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  1. #51
    Hi, everyone should post the current character sheet to the Rogue's Gallery. That will make it easier for me to get all sorted and reviewed.

    Everyone shall only post ones and edit the changes to the post later.

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  • #52
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    Ah, I knew I had seen it somewhere.

    Thanks! That was exactly what I was looking for.

    And yeah, no Slow Fade. Duration in Rounds is perfectly fine. These are no longlasting effects.


    @perrinmiller : Good luck and stay safe!

    Bye
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    In our world, immortality is not for the living. The legend lives on!
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  • #53
    Will edit this post step by step to upgrade Shieldmaiden

    Shieldmaiden
    Shieldmaiden

    [16 pp] ABILITIES:
    (0) Str 10 0
    (2) Dex 12 +1
    (4) Con 14 +2
    (4) Int 14 +2
    (6) Wis 16 +3
    (0) Cha 10 0

    [34 pp] COMBAT:
    (14) Attack +7
    (20) Defense +10
    Attacks: Melee (+7), Ranged (+7), Plasma Control (+13)

    [8 pp] SAVES:
    (0) Toughness +10 (Con +2, Protection 8)
    (3) Fort +5
    (4) Reflex +5
    (1) Will +4

    [16 pp] SKILLS: (2pp per 8 ranks) Acrobatics 8, Control (Drive) 8, Investigate 8, Notice 8, Profession: Officer 8, Search 8, Sense Motive 8, Survival 8

    [14 pp] FEATS:
    Acrobatic Bluff 1, Benefit: Security Clearance 1, Elusive Target 1, Evasion 1, Equipment 2 (+5 armor suit with special links for device), Improved Disarm 1, Jack of All Trades 1, Precise Shot 1, Takedown Attack 2, Track 2, Weapon Bind 1

    Power Armor Mode
    [57 pp] Device 14: Power Armor (Hard to lose); (1) Feature: Restricted (to users with special armor links) [grants 70pp towards Powers]

    (5) Morph 4 (into motorcycle; PF Metamorph)
    (3) Flight (Leaping) 6
    (3) Protection 3
    (8) Impervious 8
    (1) Speed 1
    (8) Super-Senses 8 [darkvision, direction sense, distance sense, infrared, radio, time sense, track 2]
    (27) Blast (Plasma Control) 13 (PF: Homing 1)
    (1) AP Enhanced Str +10, Super Strength 4 (Shockwave)
    (4) Communication 4 (radio, 1 mile)
    (10) Unspent

    70pp Total

    Motorcycle Mode
    (57) Device 14: Power Armor (Hard to lose); Feature: Restricted (to users with special armor links) [grants 70pp towards Powers]

    (5) Morph 4 (into battlesuit; PF Metamorph)
    (3) Flight (Leaping) 6
    (8) Impervious 8
    (3) Protection 3
    (5) Speed 5
    (8) Super-Senses 8 [darkvision, direction sense, distance sense, infrared, radio, time sense, track 2]
    (27) Blast (Plasma Control) 13 (PF: Homing 1)
    (1) (AP: Stun 13; Power Mod: Range 1; PF Homing 1)
    (4) Communication 4 (radio, 1 mile)
    (6) Unspent

    70pp total


    Abilities 16 + Skills 16 (64 Ranks) + Feats 14 + Powers 57 + Combat 34 + Saves 8 = 145pp



    5PP unspent (I would suggest increasing your saves)

    10 'Device Points' unspent for armor modus
    6 'Device Points' unspent for armor modus
    Last edited by Walking Dad; Wednesday, 23rd March, 2011 at 05:11 PM.
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  • #54
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    Just a note: not being able to change speed or direction as a flaw is already built into Leaping. I just thought Leaping was the best representation of a limited "jet-powered" boost... I didn't think it would be an issue as to require house ruling.

    Also, now that Deflect is gone, should I take an actual "Shield" as a Device, or the Shield Power itself?
    Last edited by Herobizkit; Friday, 18th March, 2011 at 02:25 PM.

  • #55
    I just don't like to do jump checks every time you move 'jumping'.
    Giving it a base distance by making it 'flawed' Flight makes things simpler.

    To be clear, these are flaws to the current Flight, not Jump Power!
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  • #56
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    Kunai-Hime, Mk2

    Yeah, seems a good time to wait overseas until the situation in Japan is more under control.......

    Walking Dad, how are we handling max skill ranks and class/cross-class skills? Are just ignoring Pathfinder's rank limits and class skill bonus, sticking with the standard M&M 2E "max rank = PL + 5"? Or are we adopting some of the PF skill bonus/rank limits?

    BTW, I figured that the Unreliable flaw for her Materialize Barrier power would be a round-by-round chance of failure (50% chance each round that she'll be able to make it work and gain its benefits), since it's a free action sustained-duration power. Unless you think it should be handled differently (the Unreliable flaw normally applies when activating the power, which doesn't matter with free-action non-instant powers unless you make it a limit of one try per round, even if it was still active from a previous round).

    I opted not to use the Mecha & Manga feats and powers under the circumstances, given the changes and the banned feats/powers. Kunai-Hime's going to be missing some of her ninja style without that stuff, but oh well. I lowered her Wisdom a bit and purchased a few more skill ranks, rearranging some skill points as well given your skill changes. Removed Deflect for a few skill points. I'll post Kunai-Hime to the Rogues' Gallery thread as well. Appearance description will be added soon, when I get around to typing it up.

    Kunai Hime
    Kunai-Hime
    Real name unknown, Ninja/Matter-Manipulator
    Female Human, Medium Size, Age 16, Height 4'-9", Weight 107 lbs.
    Speaks, reads, and writes Arabic, Cantonese, English, German, Italian, Japanese, Korean, Mandarin, Russian, and Spanish
    Allegiances: Justice, Japan
    Power Level 10, Power Points 150, Spent 150, Hero Points 1
    Max Attack/Save Difficulty +2/-2, Max Defense/Toughness +2/-2
    PP Summary: Abilities 22 + BAB 24 + Defense 8 + Saves 18 + Feats 28 + Skills 33 + Powers 17 = 150

    Strength 14 (+2), Dexterity 18 (+4), Constitution 14 (+2)
    Intelligence 12 (+1), Wisdom 14 (+2), Charisma 10 (+0)

    Base Attack +12
    Combat Maneuver Bonus +14 (+12 Base, +2 Str)
    Melee +12 (+12 Base)
    Ranged +12 (+12 Base)
    Initiative +12 (+4 Dex, +8 feat)
    Concentration +14 (+10 PL, +4 Dex)
    Speed 30 ft.

    Defense 20/22 (+4 Base, +6/+8 Dodge), Flat-Footed 12
    Combat Maneuver Defense 26/28 (10, +10/+12 Defense, +2 Str, +4 Dex)
    Toughness +2/+4/+6/+8 (+2 Con, +0/+2 feat, +0/+4 Force Field)
    Fortitude +8 (+6 Base, +2 Con)
    Reflex +10/+12 (+6 Base, +4 Dex, +0/+2 feat)
    Will +8 (+6 Base, +2 Wis)

    Nonlethal Damage: Bruised 0, Staggered No, Unconscious No
    Lethal Damage: Injured 0, Disabled No, Dying No
    Fatigue: Fatigued No, Exhausted No, Unconscious No

    Attacks:
    Unarmed Strike +12 melee for +2 damage (Toughness DC 17)
    Kikenjutsu +12 melee for +8 damage (Will DC 23)
    Taijutsu +12 melee for +8 damage (Toughness DC 23) and Paralyze (Will DC 18)
    Kusarigamajutsu +12 melee (+10 ft. reach) for +6 damage (Toughness DC 21) or Split Attack
    Kunaijutsu +12 melee for +4 damage (Toughness DC 19) with Autofire 3
    Kunai Barrage +12 ranged for +8 damage (Toughness DC 23)
    Shurikenjutsu +12 ranged for +4 damage (Toughness DC 19) with Autofire 3

    Feats: Assessment, Blind-Fight, Defensive Roll 2, Diehard, Dodge 6, Elusive Target, Equipment 2, Evasion 1, Hide In Plain Sight, Improved Initiative 2, Improvised Tools, Move-By Action, Precise Shot 1, Quick Draw 1, Skill Mastery (Acrobatics, Disable Device, Search, Stealth) 1, Sneak Attack (unranked, ignores damage limit), Stunning Attack, Track, Uncanny Dodge (Auditory) 1, Well-Informed

    Skills (132 ranks): Acrobatics +10 (6 ranks, +4 Dex), Athletics +10 (8 ranks, +2 Str), Bluff +5 (5 ranks, +0 Cha), Computers +5 (4 ranks, +1 Int), Control (Drive) +5 (1 rank, +4 Dex), Craft (Artistic) +5 (4 ranks, +1 Int), Diplomacy +5 (5 ranks, +0 Cha), Disable Device +15 (14 ranks, +1 Int), Disguise +5 (5 ranks, +0 Cha), Escape Artist +5 (1 rank, +4 Dex), Handle Animal +2 (2 ranks, +0 Cha), Heal +5 (3 ranks, +2 Wis), Investigate +5 (4 ranks, +1 Int), Knowledge (Art) +3 (2 ranks, +1 Int), Knowledge (Behavioral Sciences) +3 (2 ranks, +1 Int), Knowledge (Current Events) +3 (2 ranks, +1 Int), Knowledge (Life Sciences) +3 (2 ranks, +1 Int), Knowledge (Popular Culture) +3 (2 ranks, +1 Int), Knowledge (Streetwise) +3 (2 ranks, +1 Int), Knowledge (Tactics) +3 (2 ranks, +1 Int), Knowledge (Technology) +3 (2 ranks, +1 Int), Knowledge (Theology and Philosophy) +3 (2 ranks, +1 Int), Linguistics +10 (9 ranks, +1 Int), Perception +15 (13 ranks, +2 Wis), Sense Motive +10 (8 ranks, +2 Wis), Stealth +18/+23 (14 ranks, +4 Dex, +0/+5 equipment), Survival +10 (8 ranks, +2 Wis)

    Equipment (10 EP): Plain Outfit (EP 0, Medium), Laptop Computer (EP 1, Medium), Night Vision Goggles (EP 1, Small), Camo Clothing (EP 1, Medium, +5 Stealth in urban environments), Flash Goggles (EP 1, Tiny), Gas Mask (EP 1, Small), Rebreather (EP 1, Tiny), Smoke Grenades (EP 4, Small, Obscure 2 - Visual - 10 foot radius)

    Current Load 25 lbs.
    Light Load 58, Medium Load 116, Heavy Load 175
    Maximum Load 350, Push/Drag 875

    Complications: Reputation (she has a bad reputation for her thievery and execution of reckless or murderous heroes and villains), Temper (she has a foul temper and lashes out whenever certain words or actions provoke her)
    Drawbacks: None

    Powers:
    1. Materialize Carapace (Force Field 4, Descriptors: Metal Mutant Psionic Transmutation, Effect: Defense, Action: Free, Range: Personal, Duration: Concentration, Cost: 2, Flaw: Duration, gets +4 Toughness)
    2. Materialize Barrier (Shield 2, Descriptors: Metal Mutant Psionic Transmutation, Effect: Defense, Action: Free, Range: Personal, Duration: Sustained, Cost: 1, Flaw: Unreliable, gets +2 Defense as a dodge bonus, 50% chance of failure for the power)
    3. Chameleonic Pattern (Concealment 2, Descriptors: Mutant Psionic Transmutation, Effect: Sensory, Action: Free, Range: Personal, Duration: Sustained, Cost: 1, Flaw: Blending, Flaw: Partial, gains partial concealment against normal vision except when moving more than 30 feet per round, DC 20 Notice check with an acute sense up to 30 feet away to notice her presence or DC 30 if she holds still, DC +20 to pinpoint her location)
    4a. Kusarigamajutsu (Strike 4, Descriptors: Bludgeoning Metal Mutant Physical Psionic Slashing Transmutation, Effect: Attack, Action: Standard, Range: Touch, Duration: Instant, Cost: 13, Saving Throw: Toughness, Power Feat: Alternate Power 5, Power Feat: Extended Reach 2, Power Feat: Mighty, Power Feat: Split Attack, melee attack for +4 damage plus Strength bonus within normal reach +10 feet, may split ranks to attack 2 targets)
    -----4b. Kikenjutsu (Strike 8, Descriptors: Mental Physical, Effect: Attack/Mental, Action: Full, Range: Touch, Duration: Instant, Cost: 8, Saving Throw: Will, Extra: Alternate Save, Flaw: Action, melee attack for +8 damage)
    -----4c. Taijutsu (Strike 6, Descriptors: Bludgeoning Physical, Effect: Attack, Action: Full, Range: Touch, Duration: Instant, Cost: 4, Saving Throw: Toughness, Power Feat: Mighty, Extra: Linked to Paralyze, Flaw: Action, melee attack for +6 damage plus Strength bonus) with Pressure-Point Strike (Paralyze 8, Descriptors: Biological Physical, Effect: Attack, Action: Full, Range: Touch, Duration: Instant/Lasting, Cost: 4, Saving Throw: Will, Extra: Linked to Strike, Flaw: Action, Flaw: Unreliable, melee attack to slow or paralyze target, new save each round at a cumulative +1 bonus to end the effect, 50% chance of failure for the power)
    -----4d. Kunaijutsu (Strike 4, Descriptors: Metal Mutant Physical Piercing Psionic Transmutation, Effect: Attack, Action: Standard, Range: Touch, Duration: Instant, Cost: 8, Saving Throw: Toughness, Extra: Autofire 3, Flaw: Fades, Flaw: Unreliable, melee attack for +4 damage, +1 damage per point of attack roll over target's Defense up to a maximum of +4 to damage, loses 1 power point after each use between rest periods, only 5 uses between rest periods)
    -----4e. Kunai Barrage (Blast 8, Descriptors: Metal Mutant Physical Piercing Psionic Transmutation, Effect: Attack, Action: Standard, Range: Ranged, Duration: Instant, Cost: 8, Saving Throw: Toughness, Flaw: Unreliable, ranged attack for +8 damage, only 5 uses between rest periods)
    -----4f. Shurikenjutsu (Blast 4, Descriptors: Metal Mutant Physical Piercing Psionic Transmutation, Effect: Attack, Action: Standard, Range: Ranged, Duration: Instant, Cost: 8, Saving Throw: Toughness, Extra: Autofire 3, Flaw: Distracting, Flaw: Fades, Flaw: Unreliable, ranged attack for +4 damage, +1 damage per point of attack roll over target's Defense up to a maximum of +4 to damage, she loses dodge bonuses on any round it is used, loses 1 power point after each use between rest periods, only 5 uses between rest periods)

    Kunai-Hime - Sneak/Assassin
    The antiheroine known only by the alias of Kunai-Hime is a frequent prowler of the Japanese islands, and occasional foe to villains, heroes, and rich tycoons the world over. Kunai-Hime spends most of her time spying on people to learn where villains, heroes, and valuables are coming and going, and the rest of her time is spent hunting down those three targets. Kunai-Hime slays any heroes that she considers too reckless and dangerous to the common people, but her primary targets are supervillains that kill innocents or steal objects of great value. Once she has dispatched a supervillain, or finds that she cannot overcome them, Kunai-Hime escapes with whatever items of value she can carry, to sell off later on the black market or at pawn shops and importers around the world. On occasion, she will assist superheroes or innocents in need, but is always wary of people who may seek to capture her for executing her own, strict form of justice.
    A Japanese teenager, Kunai-Hime was trained in the martial arts of karate and ninjutsu since her early childhood and resented her family's rural, backwards lifestyle. However, she experienced a life-changing crisis when her family was killed by a freak accident, the stray energy burst from a supervillain who was fleeing a few superheroes. The blast was meant as a distraction, and yet the villain had killed her family for such a minor reason without any thought. Kunai-Hime survived only by the sudden awakening of her own mutant gift, a psychic talent for limited matter manipulation. She converted the air around her into a dense shield of carbon fiber, purely on impulse, and then lost consciousness from the strain.
    Kunai-Hime abandoned the crater that was once her family's house in the country, and wandered through the city nearby until she could come to terms with what had happened. She gradually developed some control over her power, which had been inaccessable at first, and Kunai-Hime slowly learned what she could do. All the while, she had to steal to survive, and had been presumed dead in the same explosion that disintegrated her family. After nearly two years, Kunai-Hime mastered the basics of her power and decided what she would do. Choosing an alias that suited her abilities and goals, Kunai-Hime set out to avenge her family and other victims of supervillains, but also to strike down the supposed heroes who had so recklessly put her family in danger. Within months, the supervillain was dead, and so were the small team of Japanese superheroes that had chased him, all slain by Kunai-Hime's vengeful knives. Her ninjutsu is strong.
    The powers of Kunai-Hime are fairly minor and straining, allowing her to psychically alter matter on and around her in a brief, limited fashion. Kunai-Hime is primarily limited to manipulating her own outer flesh, turning it to a diamond-like carbon-fiber carapace, forming blades of high-grade steel along her arms and legs, and launching barrages of steel or carbon-fiber darts. The more refined and durable her creations, the more effort it takes and the more it strains her psyche, so Kunai-Hime usually limits herself to average and good-quality steel blades and darts. Hardening her flesh and materializing a thin armor out of the air can protect Kunai-Hime sometimes, but she cannot convert her whole body, and thus receives only limited protection from this defense. She wears stolen black spy gear.
    Kunai-Hime's power only creates temporary changes in matter, and they revert back to normal within seconds or less, although she can maintain a creation for several seconds longer with great concentration and effort. She has not been able to create other materials as of yet, and is still a fledgeling mutant. Kunai-Hime has, however, learned to change the surface of her flesh and clothing into different colors and patterns at will, with only moderate concentration and effort, lending her a chameleon quality that is her only long-lasting matter manipulation. She has quickly grown familiar with the technologies and trappings of cities, having never cared for country life.
    Last edited by Arkhandus; Tuesday, 22nd March, 2011 at 01:55 AM. Reason: Added power point cost summary
    Arkhandus, Male Tinker 4/Contemplative 4/Scapegoat 3/Roleplayer 3/Rambler 2/DM 3/Player 1
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  • #57
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    I am back on-line, see this post.

    I will need some catch up time on active games before I can even look at trying to figure out Octavia's rebuild. If you have some time WD, a suggestion like you did for Brick would be welcome.
    Playing & DMing: PF and SWSE

  • #58
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    Here's my first draft of a character sheet (moved to RG now, after seeing the note above ).

    Let me know, if anything seems off or is unclear (a few of the powers are somewhat complex).

    I tried not to overuse that Independent modifier. I actually did end up using Slow Fade a bit (but not too much; I hope it's a reasonable application of that Power Feat).

    And, yeah, she ended up a bit more "Blaster" than "Controller", but I guess that's just being true to the source material.

    Bye
    Thanee
    Last edited by Thanee; Monday, 21st March, 2011 at 07:22 PM.

    In our world, immortality is not for the living. The legend lives on!
    In Memoriam Dave Arneson ( April 7th, 2009) & Gary Gygax ( March 4th, 2008).


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  • #59
    Sorry for responding so slowly.

    I will make step by step commentary for each character in the RG starting tomorrow. Just some quick notes for now:

    Everyone: Please include a pp cost summary with your character. Like this one:
    Abilities 16 + Skills 16 (64 Ranks) + Feats 15 + Powers 48+2 + Combat 30 + Saves 8 = 135pp
    Thanee: I will not allow slow and total fate for your main toughness enhancing power.
    Last edited by Walking Dad; Monday, 21st March, 2011 at 10:02 PM.
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    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!

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  • #60
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    Ok, then I will have to go with plan B (which I was already thinking about after taking another look at how the Mystic's powers are laid out)... that is moving the Force Field power out of the Magic framework to stay on its own (that way it will be a regular sustained power).

    Bye
    Thanee

    In our world, immortality is not for the living. The legend lives on!
    In Memoriam Dave Arneson ( April 7th, 2009) & Gary Gygax ( March 4th, 2008).


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