouse Button.
      • Attachments can now go from a Stash directly to a stowed weapon with the Middle Mouse Button. Pick Up functionality has been moved to the Right Mouse Button.
    • Players can now "Swap and Attach" weapons found in a Stash with the Middle Mouse Button.
    • Added interactions with consumables for easier management:
      • Players can now equip consumables with the Middle Mouse Button in the Inventory.
      • Added a "Use Consumable" keybind which allows using consumables without opening the Inventory. Pressing the button will use the currently equipped consumable.
      • Added a new element to the HUD to let players know which consumable is currently equipped.
      • Added the "Next Consumable" keybind which changes the player’s equipped consumable to the next in your inventory.
    • Addressed an issue where "Next Health Item" and "Next Equipment" keybinds could not be bound to the Mouse buttons.
  • Spring Map Update
    • Added updated lighting, new and improved greenery, and springtime trees in full bloom throughout the map.
  • Weapons
    • Operator Weapons
      • Operator Weapons added to Supply Drops and Stashes.
      • Weapons come with Operator Mods pre-attached, which cannot be stripped.
      • Operator Weapons glow purple for easy identification.
    • Purifier
      • Firebreak’s Purifier flamethrower can now be found in Supply Drops.
  • Perks
    • Reinforced
      • Reduced Reinforced Perk fire resistance.
  • Equipment
    • Grapple Gun
      • Resolved an issue causing players to hold the Grapple Gun with the wrong hand when viewed in third-person.
    • Recon Car
      • Resolved a UI error that could occur when activating a Recon Car.
  • UI
    • Addressed an issue that prevented Echelon images from appearing in the Merit Report screen.
    • Removed erroneous description text for the Medic Perk that referenced faster healing.
    • Addressed an issue that prevented the Spectate button from functioning on the Elimination screen until Skip had been pressed.
  • Stability
    • Fixed a crash that could occur when loading into Blackout in splitscreen.
  • General
    • Players can now mute team members via the Team Scoreboard.
    • Improved visibility of items on the ground when wingsuiting and parachuting into the map.
    • Enabled prioritizing ammo pickups over weapon pickups in Blackout Options.
    • Weapon Inspect can now be activated with left on the d-pad on consoles.
    • Gestures and Callouts can now be activated during the Victory screen.
    • Added new Limited-Time Modes stats filter in Barracks.
      • All Limited-Time Modes now feed stats directly to the Limited Time Modes filter, including previous Hot Pursuit stats.
  • Miscellaneous
    • Addressed an issue where the wrong Calling Card was displayed when a player spectated or viewed the Killcam.
    • Addressed an issue where the player character was missing when joining another player in the lobby.

Zombies

  • Host Migration
    • Public matches will now automatically continue with a new host if the current host drops out mid-game.
  • Armory
    • Addressed a UI error that occurred when entering the Personalize Menu of the Armory for weapons that are disabled in the Edit Game Rules Menu.
  • UI
    • Addressed an issue that caused a progress bar from appearing when throwing Equipment.
  • Stability
    • Global
      • Fixed a crash that could occur when a Catalyst zombie performed its special attack.
      • Fixed a crash that could occur when navigating from the Black Market to a Zombies lobby and back.
    • IX
      • Fixed a crash that could occur when a player started a Custom Mutations IX match where starting points had been adjusted in “Edit Game Rules”.
      • Fixed a crash that could occur when the player queued for a public Classic IX match.
    • Blood of the Dead
      • Fixed a crash that could occur if the player rapidly switched tabs while spectating.
      • Fixed a rare crash that could occur when the player killed themselves inside the Acid Trap.
      • Fixed a rare crash that could occur when certain visual effects were attached to the player.
    • Dead of the Night
      • Fixed a rare crash that could occur during the Stake Knife Quest.
    • Classified
      • Fixed an issue during the “Death-Con Five” Gauntlet where the player could be disconnected from the server and moved to the main menu when transitioning from Round 10 to Round 11.
    • Theater
      • Fixed a crash that could occur when viewing a clip made during the previous patch in Theater.
      • Fixed a potential freeze and/or crash that could occur in Theater when fast-forwarding a clip from Dead of the Night.
  • Miscellaneous
    • Global – Addressed issues where:
      • The Welling could be permanently unlocked with a Permanent Unlock Token, despite it being the starting pistol.
      • Pack-a-Punching the Swordfish while it was equipped with the Holographic and Long Barrel attachments caused the weapon to have improper animations.
      • If the player left any party lobby hosted by a player, then accepted an invite into a custom Zombies game from a second player, it would result in the player losing functionality during the First Time User Experience screen.
      • The Ethereal Razor could be seen constantly even if the player was not using the knife.
      • The player put their only weapon into the Pack-a-Punch, effectively giving them fists in first-person, but a knife would be seen in their hand in third-person.
      • After killing the Blightfather, the 25% XP boost did not give out the appropriate value with a “MKII” weapon.
    • Prestige Master – Addressed issues where:
      • A Prestige Master Level 1000 player could still see an XP bar in the After Action Report after every match, despite there being no XP left to earn.
      • Earning XP at Prestige Master Level 322 could become corrupted.
      • The Options menu during a game would display the incorrect level and amount of XP for a Prestige Master player, and would be inconsistent with the After Action Report.
      • A Master Prestige player changed their Prestige icon and other players would see the default icon in the Social menu.
    • “Death-Con Five” Gauntlet – Addressed issues where:
      • Players may lose their sprinting animation after sliding and shooting during “Slippery” in Round 2.
      • Players were able to use Elixirs while not sliding, which was inconsistent with the round description during “Slippery” in Round 2.
      • If the player rapid-fired a semi-auto weapon while sliding, they could rapid-fire the remainder of the clip after stopping during “Slippery” in Round 2.
      • Damage would persist on players while standing still during Round 5.
      • The player would lose points when they run, walk, slide, crouch, or go prone in Nova 6 Gas, despite the description only mentioning when “standing” during the “High Gas Prices” Round.
    • “Veni, Vidi, Zombie!” Gauntlet
      • Addressed an issue in Round 26 in which players could briefly see their Equipment in their hands as their weapon changed.
      • Addressed an issue in Round 26 in which the revival animation would not play when the player was reviving another player.
    • Classified
      • Addressed a visual issue near the Mystery Box in the War Room Upper Level.
      • Addressed an issue where activating the Nova Crawlers by annoying McNamara during a round transition change would cause all spawns going forward to be Nova Crawlers.
      • Closed an exploit where the player could use the Ragnarok DG-5 to jump onto a filing cabinet in Central Filing.
    • IX
      • Addressed an issue where players were unable to repair barricades in the Ra Altar room.
      • Addressed an issue where the player may notice a misaligned Challenge text box in the UI after cutting a Challenge Banner rope.
    • Blood of the Dead
      • Addressed a rare issue where the player’s Shield Key could get jammed in a door while aiming down sights.
      • Addressed an issue that could occur where the Warden that spawns on the roof could path to the Infirmary and then get stuck.
      • Addressed an issue that could occur where random barricades would become unrepairable after Round 6.
    • Dead of the Night
      • Addressed an issue where gazing sequences would reset the FOV to 90. [PC only]
      • Addressed an issue where the light FX for Alistair’s Annihilator could persist on the screen when grabbed by the Crimson Nosferatu.
      • Addressed various visual issues in the Cemetery.
    • Perk Up Elixir
      • Addressed an issue where the player would only receive two Perks from the Perk Up Elixir after failing a round in any Gauntlet match by not completing the objective.
      • Addressed an issue where, if a player used the Perk Up Elixir in a Gauntlet to obtain extra Perks and then proceeded to get damaged down to 50 health, then used In Plain Sight while being attacked at 50 health, the round failed and the Perk Up Perks remained active when the player respawned in the next round.

-Treyarch
submitted by treyarch_official to Blackops4 [link] [comments]

Mysterious Alter Ego Λ / Lambdarylis' Profile

DEFAULT PROFILE
ラスベガスに現れた謎のサーヴァント。 その正体はあまりにも不明だが、一流のバレエダンサーであり、芸術を司る女神であり、今回はさらにフィギュアスケーターとしての才能まであったコトを見せつける、水とペンギンのサーヴァント。 ベガスにある五大カジノの一つ『水天宮』のオーナー。 カジノはスロットがメインだが、とにかく風速が早い……回転が速いという噂。 一文無しになって路頭に迷ったお客様(サーヴァント)たちの行方は杳として知れず、おそらくラムダに囚われ経験値にされてしまったのでは、と噂されている。
The mysterious servant who appeared in Las Vegas. While her true identity being completely mysterious, she is a first-class ballet dancer, a goddess governing over arts, and this time around she shows off furthermore her talent as a figure skater. A servant of water and penguins. The owner of one of the five big casinos, the "Suitenkyuu". Although her casino's main attraction is the slot machine...at any rate, rumor has it that those machines possess a fast wind velocity...with fast rotation. Any customer (servants) who went broke and rendered homeless will go missing and unknown, and supposedly a rumored also has it that those lost lambs ended up trapped by Lambda and turned into experience points.
BOND 1
身長/体重:160cm・33kg 出典:Fate/EXTRA CCC 地域:SE.RA.PH 属性:秩序・善 性別:女性 ヒールブレードが外れている為、身長が変化している。
〇騎乗:C 騎乗の才能。ランサーになった事でランクダウンしている。
〇女神の神核:C 生まれながらに完成した女神であることを現すスキル。 メインエッセンスをサラスヴァティからリヴァイアサンに変えた事でランクダウンしている。
Height/Weight: 160cm & 33kg Source: Fate/Extra CCC Region: SE.RA.PH Alignment: Lawful・Good Gender: Female Due to her heel blade being removed, her height changes.
・Riding: C Possessing the ability to ride. But due to her Lancer class, that passive is ranked down.
・Goddess' Essence: C A skill perfected since her birth, a skill which allows her to manifest as a Goddess. Due to her main essence being changed from Sarasvatī to Leviathan that her skill is ranked down as the result.
BOND 2
水上のプリマドンナ、兼、カリスマフィギュアスケーター。さまざまな波を繰り出す海の女王を名乗る。
好戦的で無慈悲。かつ加虐趣味を持つという女王属性。 構造的な美しさを好み、醜いものを許さない潔癖性。 自分が完璧な存在であり、自分だけですべてを成し得られると自負しているのでプライドが高い。 ……といういつもの彼女だが、今回はプロのフィギュアスケーターとして観客を沸かせる事を快楽としている為、加虐趣味は(やや)封印されている。 とはいえ、『自分基準で、自分の美しさを絶対としている』核の部分は変わらない。 他の水着剣豪たちがどれほど美しく人気があろうと、 「ふうん、そうなの。でも、一番美しいのは私でしょう?」と優雅に微笑む。
Prima donna on the water surface, as well as a charismatic figure skater. She now claims to be the queen of seas who lets out various waves.
She possesses the trait of an aggressive, merciless, and a sadistic queen who takes a liking to torture. She favors structural-like beauty and has no tolerance for anything ugly. A person of fastidious. She claims herself to be the perfect existence and is extremely prideful due to her self confidence of having the ability to achieve everything by herself. .....although it is the usual her that we're talking about her, due to her enjoying the pleasure of flaring up her audience as a professional figure skater this time that she (somewhat) sealed away her sadistic tendencies. Even so, the core personality of "her self beauty is absolute by her own standards" does not change. No matter how beautiful and popular other Swimsuit Swordmasters may seem to be, she'll smile gracefully and respond with "Hmmm, is that so. But I am the most beautiful one anyway isn't it?"
BOND 3
正体を隠しているのはスタァだから。プライベートを明かさないのは、ひとえに熱心なファンへの温情であり、ご褒美である。 自分はメルトリリスではなく謎のアルターエゴである、と主張している。 普段であれば姉妹たちの手前、あまりカリスマぶる事はないのだが(そうかぁ?)、 表現者・ラムダを名乗っているこの霊基ではとにかくプロ意識が高い。
また、リヴァイアサンの影響で『嫉妬深く』なっている、という触れ込みだが、もともと彼女は『自分が愛するただひとつのもの』への執着・愛情がブラックホール級に重いので、嫉妬深いのは元からなのであった。
Her act of concealing her true identity is due to her being a superstar, and her act of not exposing any of her private life is entirely for the sake of goodwill to her passionate fans, and a reward. She insists herself to be not Meltryllis but Mysterious Alter Ego. Normally she wouldn't really pose such charisma in front of her sisters though (s'that so?) With this Saint Graph where she took the name of the expressive Lambda here, her pride anyhow as a professional is truly high.
Also, though she claimed herself to be "a very jealous person" due to the influence of Leviathan, considering she already possess the "that only one aspect of self love" and her love reaching blackhole level here, being "very jealous" is something she already have since the start.
BOND 4
〇スワンレイク:A スキル『加虐体質』を抑えた事により『クライム・バレエ』が変化したもの。 攻撃性・回避性を薄めた代わりに、より長く、美しく、観客を魅了する踊り子となった。 "最高のトリプルアクセル"チャンスが訪れる事も。
〇完全流体:B リヴァイアサンの権能。自身を流体に、世界を海水で満たす。これを使ったメルトを倒せるのは、無敵貫通による攻撃のみである。
〇メルトエンヴィー:EX 七つの大罪・嫉妬による汚染。 メルトウイルスがリヴァイアサンの影響で変化したもの。パーティのサーヴァントたちの魔力を奪い、宝具の威力を向上させる。 一見すると強力なスキルだが、ここぞという時でパーティの足並みを狂わす魔のスキル。
・Swan Lake: A The changed skill form of "Crime Ballet" through restraining her "Sadistic Constitution" skill. In exchange for having its attack and evade capabilities weakened, it turned her into a dancer that charms her audience much longer and attractively than before. Even the chance of having "the best triple axel” would come to her as well.
・Perfect Fluid: B Leviathan's authority. It fills the world with seawater by turning itself into the fluid. The only way to defeat Melt who used this skill would be to use only attacks that pierce her invincibility.
・Melt Envy: EX Tainted by one of the Seven Sins: Envy. A changed form of Melt Virus thanks to the influence of Leviathan. Her Noble Phantasm potency is increased through taking her party member's prana into her own. Though a strong skill just by at a glance, it's a demonic skill that deranges the pace of her party members at the critical moment.
BOND 5a
『その夏露は硝子のように』 ランク:B+ 種別:対人宝具 レンジ:10~50 最大捕捉:1人
ブルーサマー・パラディオン。 ラムダ曰く、『夏露はなつ、硝子はほしと読むのよ』とのこと。 対象を水球で囲み、拘束。自身は招き寄せた大津波にダイヴし、従者であるリヴァイアサンたちと共に海中を高速移動し、その加速を以て自身をミサイルにように撃ち出し、対象を水球ごと貫く。 地上に飛び出したラムダの姿は優雅な飛び魚のようにも、都市を滅ぼす神話の槍にも見えるという。
『大海嘯七罪悲歌』 ランク:EX 種別:対界宝具 レンジ:50~100 最大補足:500人
リヴィアサン・メルトパージ。 ラムダ曰く、『七罪悲歌は なつみひか と読みなさい』とのこと。夏の罪とかけているのだろうか……? 天の地を海で満たし、大津波を引き起こす。 津波にのまれたものたちは渦巻きによって一カ所にまとめられ、水玉(牢)に閉じ込められた後、完全流体のまま竜を模したメルトリリスによってかみ砕かれ、海の藻屑と化す。ラスベガスを囲む海はこの宝具を常時展開したものである。
「That Summer Dew, Like the Glass」 Rank: B+ Type: Anti Human Noble Phantasm Range: 10 to 50 Maximum target: 1 person
Blue Summer Palladion. As Lambda says, "The summer dew is read natsu, while the glass is read hoshi[1]". Closing and capturing her targets with the water sphere. By diving into the giant tsunami that she beckoned, she will move together with her followers, the Leviathans in high-speed. she then shoots herself out like a missile with the accelerated speed and pierces the water sphere itself with her enemies in it. It is said that the sight of Lambda who flies out of the ground is like an elegant flying fish, or it can also be seen as a mythical lance that destroys an entire city as well.
「Elegy of the Tsunami Seven Sins」 Rank: EX Type: Anti World Noble Phantasm Range: 50 to 100 Maximum target: 500 people
Leviathan Meltpurge As Lambda says, "Do read "Elegy of the Seven sins" as Natsumihika[2]". One would wonder if she attempted to play on the words "sins of summer" here? Filling the celestial ground with the sea, she thus evoked a great tsunami. All things that are swallowed by the tsunami would then gathered to one place through the maelstrom, and shattered by the dragon-shaped Meltryllis who remained in her perfect fluid form after containing all of them into one single water sphere (jail) and subsequently swallowed by the sea. The sea that surrounds Las Vegas is the result of this Noble Phantasm being constantly active.
BOND 5b[3]
リヴァイアサンは旧約聖書・ヨブ記に記された海に棲む巨大な魔獣のこと。 神は最後の審判の後、 人類の糧となるべく巨大な魔獣を創造した。 それが陸に棲む魔獣ベヒモスと、 海に棲む魔獣リヴァイアサン(レビィアタン)である。
リヴァイアサンとベヒモスは番(つがい)であるとされ、ベヒモスは温厚な草食獣であったが、リヴァイアサンは凶暴な獣だという。
リヴァイアサンはすべて雌であるとされ、後に巨大な蛇のイメージで描かれることになる。 海が人々にとって死と隣り合わせだった中世以前、その凶暴性から悪魔とみなされるようになり、 ついには『七つの大罪』のうち『嫉妬』を象徴する大いなる悪魔として流布された。 リヴァイアサンは悪魔学においてサタン、ベルゼバブに次ぐ地位を持ち、さらに地獄の海軍大提督としての権限を持つ。ヨブ記では、あまりに巨大であり、ただ泳ぐだけで海が渦を巻き、荒波が押し寄せるという。
「どんな凶暴でも、 神性があって女の子なら女神ですよね☆」
なんてBBちゃんの超解釈が炸裂している。
Leviathan is an enormous magical beast that inhabited the sea from Jewish belief, referenced in the Hebrew Bible in the Book of Job. The Gods after the Last Judgement, created numerous enormous magical beasts to be humans' food as fast as they could. And thus the magical beast, the Behemoth who inhabited the land; While in the sea lived the magical beast Leviathan (Livyatan).
Both Leviathan and Behemoth are treated as guard keepers. While Behemoth was a mild-mannered herbivore, Leviathan, however, was a violent beast.
All Leviathans are treated as female, and later on, depicted as a huge snake in their image. As humans prior to the medieval ages saw the sea as living at close quarters with death and through how people saw the violent and bestial nature of this creature as something of a demon, eventually it was depicted as a great demon that represented "Envy" of the "Seven great sins". Leviathan in the Demonology is believed to hold a significant position after Satan and Beelzebub. Furthermore, it holds the authority of a great admiral of hell. According to the Book of Job, that creature was described to be so big that it causes the sea to flow in whirls just by swimming and allow raging waves to surge.
"No matter how violent it is, if a girl possesses divinity then she is considered a Goddess you see ☆"
Said BB-chan with her super-interpretation bursting all around.
NOTES [1] - This is mainly for reading purposes. In Japanese, her NP is read as Sono natsuro ha shoushi no you ni, but after her explanation, her NP is thus read as, as intended by her, as Sono natsu ha hoshi no you ni, which translates into "That Summer, Like the Stars".
[2] - This is a bit of an odd one. Her NP is read as Daikaishou Nanatsumi Hika so basically she just shortened it to Daikaishou Natsumihika. As for whether Natsumihika holds any actual meaning remains to be seen. As she was making a word play, this may be intentional.
[3] - For more information about Leviathan: Here you go Seething currents whorl, Leviathan Leviathan To swallow up the world, Leviathan Leviathan ♬
EDIT: "Elegy of the Tsunami Seven Sins" segment had an error, this is fixed. Along with other minor issues fixed.
EDIT #2: Missing bond 3 line added.
submitted by elevenmile to FGOGuide [link] [comments]

I Ran Kingdom Hearts in FATE: Recap and Discussion

I Ran Kingdom Hearts in FATE: Recap and Discussion
Hey folks. I’m pretty new to reddit and I haven’t seen a post like this on this subreddit yet, so I hope I’m not violating any unspoken norms, but here goes. A little while back, I ran a FATE Core game based on the premise of the Kingdom Hearts video game series. It ran weekly for about a year, a total of around 40 sessions around 3 hours apiece. I’m feeling an urge to talk about it, so I thought I’d post a debrief-style summary of the game here. I’ll start with a quick rundown of the way the game was constructed, then a (admittedly probably pretty long) summary of the game itself, and then finish up with what I learned from the experience and hope to apply in the future. I’m presenting this for a moment’s entertainment, inspiration, constructive criticism and suggestions. And of course, for vanity. Always vanity.
This post is going to be a monster… it has taken about five hours to write and is sitting at around 12 pages on the google doc that I wrote it in, and I can’t find an option for collapsible spoiler blocks. So… sorry about that? TL;DR: It’s okay if you don’t want to read it all. We’re cool.
I may also crosspost it on other sites, because it was a lot of work. Haven't decided yet.
Constructing the Game
For a bit of background, this was a game I ran offline for three friends. It was our third game as a group, our second with me as the GM. I’ve been running games for a long time, mostly D&D but some White Wolf as well. I had never used FATE or really anything like it before, either as a player or GM, so it was pretty much all new to me. I chose FATE for this game because I wanted a generic roleplaying system that could encompass fantasy, sci-fi and realism-esque scenarios without too much modification. I was also looking for a rules-light system because my experiments with more complicated generic systems like GURPS and BESM had showed me that it was hard to maintain any kind of balance when players have different levels of experience and optimization ability.
The Kingdom Hearts video game franchise by Square Enix and Disney was, as I mentioned, the basic source for this game. If you’re not familiar with it, this post might not be of much interest to you, but I’ll give you a quick summary of the series anyway. The main characters travel between different worlds (most of which are based on Disney films like Aladdin and The Nightmare Before Christmas), meeting the characters of those worlds, exploring the settings, and battling an invading force of darkness (called the Heartless) while trying to find their friends and solve the mystery of the Heartless. Obviously there’s more to it than that, but that’s the basic premise.
The player characters in this game were meant to be the last survivors of worlds that had already been invaded and destroyed by the Heartless. The players were given the instruction to create an original character from an existing fictional or fictionalized world. I told them to imagine a certain level of power (think more Spider-Man and less Superman), but counted on the game system to keep all the characters balanced regardless of what their supposed power level might be. The game proper was to begin with their first meeting, after the destruction of their home worlds.
(As an aside, a world in this concept is essentially an entire separate universe with its own physics, technology and magic, but it’s really only as expansive as the story that gets told in it. So a world may be as large as a galaxy or as small as a building.)
As you might be able to tell from the setup, I was abandoning some of the central devices used in FATE and creating FATE characters. Since the characters had lost their home worlds and were going to be travelling between worlds, skills like Contacts and Resources didn’t really apply. Likewise, since they were meeting for the first time and all came from separate worlds, using tools like the Phase Trio to come with aspects also felt like a poor fit. So I made some modifications to the base system. These are presented as they actually happened, both ideas that worked out well and the ones that worked out poorly. So take them with a grain of salt.
For the player characters (as well as major helpful NPCs they met along the way), I set aside the usual ways of devising aspects and set the up like this. In addition to the High Concept, one aspect was devoted to the character’s World of Origin. This seemed like a good idea, because it could be invoked or compelled when a character was in or out of their element (so a character from a low fantasy world could invoke it when they were in a low-fantasy world to be familiar with the tropes of that genre, but it could be used against them if they’re in a futuristic space opera surrounded by technology they know nothing about). Instead of a Trouble, each character had a Darkness and a Light. This was a reference to one of the themes of the Kingdom Hearts franchise, the idea that every Heart has both light and darkness, and we are defined by what we choose to follow. In practice, these looked a lot like the World of Darkness’ Virtue and Vice traits: the best and worst aspects of the character’s nature. Because the first four aspects were pretty narrowly defined, the fifth aspect was left open for the player to use as they liked.
For Skills, I dropped Resources and Contacts for the reasons I mentioned above, and made a couple other alterations to suit a game that hops among vastly different universes. I changed Crafts to Tech (a more-or-less purely aesthetic change) and split Lore into Magic and Science. I think I also added Expression, as the skill of creating art. These weren’t really great moves-- Science (as distinct from Tech) and Expression were pretty much wastes of space as no one ever really used them. The Magic skill on its own would allow characters to understand and use magic that they encountered in their travels, and specific effects (i.e., casting spells) required stunts.
I also renamed Fate Points to Heart Points, a purely cosmetic change that brought the game a little closer to its Kingdom Hearts inspiration.
One of the other fundamental premises of FATE was also dropped: player collaboration in the creation of the world. I’m not a monster, and of course when players had suggestions about things they wanted, I would do my best to make them happen, but ultimately I was making all of the decisions about where they were going and what they were doing. Realistically, this was a pretty railroady game, but it was fun so I don’t think the players minded much.
One of the centerpieces of the game was a set of modular equipment that the player characters obtained around the end of the second session: the Keyblade that is emblematic of the Kingdom Hearts series, as well as a Magic Shield and Magic Staff. Each of these granted one stunt and one aspect (for example, the Keyblade could unlock things at the cost of a Heart Point, and had the aspect “A Sword of Terrible Destruction”). In addition, each of these items could be modified by attaching a Keychain, which altered its name and in-game appearance and granted either an additional aspect or (more often) an additional stunt. Each player started with a single Keychain representing their world of origin, and additional keychains were earned as story rewards, a new one each time the players defeated a boss and completed a world. In practice, this was represented by three envelopes with holes cut into them in different places so that different parts of an index card showed through depending on which envelope they went into.

Basically this.
I definitely made some alterations to the Kingdom Hearts premise as well. The Keyblade wielder was not automatically the central character of the story; all three characters got to share equally in the glory. I dropped Gummi Ship travel and Summoning, and most of the way magic worked. I also expanded the range of world options well beyond Disney films, as you’ll see in the summary. I retained a lot of series’ premises and conceits as well, like meeting an ally and teaming up with a native of each world. Some of the retentions were really poor choices in hindsight (notably, to the irritation of all you true FATE afficionados, I retained the combat focus of the video games, getting the player characters into Win-or-Die combats almost every session) but more on that in the “what I learned” section at the end.
The premise of the game, hopping around among different fictional worlds, allowed me a lot of opportunity to have fun with players. Sometimes they got to explore worlds they were familiar with and sometimes I got to introduce them to a new property they had never encountered before. I got to build in little jokes, in the names of aspects and stunts for NPCs, and use lots of media like music and pictures to set the appropriate tone (at one point, I even got to use a short excerpt of an audiobook). I even got to use my fairly meagre photo-editing skills to create some fun images (usually, transforming familiar villains into Heartless). I’ll include one of the cooler images in the summary below.
Also I got to do impressions. A lot of impressions.
Game Summary
For this summary, I’ll cite the many sources that I drew on in parentheses and italics.
To begin with, the characters that my players came up with were, in no special order:
Meky, an Ork Mekboy from the world The Grim, Dark Future (Warhammer 40,000). Meky’s backstory included that he had been created in an Eldar Lab with some sort of cognitive enhancement, such that he was moderately less of a mindless killing machine than most of his Ork brethren.
Imara, a guardian angel from the world of Innistrad (Magic: The Gathering); and
Rhiannon Blackwell, a young Ravenclaw student witch from the world of Hogwarts (Harry Potter series).
World 0: The Ocean Beyond Space and Time (Marvel’s Exiles comics)
After the destruction of their individual worlds, the characters fell through the space between worlds for an indefinite time, before suddenly appearing over an infinite ocean and landing in a little yellow life raft. After getting their bearings, discovering the mysterious Keychains they are each holding for some reason, and meeting each other, they spot a kitchen floating on surface of the water. Traveling to it, they meet the enigmatic Timebroker who explains that each of their worlds was destroyed when the Heartless consumed its heart, but they were saved from destruction because of their strong hearts, and he brought them to this Ocean outside of time and space to send them on their important mission. Before they can begin, however, they need to retrieve the treasures of this realm from another whose strong heart brought him to the Ocean after his world was destroyed, the pirate king Captain Bloth (The Pirates of Dark Water). He also gives them the Tallus Card, an artifact that will help him to guide their travels.
The PCs infiltrate Bloth’s pirate ship, fight the monstrous Constrictus in the hold, and ultimately kill Bloth and retrieve the treasures: a Key, a Rod and a Disc made of green crystal. By attaching their Keychains, they transform the treasures into the Keyblade (Meky), the Magic Staff (Rhiannon) and the Magic Shield (Imara). Meky also claims the gigantic pirate ship as his own, but he doesn’t have any time to enjoy it because the Timebroker’s magic whisks the group away to their first real world.
World 1: Monstropolis (Monsters Inc.)
The team appears in a bathroom stall. They encounter a furry blue monster, Sully, who is trying to find the creature he accidentally let into his workplace while working late. He is doubly freaked out when he sees Rhiannon, since she’s a child and children are toxic to monsters. After sorting out that mess, they search the building together and find the creature: one of the Heartless! They dispatch it, then retreat to Sully’s apartment to plan. They learn that the monsters of Monsters Inc. use special doors to travel to the human world to harvest the screams of children to power their city. Imara is not at all comfortable with this, but Rhiannon, who is used to magic working in strange and macabre ways, is weirdly OK with it.
Along with Sully’s roommate Mike, they infiltrate Monsters Inc. in disguise to look for a “special door” that will take them to another world. On the “scare floor” they battle a group of the Heartless along with the invisible evil monster Randall Boggs, which causes the rest of the monsters to flee and quarantine the floor. Using the Tallus Card, they make contact with the Timebroker who calls up two doors to other worlds, instructing them to travel to each world, defeat the Heartless there, and use the Keyblade to open the path back to this world. Mike and Sully stand guard as the PCs enter the first door.
World 2: Frank (Osmosis Jones)
The team arrives in what they quickly determine to be a colossal human mouth. They meet Osmosis Jones, a white blood cell charged with serving and protecting the world of Frank. Realizing that the Heartless are probably looking for the heart of Frank, they travel to his actual heart. There, in what is essentially a giant highway interchange, they do encounter the Heartless in the form of three viruses: Fever, Chill and Weird (Dr. Mario). They defeat the Heartless, but in the process do significant damage to the structure, getting all the PCs and Jones in trouble with the Mayor of Frank. They pretty promptly get out of trouble when the Heartless attack City Hall (a clever move by a player invoking one of the game aspects: “The Heartless are invading!”). The PCs finally find the Heartless leader, an original creation of mine called Opprobrius, guarding the world’s exit in the filthiest slum of Frank, the rectum. The combat is appropriately hilarious and gross, but the PCs prevail and destroy Opprobrius, opening the way to leave and try the second door.
World 3: Jurassic Park (Jurassic Park, duh.)
They players arrive in a jungle. Searching around they find a triceratops being set upon by tiny Heartless dinosaurs. In the midst of battle, they have a tense encounter with a velociraptor, but ultimately it helps them to defeat the Dark Compsognathi. They carefully befriend the velociraptor, whom Meky names Red Shredda. Along with Red Shredda, they explore the island, avoiding most of the big dinosaurs, and finding the remains of human structures but no evidence of people. They locate food and get the computers and security cameras up and running, and locate where the Heartless are thickest. Meky takes the time to soup up a gas-powered jeep and they charge into battle, Meky at the wheel of his jeep, Rhiannon riding on Red Shredda and Imara flying above. They defeat the leader of the Heartless, another creation of mine called the Idolasaurus Rex, and move on again.
World 3.5: Back to Monstropolis
Back in Monstropolis, they meet Roz, a high-ranking government official. She informs them that the owner of Monsters Inc., Mr. Waternoose, is in league with the Heartless and has barricaded himself in another scare floor. The PCs agree to take out Waternoose in exchange for some supplies and unlimited use of the scare floor. They break into the backup scare floor and encounter Waternoose, empowered by the Heartless and backed by a couple of flying Heartless called Screamers. It’s a tough battle, but they triumph, earning the right to continue using the scare floor as long as they need it. Obligingly, the Timebroker retrieves two more special doors for them to use to access other worlds.
World 4: Hyrule (The Legend of Zelda: The Ocarina of Time)
The PCs arrive in a dark, spooky subterranean temple. They work their way through some puzzles, face some monsters, and learn that they are in the Shadow Temple (whatever that is). They encounter Navi, the fairy, who informs them that she was here with her ally Link, the Hero of Time, but that he was snatched up by a powerful Wallmaster (floating grabby hand). As they proceed through the Temple, Rhiannon also gets snatched up by a Wallmaster and finds Link trapped in a hidden chamber. Together they defeat the Wallmaster and work their way back to the others. More puzzles (basically, they just played through the Shadow Temple as in the video game, with a few of the less interesting puzzles removed), and face Bongo Bongo, a malevolent ghost that has been powered up by the Heartless. Defeating him, they unlock the path out. Rhiannon develops a teensy crush on Link, which Imara blows way out of proportion and never lets her forget about.
World 5: Royale-les-Eaux (Casino Royale)
The team comes upon a scene of destruction after a bomb has gone off in a French resort town. They battle the Heartless and rescue one of the bombing’s victims, a suave Englishman who introduces himself as Bond. James Bond. (This included one of my favorite moments in the game, when after the combat James approaches the angel Imara saying “My God, were you hurt? No, I don’t mean in the fight… I mean when you fell from Heaven.”)
I suppose it’s worth mentioning that another convention that I kept from the Kingdom Hearts series is that folks are pretty flexible about the weird strangers showing up in their midst.. Like, in the original games, no one seems particularly distressed by a giant anthropomorphic duck suddenly being a thing in their world. In this world, which is so like our own real world, no one was really troubled by the giant slavering green ork… they just figured he was “probably American.”
Anyway, the PCs team up with James Bond to take down his foe, the evil Le Chiffre. They learn to play baccarat, don appropriate evening wear (Meky modified his tuxedo to shoot a smokescreen when required), and take on Le Chiffre in a game of Chemin de Fer baccarat. They lose badly, partly because none of the players really understand baccarat yet, partly due to bad luck, and partly because Le Chiffre cheated with the help of the Heartless. On the way home from the humiliating defeat, they encounter two more Heartless foes in the form of the White Spy and Black Spy (Spy vs. Spy comics created by Antonio Prohias). They defeat the Heartless (or rather, trick them into defeating each other) and regroup. CIA operative Felix Leiter fronts them the money for another go at Le Chiffre (“It’s the least I could do, for a fellow American.”)
Thanks to some good luck and slightly less cheating on my part, the group manages to bankrupt Le Chiffre. At that point, a blonde woman in a pink dress offers to empower Le Chiffre with the power of the Heartless, and then disappears while Bond and the player characters take on the powered up gambler. They win, unseal the path, etc. etc.
World 7: Red Dwarf (Red Dwarf)
Back in Monstropolis, the Timebroker provides them with only one door and insists they must hurry as he senses the next world is on the brink. Arriving in a spaceship corridor amid an inky black haze, the PCs encounter first an Eldar warrior, then a Planeswalker and finally the great Harry Potter himself. The three inform the team that the Timebroker had made a mistake and they were never supposed to have been sent on this mission. To punctuate the point, they magically steal the characters’ magic weapons and abandon them in this empty world where they will be “safe.” The PCs explore the world, finding that it is a vast, empty spaceship with nothing to do, nothing in the vending machines but sprout soup, sprout salad and sprout surprise, and no company but a senile computer.
Gradually they are able to put together that they are being affected by a hallucinogenic toxin and find a way to counteract it. Together they rouse the other occupants of the ship and lead them into battle against the Heartless Despair Squid in the ship’s water supply. Another victory! Back in Monstropolis, the Timebroker provides them with two more doors, but cautions that in these worlds, the Heartless have been at work for some time and are rather entrenched.
World 8: Etheria (She-Ra, Princess of Power)
(For what it’s worth, this game ran before the She-Ra reboot was even announced. I was drawing inspiration entirely from the classic 80s Filmation series.)
The characters find themselves in a fantasy world that has been occupied by a Heartless army called the Horde. They take on a squad of troopers with the help of a princess called Adora who is a leader of the rebellion against the Horde. Together with Adora and another surprise ally, She-Ra (who is weirdly never seen at the same time as Adora. Weird.) they raid the fortress of the evil witch Shadow Weaver and her Heartless allies to rescue the rest of the rebellion. Then they lead the rebellion in a raid on the Horde’s headquarters in the Fright Zone, and clear another world of the Heartless menace.
(I know it reads fairly quickly, but this world took at least five or six sessions of game time as the players explored, roleplayed interesting encounters, built and repaired equipment and strategized their battle plans.)
World 9: Beach City (Steven Universe)
This time, the PCs arrive in a quiet beach town which is largely abandoned because it’s been under siege by the Heartless for some time. The usual defenders of the town, the alien Crystal Gems, are nowhere to be seen. The team meets young Steven Universe, a ward of the Gems, who explains that the Gems disappeared into their temple weeks ago and have not been seen since. Together, Steven and the PCs navigate the temple and find the Gems generating a shield to protect the heart of the temple (which is also the heart of the world) from Heartless attackers, led by the blonde in pink that they saw in Royale-les-Eaux (who has switched her dress for a bodysuit). The PCs square off two original creations I called Onyx and Obsidian. Just when victory seemed assured, Onyx and Obsidian fused together into Black Diamond, and the fight started over (this was my first use of the multi-stage bad guy trope (THIS ISN’T EVEN MY FINAL FORM)). Anyway, tough as Black Diamond was, the good guys won, although once again the woman in pink slipped away.
Instead of earning a Keychain with this victory, the heart of the world expressed itself in a different way: Each PC was embedded with a gemstone that allowed them to fuse together. This was a combination of the fusion used in the Steven Universe series and the Drive Formes from Kingdom Hearts II. Basically, how it worked was that any two PCs could spend a Heart Point each and combine together into one body. Each new form (every possible pairing of the three characters) had its own character sheet with a description, new aspects and better skills, and all of the two characters’ stunts plus a special superstunt. For example, Meky and Rhiannon combined into the Curiosity Forme, a four-armed giant who can use magic and technology interchangeably thanks to a stunt called “Clarke’s Third Law.” The major drawback is that the players both have control of the combined Forme and need to stay in synch: if they disagree too much, or if one player takes too much control, they automatically break apart. This was a fun mechanic to play with.
World 9.5: Back to Hyrule
Upon returning to Monsters Inc., the PCs learn that their ally Link is about to raid the fortress of the leader of the Heartless in Hyrule: the Great King of Evil, Ganondorf! This one played a little like the Shadow Temple, only the heroes had to navigate six chambers with different kinds of challenges before facing Ganondorf. There were riddles, a platforming challenge (being chased by a wall of fire!), and that sort of thing. They also faced off against not only a Heartless Shadow Link, but Shadow versions of Imara, Rhiannon and Meky as well. As those who have played Ocarina of Time might well imagine, Ganondorf was also a two-stage boss, first facing the Great King of Evil then the Heartless-empowered Ganon. At the end of this fight, having already gained the Keychain of this world the last time they were here, they got a power-up from the Triforce itself, earning the ability to fuse all three together into the completely badass Master Forme.
World 10: Dead Manhattan (Marvel Zombies)
They find themselves in a city that has been torn apart, with apparently no one left alive. The PCs are attacked by cannibalistic zombie versions of Angel and Beast of the X-Men, realizing to their horror that these creatures aren’t being influenced by the Heartless, they’re just the awful inhabitants of this world. They destroy Angel and decapitate Beast, keeping the helpless but still animate head of Hank McCoy as a fun prop for the rest of this world. Proceeding through the city, they meet the Black Panther, protector of a small handful of human survivors hiding out beneath the city (again, for what it’s worth, this campaign was run before the global phenomenon that was the Black Panther movie. I chose the character because he featured in the Marvel Zombies comics, and because he’s the best Marvel hero (Fight Me)). Getting back to the survivors, the PCs meet the mutant Forge, but also realize that they have led Zombie Spider-Man and a gang of Zombie Heartless right to the survivors. There follows a brief and bloody battle, and then the team heads off to raid Avengers Tower.
There, with help from Forge and Black Panther, Meky modifies one of Spider-Man’s tracer beacons to work between worlds. Afterward, on the top floor, they encounter the woman in pink. She’s weirdly calm and gracious as she introduces herself as Dr. Blight (Captain Planet and the Planeteers) and tells them that she has been working as an agent for the Heartless ever since they helped her destroy her own planet. The reason she’s so chill now is that on this world she has created her ultimate weapon, and after it’s gone she’ll just keep moving it from world to world consuming as she goes. She leaves, but not before they plant the interdimensional tracer on her, and not before she sees the arrival of the ultimate consumer of worlds… a Heartless Zombie Galactus.

Modified from an image I found on google. Unfortunately I can't find an artist to credit. Anyone know who did the original?
The players have to scramble to create some kind of weapon capable of neutralizing Galactus, but after an epic battle with the help of Black Panther and some surprise help from Zombie Hulk, they bring him down. And then they get the heck out of that blighted and terrible world.
Back in Monstropolis, the Timebroker informs them that the tracer has worked and he knows where Dr. Blight is based a world called The Universal Library. Trouble is, like the Ocean Beyond Space and Time, it’s “not a real world,” and they can’t travel to it by means of the doors. They finally come up with a plan so crazy it might work, to travel to a world that is on the brink of destruction, and then let it fall so they can travel to the Library through the space between worlds. The trouble is, they would have no way of getting back to Monstropolis. Hmmm.
World 11: Fantasia (The Neverending Story)
This world is presented as one where the Heartless have already succeeded in consuming its heart, and it exists now only as a few stones spinning through space until they finally disappear. The PCs spot a gleaming white tower and make their way to it, and they meet the last survivor of this world, the Childlike Empress. She explains that she can give them a tiny fragment of the heart of her world, and that it is the seed from which the world can be made again. She extracts a promise that they will find a way to make her world anew, then gives them the seed which transforms into a Keychain. This is, incidentally, a big step toward resolving some of the lingering mysteries of the game-- the Keychains are a piece of the world’s heart, and any piece of the world’s heart can be used to make the world anew. So the characters have been carrying around the means to rebuild their worlds from the very beginning. Pathos!
Then the last of Fantasia disappears and the characters spend a little time floating melancholically in space. Then, Meky’s pirate ship from the beginning of the game sweeps in to conduct them to their final challenge. (Soundtrack: https://youtu.be/uaadF_VSvIE?t=137)
World 12: The Universal Library (original-ish)
So, after breaking through the Heartless defenses around the Universal Library, the characters navigate a maze of bookshelves and have some book-related encounters (Rhiannon finds a copy of the Monster Book of Monsters from her own world, then they fight a Heartless version of the Library Ghost from Ghostbusters). They first take on Dr. Blight and her evil computer M.A.L., then press past her chamber to find the real mastermind behind it all. He introduces himself as Gehn (Myst series) and explains that using his power he created all of the worlds the characters visited by writing them into his special linking books. Determining that he is evil and insane, the team takes on Gehn. To achieve his second stage, Gehn draws on the power of the books he has written and combines himself with bosses that the characters already faced, the Idolasaurus Rex, the Despair Squid and the evil gems Onyx and Obsidian, to become Giga Gehn. He was an impressively powerful baddie, but the PCs pulled out all the stops and combined into Master Forme with carefully selected Keychains on all their weapons, and basically thrashed him easily.
After the defeat of Gehn, the characters encounter the true master of the Universal Library, the old wizard The Pagemaster (The Pagemaster). He explains that the books can be used to travel among worlds as easily as the doors (“For what is a book, besides a doorway to another world?”), and then explains that the process of restoring a world from a Keychain-seed is different for every world. He helps them to restore Fantasia by giving the Childlike Empress a new name (to my eternal shame, I didn’t write down what name the players chose, and I cannot remember it), and helps Rhiannon to restore her own world. He tells her that she can return to her world now and give up the quest, but she decides she can’t go home until she’s helped Meky and Imara restore their worlds as well. Thus endeth the game.
Secret World 13: Who-Ville (How the Grinch Stole Christmas)
The Christmas season after the game ended, my players and I got together with our partners for a Christmas party. Had a nice dinner, played some board games. Y’know, the stuff mature adult nerds do. As a special treat for the players, I read out a poem I wrote for them featuring their characters battling the Heartless in the Seussian world of the Grinch. It was mostly for laughs, making good use of the in-jokes we developed over the year, but it deserves a mention here because I declared it canon and gave them a Keychain at the end. Basically, they harass the Grinch and then fight a giant Heartless using the power of Christmas. If you’re curious, I have the whole thing in a google doc.
What I Learned, and Will Hopefully Apply If I Run It Again or Run a Sequel Game
So, yeah, that was the game. The door has been left intentionally open for a sequel, but there are some bugs I need to work out first. The game was tremendously fun, don’t get me wrong, but there were some issues of ill-fit between the system and the way I was trying to use it that became annoyances and I’m hoping to address those before I venture back in.
I don’t mind that I abandoned the collaborative world-building elements that are typical for FATE. Taking charge of what worlds they were entering allowed me to surprise and delight my players and challenge them to think creatively in ways that I think would be more difficult if they had more input into where things were going. Moving forward, I would like things to be a little more open-world(s) where they’re not just following rails through the story, but I’m still putting thought into how to achieve that.
The biggest issue I could perceive in the game was the issue of frequent combat. This is largely my own fault for basing it on a game where combat is the main gameplay element, and in which the collective enemy is explicitly a force bent on the mindless destruction of everything that exists. That made it really hard to escape from Win-or-Die combats occurring at almost much every major plot event. Add to that that the most interesting feature of this game is modular weapons, and deathmatches felt pretty inescapable. Although probably the right answer is modifying the premises of the game and universe such that combat is a less central feature, most of the thinking I’ve been doing around it has been how to keep the combat and fix the other issues.
As far as I have been able to tell, the most fundamental problem with frequent Win-or-Die combat is that it gets boring. Although the way conflicts are run in FATE makes for combats that are narrative and cinematic, tactically there seems to be very little difference from one to the next. I did my best, especially later in the game, to provide settings and bad guys that required the players to think laterally rather than just charge in swinging (several of the later bosses like Ganondorf and Galactus were technically invincible, so the players had to find ways to bend the rules in order to win), but the mechanics of the game are so simple that this is hard to achieve mechanically. I like the idea of incorporating sets of rules for more tactical combat, so I’m interested in suggestions around this. I’m also thinking about ways to engage in conflicts beyond the physical and mental, like having to take someone down in a financial conflict in a world like Royale-les-Eaux, or a music-based world where the enemy is defeated with the Power of Rock.
Relatively early on, we stopped using Boosts in conflicts. I like the idea of them, but when combat takes up a significant percentage of your play time and you have to come up with ideas for a dozen boosts every session, it gets either very repetitive or very frustrating, or both. Instead, I just introduced the idea of Momentum where, if you would gain a boost instead you gained Momentum which gave you +2 on your next roll. You can’t stockpile Momentum, you use it on the next roll whether you need it or not. It’s simple, it’s straightforward, it’s way less creative but quicker and easier.
Another issue that came up from the combination of frequent combat and regular worldhopping is this: the only real consequences that the players had to deal with long-term were the ones that they carried with them. An injury travels from world to world, but if you mess up something in the world, you can just move onto the next and forget about it. As a result, my players hoarded their Heart Points for more or less exclusive use in combat. The best I’ve been able to come up with to address this issue is to have separate pools of points for battle and non-battle purposes, although now that I think of it, it would probably also be a good idea to move away from the trope of hitting each world once. If the characters actually have to revisit worlds they’ve already messed up, they might have more investment in making sure things go smoothly outside of combat too.
I also would probably switch to a model where refresh happens at story points rather than at the start of each session. At least once (maybe more than once?) I can recall the players saying “Let’s stop here for tonight. I want to refresh my Heart Points before the next scene.” And I’d rather avoid that being a thing.
A final issue that I noticed with the frequency of conflicts (and also exacerbated by worldhopping lack of consequences, I guess) is the fact that certain skills wound up being a LOT more useful than others. Meky and Imara had nearly identical skill pyramids by the end of the game, and the only real difference for Rhiannon was emphasizing Magic instead of Fight. If I stick with frequent combat in future iterations of this idea, I’ll probably want to subdivide some of the more combat-relevant skills so that at least each one is less obviously more important than the non-combat skills. Coming up with combat uses for non-combat skills is also on my drawing board, probably as one piece of introducing more tactical rules.
Another thing that I noticed in running this game was that aspects weren’t working quite the way I expect them to. There was very little compelling of aspects-- it came up maybe ten times over the span of the whole campaign. I think partly this was the lack of investment in any given world, but also I probably wasn’t encouraging the players to generate aspects that were sufficiently double-edged. I certainly wasn’t giving the NPC’s interesting enough aspects… to be honest, I mostly used their aspects as a chance for wordplay and referential jokes. The players didn’t really invoke aspects outside of combat either (see above re: hoarding points), which led them to go for mostly combat-relevant aspects. I suppose using separate pools would be one solution to this, but I’m open to ideas for others.
So, that’s the story. If you actually read the whole thing, I am both grateful and impressed. I warmly welcome any questions and constructive comments. Destructive comments I will welcome less warmly, but I’m pretty easy-going so feel free to rip me a new one if that would bring you joy.
submitted by gscrap to FATErpg [link] [comments]

AtGames Legends Arcade - Games List

I"m not sure why we have two distinct lists, but this is how it was presented.

Official Games List

Games List
Game Title Publisher Platform
Adventure Atari Console
Aladdin Disney Console
Asteroids® Atari Arcade
Asteroids® Deluxe Atari Arcade
Bad Dudes vs. Dragon Ninja Data East Arcade
Black Widow Atari Arcade
Bloody Wolf / Battle Rangers Data East Arcade
Break Thru Data East Arcade
BurgerTime™ Data East Arcade
Burnin’ Rubber™ Data East Arcade
Centipede® Atari Arcade
Choplifter!™ Coleco Console
Crystal Castles® Atari Arcade
Donald in Maui Mallard Disney Console
Express Raider / Western Express Data East Arcade
Fighter’s History Data East Arcade
Fighter’s History Dynamite / Karnov’s Revenge Data East Arcade
"Fix-It Felix Jr." Disney Arcade
Gravitar® Atari Arcade
Heavy Barrel Data East Arcade
Joe & Mac 2: Lost in the tropics Data East Arcade
Joe & Mac Returns Data East Arcade
Joe & Mac: Caveman Ninja Data East Arcade
Jumpman Junior™ Coleco Console
Karate Champ Data East Arcade
Lock ‘n’ Chase Data East Arcade
Lunar Lander Atari Arcade
Magical Drop / Chain Reaction Data East Arcade
Magical Drop III Data East Arcade
Major Havoc Atari Arcade
Millipede® Atari Arcade
Missile Command® Atari Arcade
Peter Pepper’s Ice Cream Factory Data East Arcade
Pong® Atari Arcade
Side Pocket Data East Arcade
Super Breakout® Atari Arcade
Super Burger Time Data East Arcade
Super Real Darwin Data East Arcade
Super Star Wars Disney Console
Super Star Wars: Return of the Jedi Disney Console
Super Star Wars: The Empire Strikes Back Disney Console
Tempest® Atari Arcade
Tetris® Tetris Console
Tetris® Plus 2 Jaleco Arcade
The Astyanax Jaleco Arcade
The Jungle Book Disney Console
The Lion King Disney Console
Tron Disney Arcade
Warlords® Atari Arcade
Yars’ Revenge Atari Console
Numbered Game List
No. Game Title Publisher Platform
1 3-D Tic-Tac-Toe Atari Console
2 64th Street - A Detective Story Jaleco Arcade
3 8 Eyes Piko Console
4 Act-Fancer Cybernetick Hyper Weapon Data East Arcade
5 Adventure Atari Console
6 Adventure II Atari Console
7 Air Cavalry Piko Console
8 Air-Sea Battle Atari Console
9 Aladdin Disney Console
10 Alphabet Zoo™ Coleco Console
11 Antarctic Adventure™ Coleco Console
12 Apocalypse II Piko Console
13 Aquattack™ Coleco Console
14 Aquaventure Atari Console
15 Argus Jaleco Arcade
16 Asteroids® Atari Arcade
17 Asteroids® Atari Console
18 Asteroids® Deluxe Atari Arcade
19 Astro Fantasia Data East Arcade
20 Atari Baseball Atari Arcade
21 Atari Basketball Atari Arcade
22 Atari Football Atari Arcade
23 Atari Soccer Atari Arcade
24 Atari Video Cube Atari Console
25 Avalanche Atari Arcade
26 Avenging Spirit Jaleco Arcade
27 Backgammon Atari Console
28 Bad Dudes vs. Dragon Ninja Data East Arcade
29 Bad Street Brawler Piko Console
30 Basic Math / Fun with Numbers Atari Console
31 Basketball Atari Console
32 Battle Wings / B-Wings Data East Arcade
33 Best Bout Boxing Jaleco Arcade
34 Big Run Jaleco Arcade
35 Birdie Try Data East Arcade
36 Black Widow Atari Arcade
37 Blackjack Atari Console
38 BlackJack / Poker Coleco Console
39 Bloody Wolf / Battle Rangers Data East Arcade
40 Boogie Wings Data East Arcade
41 Bowling Atari Console
42 Brain Games Atari Console
43 Brain Strainers™ Coleco Console
44 Brave Battle Saga Piko Console
45 Break Thru Data East Arcade
46 Breakout® Atari Console
47 Brutal Sports Football / Beastball Piko Console
48 BurgerTime™ Data East Arcade
49 BurgerTime™ Data East Console
50 Burnin’ Rubber™ Data East Arcade
51 Burnin’ Rubber™ Data East Console
52 Canyon Bomber® Atari Console
53 Canyon Bomber® Atari Arcade
54 Captain Silver Data East Arcade
55 Carrier Aces Piko Console
56 Casino Atari Console
57 Centipede® Atari Arcade
58 Centipede® Atari Console
59 Chameleon Jaleco Arcade
60 Champions World Class Soccer Jaleco Console
61 Championship Soccer Atari Console
62 Checkers Atari Console
63 Chess Atari Console
64 Chimera Beast Jaleco Arcade
65 Choplifter!™ Coleco Console
66 Circus Atari® Atari Console
67 Cisco Heat Jaleco Arcade
68 City Connection Jaleco Arcade
69 Cluster Buster Data East Arcade
70 Code Breaker Atari Console
71 Combat® Atari Console
72 Competition Golf Data East Arcade
73 Congo’s Caper Data East Arcade
74 Cosmic Avenger™ Coleco Console
75 Crude Buster Data East Arcade
76 Crystal Castles® Atari Arcade
77 Crystal Castles® Atari Console
78 Cybattler Jaleco Arcade
79 Darwin 4078 Data East Arcade
80 Dash Galaxy in the Alien Asylum Piko Console
81 D-Day Jaleco Arcade
82 Demons to Diamonds™ Atari Console
83 Desert Assault / Desert Storm Gulf War / Thunder Zone Data East Arcade
84 Desert Falcon™ Atari Console
85 Desert War Jaleco Arcade
86 Destroyer Atari Arcade
87 Disco No.1 Data East Arcade
88 Dodge ‘Em Atari Console
89 Dominos Atari Arcade
90 Donald in Maui Mallard Disney Console
91 Dorke and Ymp Piko Console
92 Double Dunk™ Atari Console
93 Drag Race Atari Arcade
94 Dragonfire™ Coleco Console
95 Dragonview Piko Console
96 Drakkhen Piko Console
97 Dual Assault / Liberation Data East Arcade
98 Dunk Dream 95 / Street Slam / Street Hoop Data East Arcade
99 E.D.F. Earth Defense Force Jaleco Arcade
100 "Edward Randy The Cliffhanger" Data East
101 Eliminator Boat Duel Piko Console
102 Evolution Coleco Console
103 Exerion Jaleco Arcade
104 Express Raider / Western Express Data East Arcade
105 Facemaker Coleco Console
106 Fatal Run Atari Console
107 Fathom™ Coleco Console
108 Field Combat Jaleco Arcade
109 Fighter’s History Data East Arcade
110 Fighter’s History Dynamite / Karnov’s Revenge Data East Arcade
111 Fighting Fantasy / Hippodrome Data East Arcade
112 Fighting Ice Hockey Data East Arcade
113 Fire Truck Atari Arcade
114 "Fix-It Felix Jr." Disney
115 Flag Capture Atari Console
116 Flipper Slipper Coleco Console
117 Football Atari Console
118 Formation Z Jaleco Arcade
119 Fortune Builder™ Coleco Console
120 Frantic Freddy Coleco Console
121 Frenzy™ Coleco Console
122 Frog Pond Atari Console
123 Full Throttle - All American Racing Piko Console
124 Gargoyles Disney Console
125 Gate of Doom / Dark Seal Data East Arcade
126 Generals of the Yang Family Piko Console
127 Genesis / Boomer Rang’r Data East Arcade
128 Golf Atari Console
129 Gondomania Data East Arcade
130 Gourmet Sentai Bara Yarou Piko Console
131 Gravitar® Atari Arcade
132 Gravitar® Atari Console
133 Gun Ball / Nitro Ball Data East Arcade
134 Hachoo! Jaleco Arcade
135 Hangman Atari Console
136 Haunted House® Atari Console
137 Heavy Barrel Data East Arcade
138 Home Run Atari Console
139 Homerun Nighter ‘90 The Pennant League Data East Arcade
140 Hostages Piko Console
141 Human Cannonball™ Atari Console
142 Iron Commando Piko Console
143 Jaleco Rally Big Run: The Supreme 4WD Challenge Jaleco Arcade
144 Jim Power Piko Console
145 Joe & Mac 2: Lost in the tropics Data East Arcade
146 Joe & Mac Returns Data East Arcade
147 Joe & Mac: Caveman Ninja Data East Arcade
148 Joe & Mac: Caveman Ninja Data East Console
149 Judge Dredd 95 Jaleco Console
150 Jumpman Junior™ Coleco Console
151 Jungle Hunt Coleco Console
152 Kamikaze Cabbie / Yellow Cab Data East Arcade
153 Karate Champ Data East Arcade
154 Last Mission Data East Arcade
155 Legend Piko Console
156 Legend of Makai Jaleco Arcade
157 Liberator Atari Arcade
158 Little Lancelot Piko Console
159 Lock ‘n’ Chase Data East Arcade
160 Lock ‘n’ Chase™ Data East Console
161 Lucky Poker Data East Arcade
162 Lunar Lander Atari Arcade
163 Magic Girl / Spell Damsel Piko Console
164 Magical Drop / Chain Reaction Data East Arcade
165 Magical Drop III Data East Arcade
166 Major Havoc Atari Arcade
167 Maze Craze Atari Console
168 Meikyu Hunter G (The Real Ghostbusters) Data East Arcade
169 Mermaids of Atlantis: The Riddle of the Magic Bubble Piko Console
170 Metal Clash Data East Arcade
171 Metal Mech Piko Console
172 Midnight Resistance Data East Arcade
173 Millipede® Atari Arcade
174 Millipede® Atari Console
175 Miner 2049er™ Coleco Console
176 Miniature Golf Atari Console
177 Missile Command® Atari Arcade
178 Missile Command® Atari Console
179 Mission X Data East Arcade
180 Monte Carlo Atari Arcade
181 Montezuma’s Revenge™ Coleco Console
182 Motor City Patrol Piko Console
183 MotoRodeo Atari Console
184 Mountain Bike Rally Piko Console
185 Mountain King™ Coleco Console
186 Mr. Bloopy - Saves the World Piko Console
187 Ms. Space Fury Coleco Console
188 Mutant Fighters: Death Brade Data East Arcade
189 Naughty Boy Jaleco Arcade
190 Night Driver™ Atari Console
191 Night Slashers Data East Arcade
192 Night Star Data East Arcade
193 Nightshade Piko Console
194 Nova Blast™ Coleco Console
195 Off the Wall Atari Console
196 Oil’s Well™ Coleco Console
197 Omega Race™ Coleco Console
198 Outlaw™ Atari Console
199 P-47 Aces Jaleco Arcade
200 P-47: The Phantom Fighter Jaleco Arcade
201 Parallel Turn Jaleco Arcade
202 Pepper II™ Coleco Console
203 Peter Pepper’s Ice Cream Factory Data East Arcade
204 Pinbo Jaleco Arcade
205 Pinkie Piko Console
206 Plus Alpha Jaleco Arcade
207 Pong® Atari Arcade
208 Pool Shark Atari Arcade
209 Pop Flamer Jaleco Arcade
210 Power Piggs of the Dark Age Piko Console
211 Power Punch II Piko Console
212 Pro Bowling Data East Arcade
213 Pro Soccer Data East Arcade
214 Pro Tennis Data East Arcade
215 Psychic 5 Jaleco Arcade
216 Psycho-Nics Oscar Data East Arcade
217 Pyramids of Ra / Scarabeus Piko Console
218 Quadrun Atari Console
219 Quest for Quintana Roo™ Coleco Console
220 Race / Indy 500™ Atari Console
221 Radar Lock™ Atari Console
222 Radical Rex Piko Console
223 Realsports® Baseball Atari Console
224 Realsports® Basketball Atari Console
225 Realsports® Boxing Atari Console
226 Realsports® Football Atari Console
227 Realsports® Soccer Atari Console
228 Realsports® Tennis Atari Console
229 Realsports® Volleyball Atari Console
230 Red Baron Atari Arcade
231 Return to Haunted House Atari Console
232 Rod-Land Jaleco Arcade
233 Rolloverture™ Coleco Console
234 Rootin’ Tootin’ Data East Arcade
235 Saboteur® Atari Console
236 Saint Dragon Jaleco Arcade
237 Sammy Lightfoot™ Coleco Console
238 Saturn Jaleco Arcade
239 Save Mary Atari Console
240 Scrum Try Data East Arcade
241 Secret Agent / Sly Spy Data East Arcade
242 Secret Quest Atari Console
243 Shackled / Breywood Data East Arcade
244 Shoot Out Data East Arcade
245 Side Pocket Data East Arcade
246 Side Pocket Data East Console
247 Sir Lancelot™ Coleco Console
248 Sküljagger: Revolt of the Westicans Piko Console
249 Sky Diver Atari Arcade
250 Sky Diver Atari Console
251 Sky Fox Jaleco Arcade
252 Slot Machine Atari Console
253 Slot Racers Atari Console
254 Soccer Kid Piko Console
255 Space Duel Atari Arcade
256 Space Fury™ Coleco Console
257 Space Panic™ Coleco Console
258 Space War Atari Console
259 Spinmaster / Miracle Adventure Data East Arcade
260 Sprint Atari Arcade
261 Sprint Master Atari Console
262 Squirrel King Piko Console
263 Squish ‘Em Featuring Sam™ Coleco Console
264 Stadium Hero Data East Arcade
265 Stanley: The Search for Dr. Livingston Piko Console
266 Starship Atari Console
267 Steeplechase Atari Console
268 Stellar Track™ Atari Console
269 Street Racer Atari Console
270 Stunt Cycle Atari Console
271 Submarine Commander® Atari Console
272 Super Action Baseball Coleco Console
273 Super Action Boxing Coleco Console
274 Super Action Football Coleco Console
275 Super Baseball Atari Console
276 Super Birdie Rush Data East Arcade
277 Super Breakout® Atari Arcade
278 Super Breakout® Atari Console
279 Super Bug Atari Arcade
280 Super Burger Time Data East Arcade
281 Super Doubles Tennis Data East Arcade
282 Super Football Atari Console
283 Super Magician / Elf World Piko Console
284 Super Pool III Data East Arcade
285 Super Real Darwin Data East Arcade
286 Super Real Darwin (Darwin 4081) Data East Console
287 Super Star Wars Disney Console
288 Super Star Wars: Return of the Jedi Disney Console
289 Super Star Wars: The Empire Strikes Back Disney Console
290 Super™ Cross Force Coleco Console
291 Surround Atari Console
292 Switchblade Piko Console
293 Sword of Sodan Piko Console
294 SWORDQUEST® Earthworld Atari Console
295 SWORDQUEST® Fireworld Atari Console
296 SWORDQUEST® Waterworld Atari Console
297 Target Renegade Piko Console
298 Telly Turtle™ Coleco Console
299 Tempest® Atari Arcade
300 Tempest® Atari Console
301 Terranean Data East Arcade
302 Tetris® Tetris Console
303 Tetris® Plus Jaleco Arcade
304 Tetris® Plus 2 Jaleco Arcade
305 The Astyanax Jaleco Arcade
306 The Gadget Twins Piko Console
307 The Heist™ Coleco Console
308 The Humans Piko Console
309 The Immortal Piko Console
310 The Jungle Book Disney Console
311 The Lion King Disney Console
312 The Mutant Virus Piko Console
313 The Way of the Exploding Fist Piko Console
314 Threshold™ Coleco Console
315 Thunderbolt II Piko Console
316 Tinhead Piko Console
317 Tomarc the Barbarian™ Coleco Console
318 Top Racer Piko Console
319 Top Racer 2 Piko Console
320 Top Racer 3000 Piko Console
321 Tournament Pro Golf Data East Arcade
322 Tournament Tennis™ Coleco Console
323 Treasure Master Piko Console
324 Trio The Punch - Never Forget Me… Data East Arcade
325 Tron Disney Arcade
326 Tryout Data East Arcade
327 Tumble Pop Data East Arcade
328 Valtric Jaleco Arcade
329 Venture™ Coleco Console
330 Video Olympics Atari Console
331 Video Pinball Atari Console
332 War Room Coleco Console
333 Warlords® Atari Arcade
334 Warlords® Atari Console
335 Warpspeed Piko Console
336 Water Margin - The Tale of Clouds and Wind Piko Console
337 Wing War™ Coleco Console
338 Winner’s Cup Data East Arcade
339 Wizard Atari Console
340 Wizard Fire / Dark Seal II Data East Arcade
341 Wonder Planet Data East Arcade
342 World Grand Prix Pole to Finish / Al Unser Turbo Racing / Turbo Racing Data East Arcade
343 World Trophy Soccer Piko Console
344 Yars’ Return Atari Console
345 Yars’ Revenge® Atari Console
346 Zaviga Data East Arcade
347 Zaxxon™ Coleco Console
348 Zero Tolerance Piko Console
349 Zippy Bug Data East Arcade
350 Zombies Ate My Neighbors Disney Console
submitted by HistorianCM to LegendsUltimate [link] [comments]

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