Hatchling Cockatrice Lilith Posted March 5, 2015 Author Share Posted March 5, 2015 woooo! session complete! 2 XP for everyone! that means you're at 55 and entitled to one shiny new advance! also, calendar: http://whenisgood.net/bssky27 Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted March 5, 2015 Share Posted March 5, 2015 Remote Control, a shiny new Ammat-Xan perk Bekora Tiquo Human Mechanic XP: 55 (Advancement 11) Wounds: 0 Fatigue: 0 Power Points: 10/10 [spoileralt=Skills and Derivatives] Agility: d10 Smarts: d10 Spirit: d6 Strength: d4 Vigor: d4 Investigation: d10 Knowledge (Engineering): d10 Knowledge (Geography): d8 Notice: d8 Repair: d10 Riding: d10 Shooting: d10 Spellcasting: d10 Streetwise: d6 Parry: 2 Toughness: 4 Charisma: +0 Pace: 6 Arcane Background (Magic): 10 PP, 3 powers MacGyver: May improvise temporary gadgets Scholar: +2 to two different Knowledge skills Steady Hands: Ignore unstable platform penalty; Running penalty reduced to -1 Gadgeteer: Once per session, can create Weird Science object from spare parts Machine Empathy: Can touch structure or mechanical device to get flash of insight into creator's intentions. +2 bonus to all Repair or Knowledge (Engineering) with device. Once per session, may hold a device and learn something about creator (draw card, Signs and Portents in Horror Companion) Ageless: All negative effects of Elderly nullified. No need to sleep, can make natural healing rolls (1 p/d), receive +2 Vigor rolls to hunger/thirst/env rolls. Remote Control: Target tool, machine or other artificial device within 2*Smarts and roll Repair; on success, you can operate it as if you were holding it, even if not in possession of tools normally needed to make it work. Complex devices may impose a penalty, if machine has a Smarts score it can make an opposed Smarts roll to resist. Can only cause a device to do things it was designed to do. Trademark Weapon - Giken Nomang: See Gear, below Elderly: Pace –1, –1 to Strength and Vigor die types; +5 skill points for any skill linked to Smarts Loyal: Bekora tries to never betray or disappoint her friends Stubborn: Bekora always wants her way Parasited: Bekora is host to an Ammat-Xan parasite, and may have to roll Spirit to avoid Compulsions. [/spoileralt] [spoileralt=Gear] Horse Crowbar Hammer 20 yards of rope Iron spikes (10) Shortbow Quiver Barbed arrows (19) Revolver Ammo (19) [spoileralt=Giken Nomang]Weird Science Artifact Revolver: 10PP - Effect: For 2PP per shot, Giken Nomand charges the bullet with electrical force, creating an arc between the target and the weapon. This causes +4 bonus electrical damage (+2AP versus metallic clothing or armour) A revolver, a long-lost artifact from ancient times. Giken Nomang has been faithfully restored and modified by the mechanic Bekora Tiquo of Eressos. All components of the six-shot weapon have been reblued and the grip has been replaced by wood carved from a branch of a Halitarn Noble Tree. Fine copper wires are inlaid elaborately throughout the device, winding around the barrel, throughout the receiver, and into the wood of the grip. Charged with the spirit of electricity, the gun tingles the hand of anyone touching it. This can be uncomfortable for people not experienced with electrical energy or magic in general. To someone not familiar with Giken Nomang, it operates just as a standard revolver. Only in the hands of an expert does it unleash its true power: As the shot is fired, the spirit within the revolver charges the bullet passing through the barrel with electrical force, and the result is spectacular. The copper tendrils covering the weapon flash a brilliant white-blue as the shot is fired. Its target will be struck simultaneously by lead and lightning, with arcing electricity linking the bullet back to the revolver's spirit. This weapon is not known for its subtlety. [/spoileralt] [/spoileralt] [spoileralt=Spells] [spoileralt=Chain Lightning (custom power, based loosely on Bolt)] Rank: Novice Power Points: 3 Range: 12/24/48 (+special) Duration: Instant Trappings: Electrical arc An electric current originates from the caster and passes through a series of enemies. A normal success hits two targets, which must be within 4 units of each other; each raise adds another target, which must be within 4 units of the previous target. All targets take 2d6 damage, and Chain Lightning ignores up to 2 points of Armour. [/spoileralt] [spoileralt=Forcecage (based on Damage Field)] Rank: Seasoned Power Points: 4 Range: Touch Duration: 3 (2 PP/round maintenance after duration expires) Trappings: Electrical field An electric field envelops the target, dealing 2d6 (2d8 with raise) damage (2 AP) to anyone who contacts them in close combat. If the target attacks unarmed, add Str+2d6 (Str+2d8 with raise) damage (2 AP). Target can also touch (+2 Fighting) to do 2d6/2d8 damage (2 AP). Grappled opponents take field damage every attacker's round. If target becomes very wet (as in heavy rain or having a bucket thrown on them) field will short out, disappear, and deal 2d6 (2d8 with raise) damage (2 AP) to target. [/spoileralt] [spoileralt=Summon Elemental (Summon Ally)] Rank: Novice Power Points: 3+ Range: Smarts Duration: 3 (1 PP/round maintenance after duration expires) Trappings: Creates an elemental servant under the control of the caster. [spoileralt=Lightning Elemental (Veteran-rant lightning elemental)] Agility d12+1, Smarts d6, Spirit d8, Strength d8, Vigor d6 Fighting d8, Spellcasting d8 Pace 8, Parry 6, Toughness 6 Attack: d4+Str Powers: Blast, Chain Lightning (unlimited PP) plus all the innate abilities of the other elementals [/spoileralt] [spoileralt=Lightning Spirit (Seasoned-rank lightning elemental)] Attributes: Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d6 Pace: 8, Parry: 7, Toughness: 5 Skills: Fighting d8, Shooting d6 Special Abilities Elemental: Having no discernible body parts, the lightning spirit normally suffers no additional damage from called shots. It is also immune to fear, intimidation, disease and poison. Assault and Battery: The lightning spirit can batter itself against enemies to shock them. Treat this as a natural weapon inflicting Str+d4 damage with 1 point of armour piercing. Anything that strikes the spirit with an unarmed attack, makes a successful grapple attempt, or otherwise touches it with an unprotected body part also automatically takes damage as if struck by this attack. Capacitance: The lightning spirit is animated by electrical energy. A very powerful shock can short it out, but lesser currents only energise it. It effectively has Improved Arcane Resistance against electrical attacks (+4 Toughness and +4 bonus to opposed rolls). In addition, any electrical damage that fails to inflict at least a Shaken result on the elemental will cause it to recover from Shaken status if it was already Shaken. Chain Lightning: With a successful Shooting roll, the lightning spirit can launch a ranged attack equivalent to the Chain Lightning spell.[/spoileralt] [spoileralt=Lightning Wisp (Novice Rank lightning elemental)] Attributes: Agility d12, Smarts d4, Spirit d8, Strength d4, Vigor d4 Pace: 10, Parry: 6(+2), Toughness: 4 Skills: Fighting d8 Special Abilities Elemental: Having no discernible body parts, the lightning wisp normally suffers no additional damage from called shots. It is also immune to fear, intimidation, disease and poison. Assault and Battery: The lightning wisp can batter itself against enemies to shock them. Treat this as a natural weapon inflicting Str+d4 damage. Anything that strikes the wisp with an unarmed attack, makes a successful grapple attempt, or otherwise touches it with an unprotected body part also automatically takes damage as if struck by this attack. Hover: The lightning wisp levitates several feet above surfaces and is therefore unaffected by most terrain. It can also hover across any gap that it can cover in a single turn's movement. Capacitance: The lightning wisp is animated by electrical energy. A very powerful shock can short it out, but lesser currents only energise it. It effectively has Improved Arcane Resistance against electrical attacks (+4 Toughness and +4 bonus to opposed rolls). In addition, any electrical damage that fails to inflict at least a Shaken result on the elemental will cause it to recover from Shaken status if it was already Shaken. Small (Size -2): The lightning wisp is a pulsating orb that grows no more than one foot in diameter. All attacks against it suffer a -2 penalty, giving it an effective Parry of 8 against melee attacks and meaning that missile attacks must roll a 6 or better to hit at short range. [/spoileralt] [/spoileralt] [spoileralt=Charge (Smite, modified with increased range and PP cost)] Rank: Novice Power Points: 3 per target Range: Smarts Duration: 3 (1 PP/round maintenance after duration expires) Trappings: Charges a weapon with electricity Increases the target weapon's damage by +2, or +4 with a raise. May affect up to five targets. [/spoileralt] [/spoileralt] Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Dintiradan Posted March 5, 2015 Share Posted March 5, 2015 Jered Human Insolent Hunter XP: 55 Wounds: 0 Fatigue: 0 Agility: d10 Smarts: d8 Spirit: d8 Strength: d6 Vigor: d6 Shooting: d10 Stealth: d10 Survival: d8 Tracking: d8 Healing: d8 Notice: d6 Swimming: d6 Climbing: d4 Fighting: d4 Parry: 4 Toughness: 8 (5 base, 2 natural armour, 1 leather armour) Charisma: -2 (+0 vs humans) Pace: 5 Edges: Woodsman Alertness Marksman Double Shot Trademark Weapon (Braidvine Bow) Elan Untouchable (parasite edge) Unbreakable (parasite edge) Lucky Hindrances: Curious Illiterate Outsider Parasite Gear: Dagger Braidvine Bow Leather armour Quiver Barbed arrows (a dozen-ish) 20 yards of rope 3 silver coins (?) Untouchable: Simply by willing it, you may teleport to any location currently visible to you. Make a Vigor roll when you do this: if you fail, you still teleport but gain a Fatigue level in the process, which recovers with at least 6 hours of sleep. Unbreakable: Your flesh begins to take on a stone-like consistency, protecting you from harm but hindering your movements. You gain 2 points of Armour, but your Pace is reduced by 1. Braidvine Bow: This bow -- stave and string -- is made from living braidvine, a hardy vine that grows in woven "cables". It functions as a regular bow (page 54) and is a minor artifact with two powers (arcane 1d8e, 10 PP). Entangle The wielder can pull a cordon off the bowstave and fire it at a target or group of targets within 12"/24"/48", rolling arcane versus Agility with a penalty of 0/-2/-4. On a success, the target is wrapped up in braidvine cables. It takes a -2 penalty to Pace and skills linked to Agility and Strength. On a raise, the target is completely bound and rooted to the ground. It cannot move or use skills linked to Agility or Strength. Each following round, a target may make a Strength or Agility roll to break free. Other characters may attempt to free a target by making a Strength roll at -2. This power entangles a single target for 2 PP. Instead of affecting a single target, the cordon may be fired at the ground and affect everyone in a Medium Burst for 4 PP. (This is the Entangle power, page 113). Vine Bridge The wielder can pull a cordon off the bowstave and fire it to create, on a successful arcane roll, a network of vines over a given area. The network extends 12"/24"/48" when taking a penalty of 0/-2/-4 to the roll. This can create a makeshift ladder on a cliff face, or a narrow bridge rooted on both edges of a chasm. The vines can support one armoured humanoid at a time, moving at a Pace of half their Strength die. Using this power cost 3 PP. Backstory/Personality: A lanky human barely out of his teens, Jered is a hunter who spends his time wandering the uncivilized patches of Eressos searching for game. His visits to Port Jynt and the island's other villages for trade are brief. The townsfolk view him with disdain and suspicion. He's not only a human, but a boorish, uncivilized one at that. For his part, Jered has little regard for the niceties of society, and is more than happy to trade the narrow streets for the wide open sky. Those willing to put up with him find him frank and carefree, albeit rash. But his insatiable wanderlust means he's never among company for long. It would have to take some momentous event for that to change. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted March 5, 2015 Author Share Posted March 5, 2015 tentative date for next session: Wednesday March 25th Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted March 24, 2015 Author Share Posted March 24, 2015 24-hour warning? i think? probably? managing daylight savings time across multiple time zones is complicated if you haven't yet confirmed your advance in the thread it'd be good if you did so. thanks! <3 Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Sudanna Posted March 24, 2015 Share Posted March 24, 2015 +1 Vigor ፨ Audrey Martel Race: Goblin Occupation: Hedge Witch, Sheriff, Former Pirate Alignment: Bitter Rank: Veteran XP: 55 Attributes Agility: d4 Smarts: d12 Spirit: d8 Strength: d4 Vigor: d10 Derived Statistics Charisma: -4 Pace: 4 Parry: 3 Toughness: 6 Power Points: 15 Skills Boating: d6 Climbing: d4 Intimidation: d6 Knowledge(Arcana): d4 Knowledge(Alchemy): d4 Knowledge(History): d6 Notice: d6 Riding: d4 Spellcasting (Smarts): d12 Streetwise: d6 Swimming: d4 Taunt: d6 Hindrances One Leg (Major): With a prosthetic, One Leg acts exactly like the Lame Hindrance, reducing Pace by 2 and running rolls are now a d4. Without a prosthetic, the character’s Pace is 2 and she can never run. She also suffers –2 to Traits that require mobility, such as Climbing and Fighting. A character with one leg also suffers a –2 penalty to her Swimming skill (and Pace). Mean (Minor): This woman is ill-tempered and disagreeable. No one really likes her, and she has trouble doing anything kind for anyone else. She must be paid for her troubles and doesn’t even accept awards graciously. Your character suffers –2 to her Charisma. Ugly (Minor): Unfortunately, this individual hit more than a few ugly sticks on her way down the tree of life. Her Charisma is lowered by 2, and she is generally shunned by members of the opposite sex. Edges Resilient: +2 bonus to Vigor rolls to endure environmental hazards such as severe heat, cold, exhaustion, hunger, thirst, natural poisons and diseases. Keen Nose +2 bonus to Notice, Tracking or Survival checks where a sense of smell could help. Arcane Background (Smarts): This is the Edge your character must purchase to have any sort of magical, psionic, or other supernatural ability. See Chapter Five for a complete description of Arcane Backgrounds. Strong Willed: Characters with strong willpower use their voice, steely stares, or quick wits to unnerve their opponents. Strong Willed adds +2 to a character’s Intimidation and Taunt rolls, as well as her Spirit and Smarts rolls when resisting Test of Wills attacks. New Power x1: An arcane character may learn a new power by choosing this Edge (which may be taken multiple times). She may choose from any powers normally available to her particular Arcane Background. Power Points x1: Wizards, weird scientists, and other arcane types always want more power. This Edge grants them an additional 5 Power Points. Power Points may be selected more than once, but only once per Rank. Hard to Kill: This adventurer has more lives than a truckload of cats. When forced to make Vigor rolls due to Incapacitation, she may ignore her wound modifiers. This only applies to Vigor rolls called for to resist Incapacitation or death. She still suffers from wound modifiers for other Trait rolls normally. Powers: Mind Reading Rank: Novice Power Points: 3 Range: Smarts Duration: 1 Trappings: Mental invasion. Audrey forcefully enters another person's mind, looking for something. This is an opposed roll versus the target’s Smarts. A success allows her to gain one truthful answer from the subject. The target is aware of the mental intrusion unless Audrey gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind. Burrow Rank: Novice Power Points: 3 Range: Smarts x 2 Duration: 3 (2/round) Trappings: Rapid tunnelling. Audrey stomps her foot and shatters the earth, rapidly tunnelling to wherever she wants. She can remain underground or burrow to anywhere with a Pace equal to the power’s Range. When she emerges, it is in an explosion of dust and debris that gives a -4 penalty to trait rolls in a Small Burst Template centered on her for one turn, unless the target passes an Agility roll at -2. Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. Concussion Rank: Novice Power Points: 2 Range: 10/20/40 Duration: Instant Trappings: Telekinetic, sonic. Audrey snaps her fingers, and a sudden explosion of invisible (but very loud) force occurs around her target's body. The damage of the spell is 3d6, and it applies a level of Bumps and Bruises. Additional Damage: The caster may instead create a single 4d6 explosion for 3 Power Points. The more focused blast does not apply Bumps and Bruises. Havoc Rank: Seasoned Power Points: 3 Range: Smarts x 2 Duration: Instant Trappings: Telekinetic. Audrey waves her arm, and invisible hands drag and throw people in random directions. With a success, she places a Medium Burst Template anywhere within range. Any character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, they are Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground (1–2), stays level (3–4), or is moved away from the ground (5–6). Additional Effects: For double the Power Points, Havoc affects a Large Burst Template. Gear $95 Peg Leg (Reduces One Leg penalties) Cane (Parry +1, Str+d4) Knife (Str+d4) Horse Saddle Manacles Lantern 20' Rope Backstory Audrey was born in Dilegad, to a carpenter and a boatmaker, and had a decent upbringing. With two working professionals, her family was able to afford a small bit of education for their children, which Audrey in particular excelled at. Not that Audrey ever took much interest in learning, preferring to hang around the docks and with the shady alchemist's kids. When she became an adult, maybe unsurprisingly, she decided that honest work was for fools and joined a privateer ship as their mage's apprentice, managing to impress the older witch with her intellect and the few bits of alchemy she'd picked up. She and her mistress sailed with various pirate or privateer crews for a long while, and Audrey eventually became a formidable witch in her own right. However, the seas of Mote are always dangerous, and it's only a matter of time before any sailor has to face a horrible ship-eating monster. In the middle of the open ocean, a colossal shrimp attacked their vessel, and was driven off only after a desperate battle. Audrey survived, at least, though with one fewer leg and a lot more scars and burns. Her mistress had covered the shrimp in a grease fire, which became a lot less helpful when it got Audrey in its burning jaws. Her left leg had to be amputated at the knee, and most of her body, including her face, is covered in burns and scars from the monster's teeth and poisonous feelers. Better-off than most of the crew, maybe, including her mistress and the captain, but more than bad enough for Audrey to swear off piracy forever. She returned to Laessos and made a living as a wandering witch for a while, until her fearsome reputation got her a job as a sheriff in Wireld, where her hideous disfigurement is both an occasional asset and a perfect representation of her cruelty in her exercise of power. Her reputation for petty tyranny might have something to do with why Eshi is sending her away with the party as a representative of Wireld. Audrey is almost forty, and is a relatively tall, thick, tough-looking goblin woman. She has many serious scars over all parts of her body, including withered skin from the giant shrimp's poison and burns around her left leg, arm, and side of her face. Her left eye is permanently bloodshot, she's missing a chunk of her nose, and her mouth is permanently twisted and scowling. A portion of her greying black hair no longer grows, due to her burns, and the rest is wild and frizzy, held back by a simple headscarf. She wears heavy black clothing and thick, well-worn robes open at the front. To compensate for her missing leg, she wears a simple peg-leg and uses a cane. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody BJ Back From the Beyond Posted March 25, 2015 Share Posted March 25, 2015 Oh, man, I forgot about this. Um, my advance... *goes to check character sheet* Yeah, I'll take +1 Vigor, putting my at d8. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted March 25, 2015 Author Share Posted March 25, 2015 i'm really, really sorry about this but i'm not feeling well right now and i dunno if i'll recover in time to run a good session so my instincts are telling me to postpone can we do the same time next week instead? that'd be Wednesday April 1st for all of you, which means you'd have a socially acceptable excuse to plot petty revenge on me for delaying the session Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted March 25, 2015 Share Posted March 25, 2015 Sounds good. Feel better <3 Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Dintiradan Posted March 25, 2015 Share Posted March 25, 2015 Works for me. Take care. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody BJ Back From the Beyond Posted March 25, 2015 Share Posted March 25, 2015 As far as I know, April 1st is fine. Hope you feel better soon. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted March 31, 2015 Author Share Posted March 31, 2015 24-hour warning! for real this time! Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Sarachim Posted April 1, 2015 Share Posted April 1, 2015 New Power: Environmental Protection. (It protects you even when your environment is space!) Rokhsana Race: Human Occupation: Scholar Alignment: Grouchy Agi d4 Sma d8 Spi d12 Str d4 Vig d4 Skills: Faith d12 Fighting d4 Healing d8 Knowledge (Arcana) d10 Knowledge (Eressos history) d6 Knowledge (Ammat-Xan) d6 Persuasion d8 Streetwise d8 Edges: Arcane Background (Magic) Connections (Wireldi Intelligence) Elan Power Points x3 Healer Luck New Power x4 Soul Drain Hindrances: Elderly Vow (minor- to serve Wireld above all else) Wanted (minor- Rokhsana’s connection to Wireld’s spy agency might be known to the authorities in other cities.) Powers: Summon Ally Bolt w/ Fire Telekinesis Healing Dispel Greater Healing Environmental Protection Inventory: Staff- Rokhsana’s personal walking stick, carved with elaborate geometric patterns. Enchanted to give +1 to Faith rolls. Functions as a weapon equivalent to a rapier (str+d4 damage, one handed, +1 parry). Also handy for climbing up hills. Leather Armor Horse- a mare named Hydaspes. Likes apples. -currently in Halitarn Bedroll Normal Clothing Waterskin Broken Valkyrie Parts Derived Stats: Charisma: 0 Pace: 5 Parry: 5 (4 natural +1 from equipment) Toughness: 5 (4 natural +1 from equipment) Power Points: 25 Backstory: Rokhsana is a priestess of Tanann and one of the librarians at Wireld’s official archives. Since the appearance of the bloodstained sky she’s devoted herself to researching Ammat-Xan. After learning of the events surrounding Iskania’s fall from power, she’s decided that the threat of Ammat-Xan requires a more urgent response. At least, that’s what she tells people. Unbeknownst to the party, she is actually analyst for Wireld’s intelligence service, specializing in Eressian affairs. Eshi has ordered her to join the party to observe Port Jynt’s most dangerous and unpredictable agents, and to steer their efforts to Wireld’s benefit. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted April 2, 2015 Author Share Posted April 2, 2015 that sure was a session. 3 XP for everybody! next session scheduled for Wednesday April 15th! Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted April 14, 2015 Author Share Posted April 14, 2015 24-hour warning! woooo Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted April 16, 2015 Author Share Posted April 16, 2015 well uh that was kind of a mess but you did achieve some things so let's say 2 XP. that puts you at 60, which means you hit Heroic rank and get an advance! calendar: http://whenisgood.net/bssky29 Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted April 17, 2015 Author Share Posted April 17, 2015 Okay, so as you know, last session ended in a party split. I think trying to manage two separate groups simultaneously at the climax of the campaign would be a huge mess, so I'm going to propose two options. Option 1: We schedule the session as normal, but alternate between one half of the party and the other on a scene-by-scene basis. For example, if one group gets into a fight, I'd resolve the fight before switching focus back to the other group. This would make it easier to handle any attempts to reunite the party or any actions one half of the party takes that might affect the other, but it could mean each of you spends half the time watching what the other group's doing and waiting your turn. Option 2: We schedule two separate sessions, one for each half of the party, but they might have to end early if one party tries to reunite with the other or takes action that would significantly affect or depend on the other. I'm leaning slightly toward Option 1, but if anyone has strong opinions one way or the other now's the time to speak up. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted April 17, 2015 Share Posted April 17, 2015 Either one works for me Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Dintiradan Posted April 17, 2015 Share Posted April 17, 2015 I don't mind watching Bekora and Leila try to be useful, and I certainly wouldn't want to deprive anyone the chance of watching Jered and the Wireldi be awesome. Yeah, that's right. I said it. Team Ammat-Xan is better than Team Hyperborea. It's on. Also, hate to pester again, but any chance of logs being posted? Even if they're just raw logs from MapTool, my converter should be able do most of the work. What I'm most afraid of is that no one will believe us when we say that last session we sent someone into the Matrix to convince Viking Space Hitler to fire his Orbital Space Cannon on the Eldritch Abomination The Size Of A Small Moon. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Sudanna Posted April 17, 2015 Share Posted April 17, 2015 Can't Bekora control her valkyries from afar? She could get the ship to pick her and Leila back up. If there's really nothing for them to do there. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody BJ Back From the Beyond Posted April 17, 2015 Share Posted April 17, 2015 I think Option 1 is slightly better. If there's a chance for us to rejoin the rest of the party, you can believe we'll take it. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted April 17, 2015 Author Share Posted April 17, 2015 Also, hate to pester again, but any chance of logs being posted? Even if they're just raw logs from MapTool, my converter should be able do most of the work. What I'm most afraid of is that no one will believe us when we say that last session we sent someone into the Matrix to convince Viking Space Hitler to fire his Orbital Space Cannon on the Eldritch Abomination The Size Of A Small Moon. sorry sorry! i still have all the logs except the one that i don't have, i'll try and get them fixed up over the next few days Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Sudanna Posted April 17, 2015 Share Posted April 17, 2015 Speaking of, Vigor +1 ፨ Audrey Martel Race: Goblin Occupation: Hedge Witch, Sheriff, Former Pirate Alignment: Bitter Rank: Heroic XP: 60 Attributes Agility: d4 Smarts: d12 Spirit: d8 Strength: d4 Vigor: d12 Derived Statistics Charisma: -4 Pace: 4 Parry: 3 Toughness: 6 Power Points: 15 Skills Boating: d6 Climbing: d4 Intimidation: d6 Knowledge(Arcana): d4 Knowledge(Alchemy): d4 Knowledge(History): d6 Notice: d6 Riding: d4 Spellcasting (Smarts): d12 Streetwise: d6 Swimming: d4 Taunt: d6 Hindrances One Leg (Major): With a prosthetic, One Leg acts exactly like the Lame Hindrance, reducing Pace by 2 and running rolls are now a d4. Without a prosthetic, the character’s Pace is 2 and she can never run. She also suffers –2 to Traits that require mobility, such as Climbing and Fighting. A character with one leg also suffers a –2 penalty to her Swimming skill (and Pace). Mean (Minor): This woman is ill-tempered and disagreeable. No one really likes her, and she has trouble doing anything kind for anyone else. She must be paid for her troubles and doesn’t even accept awards graciously. Your character suffers –2 to her Charisma. Ugly (Minor): Unfortunately, this individual hit more than a few ugly sticks on her way down the tree of life. Her Charisma is lowered by 2, and she is generally shunned by members of the opposite sex. Edges Resilient: +2 bonus to Vigor rolls to endure environmental hazards such as severe heat, cold, exhaustion, hunger, thirst, natural poisons and diseases. Keen Nose +2 bonus to Notice, Tracking or Survival checks where a sense of smell could help. Arcane Background (Smarts): This is the Edge your character must purchase to have any sort of magical, psionic, or other supernatural ability. See Chapter Five for a complete description of Arcane Backgrounds. Strong Willed: Characters with strong willpower use their voice, steely stares, or quick wits to unnerve their opponents. Strong Willed adds +2 to a character’s Intimidation and Taunt rolls, as well as her Spirit and Smarts rolls when resisting Test of Wills attacks. New Power x1: An arcane character may learn a new power by choosing this Edge (which may be taken multiple times). She may choose from any powers normally available to her particular Arcane Background. Power Points x1: Wizards, weird scientists, and other arcane types always want more power. This Edge grants them an additional 5 Power Points. Power Points may be selected more than once, but only once per Rank. Hard to Kill: This adventurer has more lives than a truckload of cats. When forced to make Vigor rolls due to Incapacitation, she may ignore her wound modifiers. This only applies to Vigor rolls called for to resist Incapacitation or death. She still suffers from wound modifiers for other Trait rolls normally. Powers: Mind Reading Rank: Novice Power Points: 3 Range: Smarts Duration: 1 Trappings: Mental invasion. Audrey forcefully enters another person's mind, looking for something. This is an opposed roll versus the target’s Smarts. A success allows her to gain one truthful answer from the subject. The target is aware of the mental intrusion unless Audrey gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind. Burrow Rank: Novice Power Points: 3 Range: Smarts x 2 Duration: 3 (2/round) Trappings: Rapid tunnelling. Audrey stomps her foot and shatters the earth, rapidly tunnelling to wherever she wants. She can remain underground or burrow to anywhere with a Pace equal to the power’s Range. When she emerges, it is in an explosion of dust and debris that gives a -4 penalty to trait rolls in a Small Burst Template centered on her for one turn, unless the target passes an Agility roll at -2. Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. Concussion Rank: Novice Power Points: 2 Range: 10/20/40 Duration: Instant Trappings: Telekinetic, sonic. Audrey snaps her fingers, and a sudden explosion of invisible (but very loud) force occurs around her target's body. The damage of the spell is 3d6, and it applies a level of Bumps and Bruises. Additional Damage: The caster may instead create a single 4d6 explosion for 3 Power Points. The more focused blast does not apply Bumps and Bruises. Havoc Rank: Seasoned Power Points: 3 Range: Smarts x 2 Duration: Instant Trappings: Telekinetic. Audrey waves her arm, and invisible hands drag and throw people in random directions. With a success, she places a Medium Burst Template anywhere within range. Any character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, they are Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground (1–2), stays level (3–4), or is moved away from the ground (5–6). Additional Effects: For double the Power Points, Havoc affects a Large Burst Template. Gear $95 Peg Leg (Reduces One Leg penalties) Cane (Parry +1, Str+d4) Knife (Str+d4) Horse Saddle Manacles Lantern 20' Rope Backstory Audrey was born in Dilegad, to a carpenter and a boatmaker, and had a decent upbringing. With two working professionals, her family was able to afford a small bit of education for their children, which Audrey in particular excelled at. Not that Audrey ever took much interest in learning, preferring to hang around the docks and with the shady alchemist's kids. When she became an adult, maybe unsurprisingly, she decided that honest work was for fools and joined a privateer ship as their mage's apprentice, managing to impress the older witch with her intellect and the few bits of alchemy she'd picked up. She and her mistress sailed with various pirate or privateer crews for a long while, and Audrey eventually became a formidable witch in her own right. However, the seas of Mote are always dangerous, and it's only a matter of time before any sailor has to face a horrible ship-eating monster. In the middle of the open ocean, a colossal shrimp attacked their vessel, and was driven off only after a desperate battle. Audrey survived, at least, though with one fewer leg and a lot more scars and burns. Her mistress had covered the shrimp in a grease fire, which became a lot less helpful when it got Audrey in its burning jaws. Her left leg had to be amputated at the knee, and most of her body, including her face, is covered in burns and scars from the monster's teeth and poisonous feelers. Better-off than most of the crew, maybe, including her mistress and the captain, but more than bad enough for Audrey to swear off piracy forever. She returned to Laessos and made a living as a wandering witch for a while, until her fearsome reputation got her a job as a sheriff in Wireld, where her hideous disfigurement is both an occasional asset and a perfect representation of her cruelty in her exercise of power. Her reputation for petty tyranny might have something to do with why Eshi is sending her away with the party as a representative of Wireld. Audrey is almost forty, and is a relatively tall, thick, tough-looking goblin woman. She has many serious scars over all parts of her body, including withered skin from the giant shrimp's poison and burns around her left leg, arm, and side of her face. Her left eye is permanently bloodshot, she's missing a chunk of her nose, and her mouth is permanently twisted and scowling. A portion of her greying black hair no longer grows, due to her burns, and the rest is wild and frizzy, held back by a simple headscarf. She wears heavy black clothing and thick, well-worn robes open at the front. To compensate for her missing leg, she wears a simple peg-leg and uses a cane. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Dintiradan Posted April 23, 2015 Share Posted April 23, 2015 Jered Human Insolent Hunter XP: 60 Wounds: 0 Fatigue: 0 Agility: d10 Smarts: d8 Spirit: d8 Strength: d6 Vigor: d6 Shooting: d10 Stealth: d10 Survival: d8 Tracking: d8 Healing: d8 Notice: d6 Swimming: d6 Climbing: d4 Fighting: d4 Parry: 4 Toughness: 8 (5 base, 2 natural armour, 1 leather armour) Charisma: -2 (+0 vs humans) Pace: 5 Edges: Woodsman Alertness Marksman Double Shot Trademark Weapon (Braidvine Bow) Elan Untouchable (parasite edge) Unbreakable (parasite edge) Lucky Great Luck Hindrances: Curious Illiterate Outsider Parasite Gear: Dagger Braidvine Bow Leather armour Quiver Barbed arrows (a dozen-ish) 20 yards of rope 3 silver coins (?) Untouchable: Simply by willing it, you may teleport to any location currently visible to you. Make a Vigor roll when you do this: if you fail, you still teleport but gain a Fatigue level in the process, which recovers with at least 6 hours of sleep. Unbreakable: Your flesh begins to take on a stone-like consistency, protecting you from harm but hindering your movements. You gain 2 points of Armour, but your Pace is reduced by 1. Braidvine Bow: This bow -- stave and string -- is made from living braidvine, a hardy vine that grows in woven "cables". It functions as a regular bow (page 54) and is a minor artifact with two powers (arcane 1d8e, 10 PP). Entangle The wielder can pull a cordon off the bowstave and fire it at a target or group of targets within 12"/24"/48", rolling arcane versus Agility with a penalty of 0/-2/-4. On a success, the target is wrapped up in braidvine cables. It takes a -2 penalty to Pace and skills linked to Agility and Strength. On a raise, the target is completely bound and rooted to the ground. It cannot move or use skills linked to Agility or Strength. Each following round, a target may make a Strength or Agility roll to break free. Other characters may attempt to free a target by making a Strength roll at -2. This power entangles a single target for 2 PP. Instead of affecting a single target, the cordon may be fired at the ground and affect everyone in a Medium Burst for 4 PP. (This is the Entangle power, page 113). Vine Bridge The wielder can pull a cordon off the bowstave and fire it to create, on a successful arcane roll, a network of vines over a given area. The network extends 12"/24"/48" when taking a penalty of 0/-2/-4 to the roll. This can create a makeshift ladder on a cliff face, or a narrow bridge rooted on both edges of a chasm. The vines can support one armoured humanoid at a time, moving at a Pace of half their Strength die. Using this power cost 3 PP. Backstory/Personality: A lanky human barely out of his teens, Jered is a hunter who spends his time wandering the uncivilized patches of Eressos searching for game. His visits to Port Jynt and the island's other villages for trade are brief. The townsfolk view him with disdain and suspicion. He's not only a human, but a boorish, uncivilized one at that. For his part, Jered has little regard for the niceties of society, and is more than happy to trade the narrow streets for the wide open sky. Those willing to put up with him find him frank and carefree, albeit rash. But his insatiable wanderlust means he's never among company for long. It would have to take some momentous event for that to change. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted April 29, 2015 Share Posted April 29, 2015 nore spirit so maybe i dont have to bend over for the alien queen as much Bekora Tiquo Human Mechanic XP: 60 (Advancement 12) Wounds: 0 Fatigue: 0 Power Points: 10/10 [spoileralt=Skills and Derivatives] Agility: d10 Smarts: d10 Spirit: d8 Strength: d4 Vigor: d4 Investigation: d10 Knowledge (Engineering): d10 Knowledge (Geography): d8 Notice: d8 Repair: d10 Riding: d10 Shooting: d10 Spellcasting: d10 Streetwise: d6 Parry: 2 Toughness: 4 Charisma: +0 Pace: 6 Arcane Background (Magic): 10 PP, 3 powers MacGyver: May improvise temporary gadgets Scholar: +2 to two different Knowledge skills Steady Hands: Ignore unstable platform penalty; Running penalty reduced to -1 Gadgeteer: Once per session, can create Weird Science object from spare parts Machine Empathy: Can touch structure or mechanical device to get flash of insight into creator's intentions. +2 bonus to all Repair or Knowledge (Engineering) with device. Once per session, may hold a device and learn something about creator (draw card, Signs and Portents in Horror Companion) Ageless: All negative effects of Elderly nullified. No need to sleep, can make natural healing rolls (1 p/d), receive +2 Vigor rolls to hunger/thirst/env rolls. Remote Control: Target tool, machine or other artificial device within 2*Smarts and roll Repair; on success, you can operate it as if you were holding it, even if not in possession of tools normally needed to make it work. Complex devices may impose a penalty, if machine has a Smarts score it can make an opposed Smarts roll to resist. Can only cause a device to do things it was designed to do. Trademark Weapon - Giken Nomang: See Gear, below Elderly: Pace –1, –1 to Strength and Vigor die types; +5 skill points for any skill linked to Smarts Loyal: Bekora tries to never betray or disappoint her friends Stubborn: Bekora always wants her way Parasited: Bekora is host to an Ammat-Xan parasite, and may have to roll Spirit to avoid Compulsions. [/spoileralt] [spoileralt=Gear] Horse Crowbar Hammer 20 yards of rope Iron spikes (10) Shortbow Quiver Barbed arrows (19) Revolver Ammo (19) [spoileralt=Giken Nomang]Weird Science Artifact Revolver: 10PP - Effect: For 2PP per shot, Giken Nomand charges the bullet with electrical force, creating an arc between the target and the weapon. This causes +4 bonus electrical damage (+2AP versus metallic clothing or armour) A revolver, a long-lost artifact from ancient times. Giken Nomang has been faithfully restored and modified by the mechanic Bekora Tiquo of Eressos. All components of the six-shot weapon have been reblued and the grip has been replaced by wood carved from a branch of a Halitarn Noble Tree. Fine copper wires are inlaid elaborately throughout the device, winding around the barrel, throughout the receiver, and into the wood of the grip. Charged with the spirit of electricity, the gun tingles the hand of anyone touching it. This can be uncomfortable for people not experienced with electrical energy or magic in general. To someone not familiar with Giken Nomang, it operates just as a standard revolver. Only in the hands of an expert does it unleash its true power: As the shot is fired, the spirit within the revolver charges the bullet passing through the barrel with electrical force, and the result is spectacular. The copper tendrils covering the weapon flash a brilliant white-blue as the shot is fired. Its target will be struck simultaneously by lead and lightning, with arcing electricity linking the bullet back to the revolver's spirit. This weapon is not known for its subtlety. [/spoileralt] [/spoileralt] [spoileralt=Spells] [spoileralt=Chain Lightning (custom power, based loosely on Bolt)] Rank: Novice Power Points: 3 Range: 12/24/48 (+special) Duration: Instant Trappings: Electrical arc An electric current originates from the caster and passes through a series of enemies. A normal success hits two targets, which must be within 4 units of each other; each raise adds another target, which must be within 4 units of the previous target. All targets take 2d6 damage, and Chain Lightning ignores up to 2 points of Armour. [/spoileralt] [spoileralt=Forcecage (based on Damage Field)] Rank: Seasoned Power Points: 4 Range: Touch Duration: 3 (2 PP/round maintenance after duration expires) Trappings: Electrical field An electric field envelops the target, dealing 2d6 (2d8 with raise) damage (2 AP) to anyone who contacts them in close combat. If the target attacks unarmed, add Str+2d6 (Str+2d8 with raise) damage (2 AP). Target can also touch (+2 Fighting) to do 2d6/2d8 damage (2 AP). Grappled opponents take field damage every attacker's round. If target becomes very wet (as in heavy rain or having a bucket thrown on them) field will short out, disappear, and deal 2d6 (2d8 with raise) damage (2 AP) to target. [/spoileralt] [spoileralt=Summon Elemental (Summon Ally)] Rank: Novice Power Points: 3+ Range: Smarts Duration: 3 (1 PP/round maintenance after duration expires) Trappings: Creates an elemental servant under the control of the caster. [spoileralt=Lightning Spirit (Seasoned-rank lightning elemental)] Attributes: Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d6 Pace: 8, Parry: 7, Toughness: 5 Skills: Fighting d8, Shooting d6 Special Abilities Elemental: Having no discernible body parts, the lightning spirit normally suffers no additional damage from called shots. It is also immune to fear, intimidation, disease and poison. Assault and Battery: The lightning spirit can batter itself against enemies to shock them. Treat this as a natural weapon inflicting Str+d4 damage with 1 point of armour piercing. Anything that strikes the spirit with an unarmed attack, makes a successful grapple attempt, or otherwise touches it with an unprotected body part also automatically takes damage as if struck by this attack. Capacitance: The lightning spirit is animated by electrical energy. A very powerful shock can short it out, but lesser currents only energise it. It effectively has Improved Arcane Resistance against electrical attacks (+4 Toughness and +4 bonus to opposed rolls). In addition, any electrical damage that fails to inflict at least a Shaken result on the elemental will cause it to recover from Shaken status if it was already Shaken. Chain Lightning: With a successful Shooting roll, the lightning spirit can launch a ranged attack equivalent to the Chain Lightning spell.[/spoileralt] [spoileralt=Lightning Wisp (Novice Rank lightning elemental)] Attributes: Agility d12, Smarts d4, Spirit d8, Strength d4, Vigor d4 Pace: 10, Parry: 6(+2), Toughness: 4 Skills: Fighting d8 Special Abilities Elemental: Having no discernible body parts, the lightning wisp normally suffers no additional damage from called shots. It is also immune to fear, intimidation, disease and poison. Assault and Battery: The lightning wisp can batter itself against enemies to shock them. Treat this as a natural weapon inflicting Str+d4 damage. Anything that strikes the wisp with an unarmed attack, makes a successful grapple attempt, or otherwise touches it with an unprotected body part also automatically takes damage as if struck by this attack. Hover: The lightning wisp levitates several feet above surfaces and is therefore unaffected by most terrain. It can also hover across any gap that it can cover in a single turn's movement. Capacitance: The lightning wisp is animated by electrical energy. A very powerful shock can short it out, but lesser currents only energise it. It effectively has Improved Arcane Resistance against electrical attacks (+4 Toughness and +4 bonus to opposed rolls). In addition, any electrical damage that fails to inflict at least a Shaken result on the elemental will cause it to recover from Shaken status if it was already Shaken. Small (Size -2): The lightning wisp is a pulsating orb that grows no more than one foot in diameter. All attacks against it suffer a -2 penalty, giving it an effective Parry of 8 against melee attacks and meaning that missile attacks must roll a 6 or better to hit at short range. [/spoileralt] [/spoileralt] [spoileralt=Charge (Smite, modified with increased range and PP cost)] Rank: Novice Power Points: 3 per target Range: Smarts Duration: 3 (1 PP/round maintenance after duration expires) Trappings: Charges a weapon with electricity Increases the target weapon's damage by +2, or +4 with a raise. May affect up to five targets. [/spoileralt] [/spoileralt] Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Sarachim Posted April 29, 2015 Share Posted April 29, 2015 Edge: Power Points Rokhsana Race: Human Occupation: Scholar Alignment: Grouchy Agi d4 Sma d8 Spi d12 Str d4 Vig d4 Skills: Faith d12 Fighting d4 Healing d8 Knowledge (Arcana) d10 Knowledge (Eressos history) d6 Knowledge (Ammat-Xan) d6 Persuasion d8 Streetwise d8 Edges: Arcane Background (Magic) Connections (Wireldi Intelligence) Elan Power Points x4 Healer Luck New Power x4 Soul Drain Hindrances: Elderly Vow (minor- to serve Wireld above all else) Wanted (minor- Rokhsana’s connection to Wireld’s spy agency might be known to the authorities in other cities.) Powers: Summon Ally Bolt w/ Fire Telekinesis Healing Dispel Greater Healing Environmental Protection Inventory: Staff- Rokhsana’s personal walking stick, carved with elaborate geometric patterns. Enchanted to give +1 to Faith rolls. Functions as a weapon equivalent to a rapier (str+d4 damage, one handed, +1 parry). Also handy for climbing up hills. Leather Armor Horse- a mare named Hydaspes. Likes apples. -currently in Halitarn Bedroll Normal Clothing Waterskin Broken Valkyrie Parts Derived Stats: Charisma: 0 Pace: 5 Parry: 5 (4 natural +1 from equipment) Toughness: 5 (4 natural +1 from equipment) Power Points: 25 Backstory: Rokhsana is a priestess of Tanann and one of the librarians at Wireld’s official archives. Since the appearance of the bloodstained sky she’s devoted herself to researching Ammat-Xan. After learning of the events surrounding Iskania’s fall from power, she’s decided that the threat of Ammat-Xan requires a more urgent response. At least, that’s what she tells people. Unbeknownst to the party, she is actually analyst for Wireld’s intelligence service, specializing in Eressian affairs. Eshi has ordered her to join the party to observe Port Jynt’s most dangerous and unpredictable agents, and to steer their efforts to Wireld’s benefit. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted April 29, 2015 Author Share Posted April 29, 2015 next session tentatively scheduled for Wednesday May 13th Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted May 12, 2015 Author Share Posted May 12, 2015 24-hour warning! sorry about my continued failure to post logs, i've been sick the past couple of weeks and it fell by the wayside also i still need an advance for leila i think? Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody BJ Back From the Beyond Posted May 13, 2015 Share Posted May 13, 2015 Whoa, yeah, I forgot about the advance. Bump my spellcasting to d12. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted May 14, 2015 Author Share Posted May 14, 2015 session's done! 3 XP for everyone! that puts you at 63! at the rate you're going you might finish the campaign before getting another advance anyway but who knows what'll happen! calendar! http://whenisgood.net/bssky30 Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted May 21, 2015 Author Share Posted May 21, 2015 i've only got a couple of responses to the calendar but uh how does Wednesday June 3rd sound to everyone keira 1 Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Dintiradan Posted May 22, 2015 Share Posted May 22, 2015 Wow, dunno how I missed that link. Sorry. Calender filled out, and yes, the 3rd works for me. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Sarachim Posted May 22, 2015 Share Posted May 22, 2015 Works for me, too Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Sudanna Posted May 22, 2015 Share Posted May 22, 2015 as always, yep. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted June 2, 2015 Author Share Posted June 2, 2015 24-hour warning! we're doin' this! keira and Sudanna 2 Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted June 4, 2015 Author Share Posted June 4, 2015 aaand we're done! honorary 3 XP, which brings you to 66 and earns you an advance you no longer exactly have a use for but can feel free to spend anyway! we'll deal with epilogue stuff in PMs later i guess Sudanna, keira and nikki. 3 Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Sudanna Posted June 4, 2015 Share Posted June 4, 2015 keira 1 Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Dintiradan Posted June 4, 2015 Share Posted June 4, 2015 keira 1 Quote Link to comment Share on other sites More sharing options...
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