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16 January 2011 @ 10:03 pm
Right now! For I plan on running games at UBcon this year. Oh my yes.
06 January 2011 @ 01:03 am

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02 September 2010 @ 02:47 pm

10 August 2010 @ 12:26 am

Yes ser, the Browncoats are nigh upon us.

Yep. September be right around that corner and I'll be pre-ordering this puppy as soon as meh vacation time gets beamed to me. Yep. Wishin' I could be there at that Dragon*Con to witness it's official launch, but sadly it cannot be.


Also, I found me a shiny new free website service, which means Who d20 and Serenity d20 can have their own pretty little hub in the verse.

Can't stop the signal.
Some taken from the poster of the same name, most I came up with and it is all for your amusement! Enjoy.

- The Adipose Diet is not a good idea.
- Guns don't work against Sontarans.
- Don't blink.
- Beware Bad Wolf.
- A severed hand can be very useful
- Some things just have to happen. To not alow those things to happen would cause worse things to happen.
- Don't hold yourself as an infant.
- Rain falling upwards probably means you're going on an unexpected journey.
- Don't forget your companions!
- Being immortal can give you a big head.
- The Doctor knows what he's doing. Mostly.
- Tin dogs can be very useful.
More behind the clicky-link!Collapse )
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Current Music: Love Don't Roam - Doctor Who soundtrack 1
01 May 2010 @ 09:14 pm
Martial Weapon Proficiency
You have trained in the use of weapons distinctive to martial arts styles.
Benefit: You can use any item listed as a martial weapon, without penalty.

You can cover a wider area with automatic weapon fire.
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency
Benefit: Instead of affecting a 10x10 foot area with gunfire from an automatic weapon, you can cover a 20 x 5 foot area; 20 feet long and 5 feet deep.

You are highly skilled at the art of misleading another.
Benefit: Through the careful manipulation of another’s senses you gain a +2 to Bluff and Sleight of Hand skill checks.

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01 May 2010 @ 08:53 pm
Anyone else notice that David Tennant was wearing a Red Hulk t-shirt in that new Hamlet adaptation on PBS?

'Cause I did.

He's so geeky.
01 May 2010 @ 08:44 pm
My fan arts got into Parting Shots! WOOT!!!

Okay... I'm a bit behind the ball but since I hadn't gotten to the comic shop in 3 months, and since it was in the latest issue, I'm just behind the 2 ball, rather than the 8 ball.

Here's the published strip:
23 February 2010 @ 12:43 am
*chooses to igore the rantings by NBC, whom has exclusive rights to use that one-word term, and has been freaking out about blogs and Twitters using that one-word*

*WTF is up with that?!*


I was flicking through the channels waiting for the Daily Show when I wander past NBC. Oh yea, Olympics. M'Kay. Pairs figure skating. Nice.


I recognize this piece of music. But I can't quite put my finger on it. Very emotional. Very battle like.

Then I look at the male skater. He's wearing a one-piece suit that's an odd verigated shade of tan. M'Kay. Wait! Are those gears on his chest? They look like gears. Are those clock hands along his arms? HOLY CRAP! His partner is wearing this chiffon of varigated blue. BLUE! With just a hint of red fluttering like a hidden sash.

HA! I am greatly amused. Now I know where I have heard this piece of music. Yea.

Then the female narrator says something when they finished. I paraphrase:

"Okaaaay. That was something different. Probably not the best choice in music. And I don't get the costumes either. Not a great presentation. They won't score high for this."

That's because you just don't GET it. I GET it. Come over here so I can slap you.

Then they take top place.


Doesn't remain there for long but it makes me giddy.
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11 February 2010 @ 03:01 pm
Far Shot
You get greater distance out of ranged weapons.
Benefit: Any firearm or archaic ranged weapon has it’s effective range increased 1.5 times (rounded down). Any thrown weapon doubles it’s range.

Fein Weakness
You use the Bluff skill to your advantage
Prerequisite: Bluff skill 4 ranks
Benefit: If you make a successful Bluff check against an opponent’s Sense Motive check, you lure the foe into believing that you are stunned or dazed and cannot act, although you can. On your next attack action against your drawn-out foe, the opponent is caught off guard and does not add his Dexterity modifier to his Defense. After the attack action is made, the foe regains his Dexterity modifier.
Special: This feat cannot be used more than once during a combat session.

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