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/hai/ - Hobbies, Activities & Interests
RAHOWA TTRPG (mirror)
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<blockquote data-quote="The Patriarchy" data-source="post: 52913" data-attributes="member: 162"><p style="text-align: center"><u>Experience</u></p><p></p><p> As the White Warriors go on adventures and slaughter the enemies of the White Race, they gain experience. With enough experience (designated by a number), a character levels up and gains added abilities (a character starts at level 1). Usually a character gains a certain amount of experience for the enemies bested in battle, but the Warmaster can also grant experience points for clever ideas, good tactics etc. This is up to the Warmaster. When a battle is won, every White Warrior gets experience points equal to the combined amount of experience for the enemies. So if a band of White Warriors defeated 5 enemies that had 50 experience apiece, then each White Warrior would gain 250 experience points. When a character gets enough experience points (required experience for each level is listed below), he gains 100 level points. The various ways a player can spend these points is listed below. He must use them all for every level-up and they don’t carry over even if a character has some left over (so use them all!). </p><ul> <li data-xf-list-type="ul"><p style="text-align: left">50 points to learn a new skill</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">20 points to increase the level of a skill (can only increase by one level per skill, per level-up; multiple skills can be increased in level though)</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">20 points to increase a basic attribute (power, dexterity, health, heroism, charisma, intelligence, wisdom, intimidation) by one point (can only increase an attribute by one point per level-up; multiple attributes can be increased though)</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">5 points to increase maximum hit points by 1</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">1 point to increase credits by 5</p> </li> </ul> <p style="text-align: center"><u>Gun Experience</u></p><p></p><p> In addition to a White Warrior gaining experience and leveling up, a gun can as well. As long as a character fired his gun during a battle, that gun gains the same amount as experience as he does and also levels up at the same rate (listed below). With this leveling up, the gun gains damage and accuracy. With gun experience, the character is more adept at using the specific gun he fires. So a White Warrior experienced with a Mini 88, does not have the same experience with other guns, even other assault rifles. Furthermore, the experienced gun only has added bonuses to the character using it as this represents a character’s skill with the weapon (so an experienced Mini 88 would revert to normal in the hands of a different comrade). Thus the skill is with the wielder of the weapon, not the weapon in of itself. Most guns start out with a penalty to their accuracy. These guns do not level-up as usual. They do not gain the normal bonuses for a leveled up gun until this accuracy is back to normal. For every 10% loss of accuracy, it takes 1 level-up to restore it (and thus the gun’s accuracy is increased by 10%). A gun with a 50% loss of accuracy would therefore take 5 level-ups until it could gain bonuses as usual. So guns with penalties to their accuracy increase 10% in accuracy until their penalty reaching 0%. After that, they increase as listed below, per level-up. </p><ul> <li data-xf-list-type="ul"><p style="text-align: left">Pistol: Gun Damage+1, Gun Accuracy+5%, Gun Speed+1</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Assault Rifle: Gun Damage+2, Gun Accuracy+5%, Gun Speed+1</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Shotgun: Gun Damage+3, Gun Accuracy+5%, Gun Speed+1</p> </li> </ul> <p style="text-align: center"><u>Levels</u></p><p></p><ul> <li data-xf-list-type="ul"><p style="text-align: left">Level 1: 0 points (start)</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 2: 500</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 3: 1,500</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 4: 3,000</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 5: 5,000</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 6: 7,500</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 7: 10,500</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 8: 14,000</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 9: 18,000</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 10: 22,500</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 11: 26,500</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 12: 31,500</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 13: 37,000</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 14: 43,000</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 15: 49,500</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 16: 56,500</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 17: 64,000</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 18: 72,000</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 19: 80,500</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 20: 89,500</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 21: 100,000</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 22: 150,000</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 23: 200,000</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 24: 250,000</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 25: 300,000</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Level 26: 500,000 (champion)</p> </li> </ul> <p style="text-align: center"><u>Combat</u></p><p></p><p> Combat is the major part of Racial Holy War. Usually the combatants will fight with guns, but hand-to-hand (this includes clubs) combat is possible. As such, both will be explained below. If one combatant wants to fire his gun and the other wishes to find hand-to-hand, then the combatant with the gun will always go first and fire his weapon. </p><p style="text-align: center"><u>Gun Combat</u></p><p></p><ul> <li data-xf-list-type="ul"><p style="text-align: left">Step 1: The Rouse skill is able to be used initially in order to increase the White Warriors’ intimidation and heroism. This skill can only be used once per round but if it is successful, it can’t be used anymore in the specific combat.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Step 2: Then comes the intimidation/heroism check. Both enemy and White Warrior side add up their intimidation score. The side with the highest score intimidates the other side. The intimidated side (side with lower intimidation score) adds up their combined heroism. The side with the higher combined intimidation score divides this number by the side with the lower intimidation’s heroism. Penalties are given if the result is 2 or higher (see Intimidation/Heroism Effect under Miscellaneous Information). If enemy retreats as a result, skip to Step 7.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Step 3: This phase is one of special attacks. The vile enemies of the White Race are allowed to use their special attacks here (see Enemies for their special attacks). The only thing the White Warriors can do here is use a medic to heal or eat food to heal. Whoever wishes to use these abilities here (either enemy or White Warrior) goes in the order of their dexterity (combatant with highest score goes first, then second highest etc.). In case of a tie with dexterity, the White Warrior goes first. If there is a tie between enemies then the Warmaster decides what enemies go in what order; if a tie with the White Warriors, characters decide what order they go in.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Step 4: This step determines who gets to attack first in the melee. Whoever has the highest gun speed goes first then the second highest etc. In case of a tie, the White Warrior goes first. If there is a tie between enemies then the Warmaster decides what enemies go in what order; if a tie with the White Warriors, characters decide what order they go in. Once the order of combat is resolved, go to Step 5.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Step 5: This is the attack phase where guns are fired and damage is dealt (as in the order obtained from Step 4). The first attacker picks his target and fires his weapon. He rolls 2, 10 sided dice to see if he hits (by getting equal to or less than his Gun Accuracy; if accuracy is 100% or higher than it is an automatic hit). If he misses, the next in line fires his weapon. If he hits, he rolls the Gun Damage for his gun and subtracts his target’s defense from it. If this difference (Gun Damage minus defense) is above 0, then that target loses that amount of hit points. If it is 0 or lower, then no damage is done. All combatants get one round of fire in this manner unless a combatant is killed before he has a chance to fire. *A special headshot for White Warriors is possible. This is attempted by decreasing the character’s Gun Accuracy by 50%. The only defense of the target taken into account is that of a helmet. If successful in hitting, then double damage is done.*</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Step 6: Repeat Steps 1-5 until either all enemies are dead, all White Warriors are dead, or one side decides to retreat. In case of the death of one side, the battle is over. In case of a retreat, go to Step 7.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Step 7: When a side declares a retreat, the other side gets a free round of fire upon the cowardly dogs. The hit rate is automatic so no rolls for hitting a target are required. Defense for the fleeing scum is reduced to zero. After this round of fire, either the retreating party is slaughtered, or it escapes. Either way, the battle is over.</p> </li> </ul> <p style="text-align: center"><u>Hand-to-Hand Combat</u></p><p></p><ul> <li data-xf-list-type="ul"><p style="text-align: left">Step 1: The Rouse skill is able to be used initially in order to increase the White Warriors’ intimidation and heroism. This skill can only be used once per round but if it is successful, it can’t be used anymore in the specific combat.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Step 2: Then comes the intimidation/heroism check. Both enemy and White Warrior side add up their intimidation score. The side with the highest score intimidates the other side. The intimidated side (side with lower intimidation score) adds up their combined heroism. The side with the higher combined intimidation score divides this number by the side with the lower intimidation’s heroism. Penalties are given if the result is 2 or higher (see Intimidation/Heroism Effect under Miscellaneous Information). If enemy retreats as a result, skip to Step 7.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Step 3: This phase is one of special attacks. The vile enemies of the White Race are allowed to use their special attacks here (see Enemies for their special attacks). The only thing the White Warriors can do here is use a medic to heal or eat food to heal. Whoever wishes to use these abilities here (either enemy or White Warrior) goes in the order of their dexterity (combatant with highest score goes first, then second highest etc.). In case of a tie with dexterity, the White Warrior goes first. If there is a tie between enemies then the Warmaster decides what enemies go in what order; if a tie with the White Warriors, characters decide what order they go in.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Step 4: This step determines who gets to attack first in the hand-to-hand combat. Whoever has the highest dexterity goes first then the second highest etc. In case of a tie, the White Warrior goes first. If there is a tie between enemies then the Warmaster decides what enemies go in what order; if a tie with the White Warriors, characters decide what order they go in. Once the order of combat is resolved, go to Step 5.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Step 5: This is the attack phase where combatants attack and damage is dealt (as in the order obtained from Step 4). The first attacker picks his target and attacks. He rolls 2, 10 sided dice to see if he hits (by getting equal to or less than his Hand-to-Hand Hit Percentage; if percentage is 100% or higher than it is an automatic hit). If he misses, the next in line attacks. If he hits, he rolls the Hand-to-Hand Damage in order to see how much damage the target takes (loses hit points). Defense of a target is ignored in Hand-to-Hand Combat. All combatants get one round of attack in this manner unless a combatant is killed before he has a chance to fire. *A special headshot for White Warriors is possible. This is attempted by decreasing the character’s Hand-to-Hand Hit Percentage by 50%. If successful in hitting, then double damage is done.*</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Step 6: Repeat Steps 1-5 until either all enemies are dead, all White Warriors are dead, or one side decides to retreat. In case of the death of one side, the battle is over. In case of a retreat, go to Step 7.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Step 7: When a side declares a retreat, the other side gets a free attack against the cowardly dogs. The hit rate is automatic so no rolls for hitting a target are required. After this round of attack, either the retreating party is slaughtered, or it escapes. Either way, the battle is over.</p> </li> </ul> <p style="text-align: center"><u>Enemies</u></p><p></p><p> There are 5 basic enemies in Racial Holy War--niggers, sand niggers, latrinos, gooks, and kikes. Each enemy has different strengths and weaknesses. Each also has a special attack that is more effective depending on the ability of the enemy. As such, the enemies do not have skills like the White Warriors, but do have a special attack. These special attacks can be employed in place of an attack, once per character per round of combat. The enemy chooses which White Warrior he wishes to use his special attack on and it therefore only effects that character, if successful. If it fails, no effect occurs and that enemy is done for the round (so can’t use a special attack and a normal attack in same round). Some enemies can use their special attacks and some normal attacks during a round of combat though (a single enemy just can’t use both in one round). The special attacks are more potent and more likely to succeed the more skilled the enemy is. To determine whether the special attacks are successful, the enemy must roll a so sided die and get a roll that is equal to or less than the designated number (depending on enemy). The effect and specifics of the special attacks are listed below. </p><p style="text-align: center"><u>Nigger</u></p><p></p><p> Niggers are smelly and stupid creatures who tend to possess thick skulls. These beasts are one of nature’s worst specimen, and it is the duty of a White Warrior to eradicate them at every possible chance. Their special attack is known as Stench and, if successful, the powerful odor that a nigger exudes. </p><ul> <li data-xf-list-type="ul"><p style="text-align: left">A Smelly Nigger must roll a 2 or lower on a 20 sided die. If successful, the target of his special attack has his accuracy (both gun and hand-to-hand) drop 10% for that round.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A Stupid Nigger must roll a 4 or lower on a 20 sided die. If successful, the target of his special attack has his accuracy (both gun and hand-to-hand) drop 20% for that round.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A Retarded Nigger must roll a 6 or lower on a 20 sided die. If successful, the target of his special attack has his accuracy (both gun and hand-to-hand) drop 30% for that round.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A Repulsive Nigger must roll a 8 or lower on a 20 sided die. If successful, the target of his special attack has his accuracy (both gun and hand-to-hand) drop 40% for that round.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A Thick-Skulled Nigger must roll a 10 or lower on a 20 sided die. If successful, the target of his special attack has his accuracy (both gun and hand-to-hand) drop 50% for that round.</p> </li> </ul> <p style="text-align: center"><u>Latrino</u></p><p></p><p> Latrinos are lazy and criminal vermin who waste valuable air on Earth, that should be reserved for Nature’s Finest--the White Race. Due to their history of illegal immigration, they are adept at crossing borders and sneaking around. Therefore their special attack is known as Stealth. This skill, if successful, allows the latrino to attack first as part of the special attack. </p><ul> <li data-xf-list-type="ul"><p style="text-align: left">A Lazy Latrino must roll a 2 or lower on a 20 sided die. If successful, the latrino proceeds to attack normally, before the White Warriors.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A Criminal Latrino must roll a 4 or lower on a 20 sided die. If successful, the latrino proceeds to attack normally, before the White Warriors.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">An Ugly Latrino must roll a 6 or lower on a 20 sided die. If successful, the latrino proceeds to attack normally, before the White Warriors.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A Repulsive Latrino must roll a 8 or lower on a 20 sided die. If successful, the latrino proceeds to attack normally, before the White Warriors.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">An Insane Latrino must roll a 10 or lower on a 20 sided die. If successful, the latrino proceeds to attack normally, before the White Warriors.</p> </li> </ul> <p style="text-align: center"><u>Sand Nigger</u></p><p></p><p> Sand Niggers are scumbags that have a militant religion in Islam. They have declared the White Race as one of their many enemies in their "Jihad" or holy war. Woe to the sand nigger who meets a White Warrior on the battlefield. Due to their fanatical faith, the special attack possessed by sand niggers is known as a Suicide Run. If successful, the sand nigger blows himself and a White Warrior up (sand nigger automatically dies while target White Warrior suffers damage); but if he fails, he simply perishes with a loud boom. </p><ul> <li data-xf-list-type="ul"><p style="text-align: left">A Disgusting Sand Nigger must roll a 2 or lower on a 20 sided die. If successful, the sand nigger detonates a bomb and target White Warrior suffers damage equal to 1 roll of a 12 sided die.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">An Abhorrent Sand Nigger must roll a 4 or lower on a 20 sided die. If successful, the sand nigger detonates a bomb and target White Warrior suffers damage equal to 2 rolls of a 12 sided die.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A Camel-Riding Sand Nigger must roll a 6 or lower on a 20 sided die. If successful, the sand nigger detonates a bomb and target White Warrior suffers damage equal to 3 rolls of a 12 sided die.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A Thieving Sand Nigger must roll a 8 or lower on a 20 sided die. If successful, the sand nigger detonates a bomb and target White Warrior suffers damage equal to 4 rolls of a 12 sided die.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A Suicidal Sand Nigger must roll a 10 or lower on a 20 sided die. If successful, the sand nigger detonates a bomb and target White Warrior suffers damage equal to 5 rolls of a 12 sided die.</p> </li> </ul> <p style="text-align: center"><u>Gook</u></p><p></p><p> Gooks are timid, annoying, slanty-eyed pieces of excrement that so desperately wish they were White. Of course, they are not. They have reproduced quite prolifically and there is no doubt that the world will be a better place without them. From watching fake martial arts movies, the gooks have acquired an increased proficiency in hand-to-hand fighting. Therefore, this talent can only be applied with hand-to-hand fighting. If successful, this ability increases the amount of attacks that the character gets (a successful role means the gook goes on to attack as many times as his skill level designates) for that round of combat. If he fails, he doesn’t attack. </p><ul> <li data-xf-list-type="ul"><p style="text-align: left">A Timid Gook must roll a 2 or lower on a 20 sided die. If successful, the gook gets 2 attacks against target White Warrior in hand-to-hand combat only.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">An Annoying Gook must roll a 4 or lower on a 20 sided die. If successful, the gook gets 3 attacks against target White Warrior in hand-to-hand combat only.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">An Asinine Gook must roll a 6 or lower on a 20 sided die. If successful, the gook gets 4 attacks against target White Warrior in hand-to-hand combat only.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A Moronic Gook must roll a 8 or lower on a 20 sided die. If successful, the gook gets 5 attacks against target White Warrior in hand-to-hand combat only.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A Communist Gook must roll a 10 or lower on a 20 sided die. If successful, the gook gets 6 attacks against target White Warrior in hand-to-hand combat only.</p> </li> </ul> <p style="text-align: center"><u>Kike</u></p><p></p><p> Kikes are undoubtedly the worst and most evil parasites that the world has over seen. They pervert all that is holy, honorable, and just. Once the kikes are removed, the formation of a glorious White Empire is but a step away. Through the years of lying, manipulation, and outright debauchery, the kike has succeeded through brain pollution. This talent is manifested in the kike’s special attack of Bribery. A kike must spend 50 credits to do utilize this ability every time he uses it (credits are subtracted from kike’s total credits). If successful, the targeted White Warrior loses his turn for that round. If it fails, then the money is spent and target White Warrior receives the credits with no adverse affects. The kike is able to increase his chances of success by spending 50 credits per Bribe attempt to gain a point (up to 20, which is automatic success). This means that a Perfidious Kike, with a special attack value of 10, could add 50 credits to his Bribe and therefore need an 11 or less to achieve success (on a roll of a 20 sided die). Or, he could spend 500 (50 times 10) credits on the Bribe and bring the special attack value to 20, which is an automatic success. </p><ul> <li data-xf-list-type="ul"><p style="text-align: left">A Slimy Kike must roll a 2 or lower on a 20 sided die. If successful, target White Warrior loses his turn for that round and thus can’t do anything.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A Lying Kike must roll a 4 or lower on a 20 sided die. If successful, target White Warrior loses his turn for that round and thus can’t do anything.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A Greedy Kike must roll a 6 or lower on a 20 sided die. If successful, target White Warrior loses his turn for that round and thus can’t do anything.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A Perverted Kike must roll a 8 or lower on a 20 sided die. If successful, target White Warrior loses his turn for that round and thus can’t do anything.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">A Perfidious Kike must roll a 10 or lower on a 20 sided die. If successful, target White Warrior loses his turn for that round and thus can’t do anything.</p> </li> </ul> <p style="text-align: center"><u>Conclusion</u></p><p></p><p> The primary purpose of Racial Holy War is to provide entertainment to those loyal to the White Race. It as an experience where our dedicated White Warriors can do like many of us want to--slaughter the foul enemies of our people who are destroying our race. I therefore hope that it does allow our comrades to crush our enemies. The world created in Racial Holy War is one of strife and mayhem where the White Warriors fight to bring about a glorious White Empire. If the laws of this realm do not conform to the tastes of some, then they can obviously change them. Someone might not like this or that rule, so change or get rid of this or that rule. The important aspect is to have fun. Input is very welcome and changes to the game are very possible. Any improvements to the game would also be optional and up to the players playing. Of course for those who play strictly by the rules, then this is fine as that is what the rules are there for. In conclusion, have fun building a Whiter, Brighter World! RAHOWA! -Rev. Kenneth Molyneaux</p></blockquote><p></p>
[QUOTE="The Patriarchy, post: 52913, member: 162"] [CENTER][U]Experience[/U][/CENTER] As the White Warriors go on adventures and slaughter the enemies of the White Race, they gain experience. With enough experience (designated by a number), a character levels up and gains added abilities (a character starts at level 1). Usually a character gains a certain amount of experience for the enemies bested in battle, but the Warmaster can also grant experience points for clever ideas, good tactics etc. This is up to the Warmaster. When a battle is won, every White Warrior gets experience points equal to the combined amount of experience for the enemies. So if a band of White Warriors defeated 5 enemies that had 50 experience apiece, then each White Warrior would gain 250 experience points. When a character gets enough experience points (required experience for each level is listed below), he gains 100 level points. The various ways a player can spend these points is listed below. He must use them all for every level-up and they don’t carry over even if a character has some left over (so use them all!). [LIST] [*][LEFT]50 points to learn a new skill[/LEFT] [*][LEFT]20 points to increase the level of a skill (can only increase by one level per skill, per level-up; multiple skills can be increased in level though)[/LEFT] [*][LEFT]20 points to increase a basic attribute (power, dexterity, health, heroism, charisma, intelligence, wisdom, intimidation) by one point (can only increase an attribute by one point per level-up; multiple attributes can be increased though)[/LEFT] [*][LEFT]5 points to increase maximum hit points by 1[/LEFT] [*][LEFT]1 point to increase credits by 5[/LEFT] [/LIST] [CENTER][U]Gun Experience[/U][/CENTER] In addition to a White Warrior gaining experience and leveling up, a gun can as well. As long as a character fired his gun during a battle, that gun gains the same amount as experience as he does and also levels up at the same rate (listed below). With this leveling up, the gun gains damage and accuracy. With gun experience, the character is more adept at using the specific gun he fires. So a White Warrior experienced with a Mini 88, does not have the same experience with other guns, even other assault rifles. Furthermore, the experienced gun only has added bonuses to the character using it as this represents a character’s skill with the weapon (so an experienced Mini 88 would revert to normal in the hands of a different comrade). Thus the skill is with the wielder of the weapon, not the weapon in of itself. Most guns start out with a penalty to their accuracy. These guns do not level-up as usual. They do not gain the normal bonuses for a leveled up gun until this accuracy is back to normal. For every 10% loss of accuracy, it takes 1 level-up to restore it (and thus the gun’s accuracy is increased by 10%). A gun with a 50% loss of accuracy would therefore take 5 level-ups until it could gain bonuses as usual. So guns with penalties to their accuracy increase 10% in accuracy until their penalty reaching 0%. After that, they increase as listed below, per level-up. [LIST] [*][LEFT]Pistol: Gun Damage+1, Gun Accuracy+5%, Gun Speed+1[/LEFT] [*][LEFT]Assault Rifle: Gun Damage+2, Gun Accuracy+5%, Gun Speed+1[/LEFT] [*][LEFT]Shotgun: Gun Damage+3, Gun Accuracy+5%, Gun Speed+1[/LEFT] [/LIST] [CENTER][U]Levels[/U][/CENTER] [LIST] [*][LEFT]Level 1: 0 points (start)[/LEFT] [*][LEFT]Level 2: 500[/LEFT] [*][LEFT]Level 3: 1,500[/LEFT] [*][LEFT]Level 4: 3,000[/LEFT] [*][LEFT]Level 5: 5,000[/LEFT] [*][LEFT]Level 6: 7,500[/LEFT] [*][LEFT]Level 7: 10,500[/LEFT] [*][LEFT]Level 8: 14,000[/LEFT] [*][LEFT]Level 9: 18,000[/LEFT] [*][LEFT]Level 10: 22,500[/LEFT] [*][LEFT]Level 11: 26,500[/LEFT] [*][LEFT]Level 12: 31,500[/LEFT] [*][LEFT]Level 13: 37,000[/LEFT] [*][LEFT]Level 14: 43,000[/LEFT] [*][LEFT]Level 15: 49,500[/LEFT] [*][LEFT]Level 16: 56,500[/LEFT] [*][LEFT]Level 17: 64,000[/LEFT] [*][LEFT]Level 18: 72,000[/LEFT] [*][LEFT]Level 19: 80,500[/LEFT] [*][LEFT]Level 20: 89,500[/LEFT] [*][LEFT]Level 21: 100,000[/LEFT] [*][LEFT]Level 22: 150,000[/LEFT] [*][LEFT]Level 23: 200,000[/LEFT] [*][LEFT]Level 24: 250,000[/LEFT] [*][LEFT]Level 25: 300,000[/LEFT] [*][LEFT]Level 26: 500,000 (champion)[/LEFT] [/LIST] [CENTER][U]Combat[/U][/CENTER] Combat is the major part of Racial Holy War. Usually the combatants will fight with guns, but hand-to-hand (this includes clubs) combat is possible. As such, both will be explained below. If one combatant wants to fire his gun and the other wishes to find hand-to-hand, then the combatant with the gun will always go first and fire his weapon. [CENTER][U]Gun Combat[/U][/CENTER] [LIST] [*][LEFT]Step 1: The Rouse skill is able to be used initially in order to increase the White Warriors’ intimidation and heroism. This skill can only be used once per round but if it is successful, it can’t be used anymore in the specific combat.[/LEFT] [*][LEFT]Step 2: Then comes the intimidation/heroism check. Both enemy and White Warrior side add up their intimidation score. The side with the highest score intimidates the other side. The intimidated side (side with lower intimidation score) adds up their combined heroism. The side with the higher combined intimidation score divides this number by the side with the lower intimidation’s heroism. Penalties are given if the result is 2 or higher (see Intimidation/Heroism Effect under Miscellaneous Information). If enemy retreats as a result, skip to Step 7.[/LEFT] [*][LEFT]Step 3: This phase is one of special attacks. The vile enemies of the White Race are allowed to use their special attacks here (see Enemies for their special attacks). The only thing the White Warriors can do here is use a medic to heal or eat food to heal. Whoever wishes to use these abilities here (either enemy or White Warrior) goes in the order of their dexterity (combatant with highest score goes first, then second highest etc.). In case of a tie with dexterity, the White Warrior goes first. If there is a tie between enemies then the Warmaster decides what enemies go in what order; if a tie with the White Warriors, characters decide what order they go in.[/LEFT] [*][LEFT]Step 4: This step determines who gets to attack first in the melee. Whoever has the highest gun speed goes first then the second highest etc. In case of a tie, the White Warrior goes first. If there is a tie between enemies then the Warmaster decides what enemies go in what order; if a tie with the White Warriors, characters decide what order they go in. Once the order of combat is resolved, go to Step 5.[/LEFT] [*][LEFT]Step 5: This is the attack phase where guns are fired and damage is dealt (as in the order obtained from Step 4). The first attacker picks his target and fires his weapon. He rolls 2, 10 sided dice to see if he hits (by getting equal to or less than his Gun Accuracy; if accuracy is 100% or higher than it is an automatic hit). If he misses, the next in line fires his weapon. If he hits, he rolls the Gun Damage for his gun and subtracts his target’s defense from it. If this difference (Gun Damage minus defense) is above 0, then that target loses that amount of hit points. If it is 0 or lower, then no damage is done. All combatants get one round of fire in this manner unless a combatant is killed before he has a chance to fire. *A special headshot for White Warriors is possible. This is attempted by decreasing the character’s Gun Accuracy by 50%. The only defense of the target taken into account is that of a helmet. If successful in hitting, then double damage is done.*[/LEFT] [*][LEFT]Step 6: Repeat Steps 1-5 until either all enemies are dead, all White Warriors are dead, or one side decides to retreat. In case of the death of one side, the battle is over. In case of a retreat, go to Step 7.[/LEFT] [*][LEFT]Step 7: When a side declares a retreat, the other side gets a free round of fire upon the cowardly dogs. The hit rate is automatic so no rolls for hitting a target are required. Defense for the fleeing scum is reduced to zero. After this round of fire, either the retreating party is slaughtered, or it escapes. Either way, the battle is over.[/LEFT] [/LIST] [CENTER][U]Hand-to-Hand Combat[/U][/CENTER] [LIST] [*][LEFT]Step 1: The Rouse skill is able to be used initially in order to increase the White Warriors’ intimidation and heroism. This skill can only be used once per round but if it is successful, it can’t be used anymore in the specific combat.[/LEFT] [*][LEFT]Step 2: Then comes the intimidation/heroism check. Both enemy and White Warrior side add up their intimidation score. The side with the highest score intimidates the other side. The intimidated side (side with lower intimidation score) adds up their combined heroism. The side with the higher combined intimidation score divides this number by the side with the lower intimidation’s heroism. Penalties are given if the result is 2 or higher (see Intimidation/Heroism Effect under Miscellaneous Information). If enemy retreats as a result, skip to Step 7.[/LEFT] [*][LEFT]Step 3: This phase is one of special attacks. The vile enemies of the White Race are allowed to use their special attacks here (see Enemies for their special attacks). The only thing the White Warriors can do here is use a medic to heal or eat food to heal. Whoever wishes to use these abilities here (either enemy or White Warrior) goes in the order of their dexterity (combatant with highest score goes first, then second highest etc.). In case of a tie with dexterity, the White Warrior goes first. If there is a tie between enemies then the Warmaster decides what enemies go in what order; if a tie with the White Warriors, characters decide what order they go in.[/LEFT] [*][LEFT]Step 4: This step determines who gets to attack first in the hand-to-hand combat. Whoever has the highest dexterity goes first then the second highest etc. In case of a tie, the White Warrior goes first. If there is a tie between enemies then the Warmaster decides what enemies go in what order; if a tie with the White Warriors, characters decide what order they go in. Once the order of combat is resolved, go to Step 5.[/LEFT] [*][LEFT]Step 5: This is the attack phase where combatants attack and damage is dealt (as in the order obtained from Step 4). The first attacker picks his target and attacks. He rolls 2, 10 sided dice to see if he hits (by getting equal to or less than his Hand-to-Hand Hit Percentage; if percentage is 100% or higher than it is an automatic hit). If he misses, the next in line attacks. If he hits, he rolls the Hand-to-Hand Damage in order to see how much damage the target takes (loses hit points). Defense of a target is ignored in Hand-to-Hand Combat. All combatants get one round of attack in this manner unless a combatant is killed before he has a chance to fire. *A special headshot for White Warriors is possible. This is attempted by decreasing the character’s Hand-to-Hand Hit Percentage by 50%. If successful in hitting, then double damage is done.*[/LEFT] [*][LEFT]Step 6: Repeat Steps 1-5 until either all enemies are dead, all White Warriors are dead, or one side decides to retreat. In case of the death of one side, the battle is over. In case of a retreat, go to Step 7.[/LEFT] [*][LEFT]Step 7: When a side declares a retreat, the other side gets a free attack against the cowardly dogs. The hit rate is automatic so no rolls for hitting a target are required. After this round of attack, either the retreating party is slaughtered, or it escapes. Either way, the battle is over.[/LEFT] [/LIST] [CENTER][U]Enemies[/U][/CENTER] There are 5 basic enemies in Racial Holy War--niggers, sand niggers, latrinos, gooks, and kikes. Each enemy has different strengths and weaknesses. Each also has a special attack that is more effective depending on the ability of the enemy. As such, the enemies do not have skills like the White Warriors, but do have a special attack. These special attacks can be employed in place of an attack, once per character per round of combat. The enemy chooses which White Warrior he wishes to use his special attack on and it therefore only effects that character, if successful. If it fails, no effect occurs and that enemy is done for the round (so can’t use a special attack and a normal attack in same round). Some enemies can use their special attacks and some normal attacks during a round of combat though (a single enemy just can’t use both in one round). The special attacks are more potent and more likely to succeed the more skilled the enemy is. To determine whether the special attacks are successful, the enemy must roll a so sided die and get a roll that is equal to or less than the designated number (depending on enemy). The effect and specifics of the special attacks are listed below. [CENTER][U]Nigger[/U][/CENTER] Niggers are smelly and stupid creatures who tend to possess thick skulls. These beasts are one of nature’s worst specimen, and it is the duty of a White Warrior to eradicate them at every possible chance. Their special attack is known as Stench and, if successful, the powerful odor that a nigger exudes. [LIST] [*][LEFT]A Smelly Nigger must roll a 2 or lower on a 20 sided die. If successful, the target of his special attack has his accuracy (both gun and hand-to-hand) drop 10% for that round.[/LEFT] [*][LEFT]A Stupid Nigger must roll a 4 or lower on a 20 sided die. If successful, the target of his special attack has his accuracy (both gun and hand-to-hand) drop 20% for that round.[/LEFT] [*][LEFT]A Retarded Nigger must roll a 6 or lower on a 20 sided die. If successful, the target of his special attack has his accuracy (both gun and hand-to-hand) drop 30% for that round.[/LEFT] [*][LEFT]A Repulsive Nigger must roll a 8 or lower on a 20 sided die. If successful, the target of his special attack has his accuracy (both gun and hand-to-hand) drop 40% for that round.[/LEFT] [*][LEFT]A Thick-Skulled Nigger must roll a 10 or lower on a 20 sided die. If successful, the target of his special attack has his accuracy (both gun and hand-to-hand) drop 50% for that round.[/LEFT] [/LIST] [CENTER][U]Latrino[/U][/CENTER] Latrinos are lazy and criminal vermin who waste valuable air on Earth, that should be reserved for Nature’s Finest--the White Race. Due to their history of illegal immigration, they are adept at crossing borders and sneaking around. Therefore their special attack is known as Stealth. This skill, if successful, allows the latrino to attack first as part of the special attack. [LIST] [*][LEFT]A Lazy Latrino must roll a 2 or lower on a 20 sided die. If successful, the latrino proceeds to attack normally, before the White Warriors.[/LEFT] [*][LEFT]A Criminal Latrino must roll a 4 or lower on a 20 sided die. If successful, the latrino proceeds to attack normally, before the White Warriors.[/LEFT] [*][LEFT]An Ugly Latrino must roll a 6 or lower on a 20 sided die. If successful, the latrino proceeds to attack normally, before the White Warriors.[/LEFT] [*][LEFT]A Repulsive Latrino must roll a 8 or lower on a 20 sided die. If successful, the latrino proceeds to attack normally, before the White Warriors.[/LEFT] [*][LEFT]An Insane Latrino must roll a 10 or lower on a 20 sided die. If successful, the latrino proceeds to attack normally, before the White Warriors.[/LEFT] [/LIST] [CENTER][U]Sand Nigger[/U][/CENTER] Sand Niggers are scumbags that have a militant religion in Islam. They have declared the White Race as one of their many enemies in their "Jihad" or holy war. Woe to the sand nigger who meets a White Warrior on the battlefield. Due to their fanatical faith, the special attack possessed by sand niggers is known as a Suicide Run. If successful, the sand nigger blows himself and a White Warrior up (sand nigger automatically dies while target White Warrior suffers damage); but if he fails, he simply perishes with a loud boom. [LIST] [*][LEFT]A Disgusting Sand Nigger must roll a 2 or lower on a 20 sided die. If successful, the sand nigger detonates a bomb and target White Warrior suffers damage equal to 1 roll of a 12 sided die.[/LEFT] [*][LEFT]An Abhorrent Sand Nigger must roll a 4 or lower on a 20 sided die. If successful, the sand nigger detonates a bomb and target White Warrior suffers damage equal to 2 rolls of a 12 sided die.[/LEFT] [*][LEFT]A Camel-Riding Sand Nigger must roll a 6 or lower on a 20 sided die. If successful, the sand nigger detonates a bomb and target White Warrior suffers damage equal to 3 rolls of a 12 sided die.[/LEFT] [*][LEFT]A Thieving Sand Nigger must roll a 8 or lower on a 20 sided die. If successful, the sand nigger detonates a bomb and target White Warrior suffers damage equal to 4 rolls of a 12 sided die.[/LEFT] [*][LEFT]A Suicidal Sand Nigger must roll a 10 or lower on a 20 sided die. If successful, the sand nigger detonates a bomb and target White Warrior suffers damage equal to 5 rolls of a 12 sided die.[/LEFT] [/LIST] [CENTER][U]Gook[/U][/CENTER] Gooks are timid, annoying, slanty-eyed pieces of excrement that so desperately wish they were White. Of course, they are not. They have reproduced quite prolifically and there is no doubt that the world will be a better place without them. From watching fake martial arts movies, the gooks have acquired an increased proficiency in hand-to-hand fighting. Therefore, this talent can only be applied with hand-to-hand fighting. If successful, this ability increases the amount of attacks that the character gets (a successful role means the gook goes on to attack as many times as his skill level designates) for that round of combat. If he fails, he doesn’t attack. [LIST] [*][LEFT]A Timid Gook must roll a 2 or lower on a 20 sided die. If successful, the gook gets 2 attacks against target White Warrior in hand-to-hand combat only.[/LEFT] [*][LEFT]An Annoying Gook must roll a 4 or lower on a 20 sided die. If successful, the gook gets 3 attacks against target White Warrior in hand-to-hand combat only.[/LEFT] [*][LEFT]An Asinine Gook must roll a 6 or lower on a 20 sided die. If successful, the gook gets 4 attacks against target White Warrior in hand-to-hand combat only.[/LEFT] [*][LEFT]A Moronic Gook must roll a 8 or lower on a 20 sided die. If successful, the gook gets 5 attacks against target White Warrior in hand-to-hand combat only.[/LEFT] [*][LEFT]A Communist Gook must roll a 10 or lower on a 20 sided die. If successful, the gook gets 6 attacks against target White Warrior in hand-to-hand combat only.[/LEFT] [/LIST] [CENTER][U]Kike[/U][/CENTER] Kikes are undoubtedly the worst and most evil parasites that the world has over seen. They pervert all that is holy, honorable, and just. Once the kikes are removed, the formation of a glorious White Empire is but a step away. Through the years of lying, manipulation, and outright debauchery, the kike has succeeded through brain pollution. This talent is manifested in the kike’s special attack of Bribery. A kike must spend 50 credits to do utilize this ability every time he uses it (credits are subtracted from kike’s total credits). If successful, the targeted White Warrior loses his turn for that round. If it fails, then the money is spent and target White Warrior receives the credits with no adverse affects. The kike is able to increase his chances of success by spending 50 credits per Bribe attempt to gain a point (up to 20, which is automatic success). This means that a Perfidious Kike, with a special attack value of 10, could add 50 credits to his Bribe and therefore need an 11 or less to achieve success (on a roll of a 20 sided die). Or, he could spend 500 (50 times 10) credits on the Bribe and bring the special attack value to 20, which is an automatic success. [LIST] [*][LEFT]A Slimy Kike must roll a 2 or lower on a 20 sided die. If successful, target White Warrior loses his turn for that round and thus can’t do anything.[/LEFT] [*][LEFT]A Lying Kike must roll a 4 or lower on a 20 sided die. If successful, target White Warrior loses his turn for that round and thus can’t do anything.[/LEFT] [*][LEFT]A Greedy Kike must roll a 6 or lower on a 20 sided die. If successful, target White Warrior loses his turn for that round and thus can’t do anything.[/LEFT] [*][LEFT]A Perverted Kike must roll a 8 or lower on a 20 sided die. If successful, target White Warrior loses his turn for that round and thus can’t do anything.[/LEFT] [*][LEFT]A Perfidious Kike must roll a 10 or lower on a 20 sided die. If successful, target White Warrior loses his turn for that round and thus can’t do anything.[/LEFT] [/LIST] [CENTER][U]Conclusion[/U][/CENTER] The primary purpose of Racial Holy War is to provide entertainment to those loyal to the White Race. It as an experience where our dedicated White Warriors can do like many of us want to--slaughter the foul enemies of our people who are destroying our race. I therefore hope that it does allow our comrades to crush our enemies. The world created in Racial Holy War is one of strife and mayhem where the White Warriors fight to bring about a glorious White Empire. If the laws of this realm do not conform to the tastes of some, then they can obviously change them. Someone might not like this or that rule, so change or get rid of this or that rule. The important aspect is to have fun. Input is very welcome and changes to the game are very possible. Any improvements to the game would also be optional and up to the players playing. Of course for those who play strictly by the rules, then this is fine as that is what the rules are there for. In conclusion, have fun building a Whiter, Brighter World! RAHOWA! -Rev. Kenneth Molyneaux [/QUOTE]
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