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Old Apr 7th, 2019, 05:21 AM
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Phettberg Phettberg is offline
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Character Sheets Group Two

The "Unnamed Ship", advanced Cog

ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Locations Draft Notes
0/147 -5/5 13c 0.05/3 350 250 +9 40 5 3M2S 30 [1]
[1] Unreinforced decks; can’t mount cannon. Draft = Depth in the water. Hnd: Handling. SR: Stability Rating. Move: Acceleration/Top Speed (MpH = 2x Top Speed)

Crew (Officers):
  • Captain - ?
  • Carpenter - Chao-Kan, Male Getta from Yepac (black-furred, short, calm)
  • Quartermaster, Purser & Cook - Monou, Ux from Urarj (yellow-skinned, warty, sensitive)
  • Martu-Mogh (Ship's Mage) - Clio
  • Captain of the Marines - Hysrius sa'Zin

Crew (Sailors):
  • Bertio Lylley, Male Gracan from Urarj (grey-furred, one-horned, jokey)
  • Marger, Female Gracan from Taytomac (grey-furred, tall, quiet)
  • Burga, Female Gracan from Taytomac (brown-furred, heavy-smoker, friendly)
  • Rytha, Female Gracan from Lutheya (black-furred, short, boastful)
  • Ikansh, female Raz'ar from Zahoy (Yellow-skinned and green-shelled, young, insightful)
  • Riffolk Elys, male Ilder from Heabury (red-furred, pipe-player cocky)
  • Collque (Wheel), female Human from Hinazco (bronze skin, black-blue straight hair, aloof)

Crew (Marines):
  • Inkith, female To'Ari from Djeba (yellow-scaled, dignified, armed with Khopesh)
  • Senefer, female To'Ari from Haze-Lo (orange-scaled, cynical, armed with Spear)
  • Shou Bo, male Getta from Poyne (ochre-furred, dramatic, armed with Dao)
  • Katsai, female Getta from Ezen (grey-furred, guarded, armed with Katana)
  • Pionia of Atilius, female Keita from the Dramor Kingdom (Purple-skinned, cheerful, armed with Morningstar)
  • Filth, female Norker from Magarha (red-skinned, stinking, armed with a spiked club)
  • Bobart, male Human from Taytomac (pale, fat, armed with a two-handed sword)

  • Aurranda Meleroso, Female Human Refugee from Cerdena (in Saurolo) (olive skinned, black hair, owner of the ship)
  • Sir Vindo of* Alangon, Male Human Knight from Saurolo (hairy, bushy eyebrows, Aurranda's Bodyguard)
  • 3 of Aurranda's Servants and the 3 other PCs

Total Occupancy: 27/40

  • Food & Water for 100 days.
  • 2x Jian (Fencing) (Gettan Make)
  • 10x Thrusting Broadsword (To'Ari Make)
  • 10x Long Knife (Ilder Make)
  • 10x Composite Crossbow (To'Ari Make)
  • 500x Bolts
  • 10x Small Shield, medium (hide over wood)
  • 10x armour of heavy leather, head to toe, fitted to the Marines or to humanoid sizes
  • 10x pot helmets

Sheets and Character Descriptions below:

Last edited by Phettberg; Jul 16th, 2021 at 12:15 PM.
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Old Apr 12th, 2019, 06:21 PM
Doctor Feelgood Doctor Feelgood is offline
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Mephis Goldenfur

Appearance/Personality: Mephis is a rather handsome individual, provided you like prefer the Gracine form. He stands a few inches above five feet, with short horns that neatly sweep back over his coiffed mane. His fur, a rich russet hue, seems to shimmer in the light, giving him his name of Goldenfur. To strike a counterpoint to his appearance he is often seen in flashy, nay gaudy clothes, generally overflowing with silks and jewelry. Were he in another profession he might seem very much the typical swashbuckling pirate. As is, he appears a touch eccentric, his flamboyant nature serving as a screen to hide his rather shrewd mind.

His natural grace quite nearly matches the nimbleness of his mind, and certainly he fancies himself to be the quite the wit. Perhaps it is merely the social nature of his race, but Mephis seems born to talk with others, easily slipping into the tongue of another, no matter the complexity involved. He is curious to a fault, but perhaps never more so when there is a young faun (or other shapely female) to be discovered betwixt his sheets. Though he likely could, he does not brag about his prowess, for he knows such actions are impolitic.

Background: Mephis was born within the capital city of Lindisfarn, raised amongst the machinations and complexities of court life such as it is. He was always quite the social young billy, dancing with the nans, young and old. When Agragj, one of the Initiates, singled him out, none was more stunned than he, though as he learned more about his talents he came to realize that his success was but one aspect of his magical leanings. The old goat recognized the performer within and encouraged Mephis to explore the idea of performance. Through acting Mephis found his soul, learning to channel his passion. Agragj helped Mephis find the connection between performance and innate magical leanings, creating a relationship that at times bordered on more than a mentor.

Given his natural talents he was inducted into a troupe, where he often was cast as the leading billy. In his spare time, when not chasing young does or performing, he found that he had quite the knack for set construction, but more than anything he loved constructing little dolls that he would give to the kids. Life would have continued apace, for Umberland was far more cosmopolitan than the furthest reaches of the island and an Initiate could have quite the successful life acting as a professional mourner, a role that Mephis was all too happy to play. Having begun to grow his fame as a performer, known for acting just to the point of disbelief in his mourning, he often found himself invited to the parties of the nobles. That is until he could no longer control himself and directed his intentions on the younger daughter of the Aprémont family.

It would have been bad enough that he seduced her, but apparently his seed was strong and Mephis found himself the unexpecting father. Her family, who had been planning to induct her into the Pelons, was enraged. To have her chances as a priestess ruined, and by an Initiate no less? Mephis learned of the desire by her family to hunt him down and to have him weathered, a prospect that sounded very displeasing to him. Skipping town on the first non-Gracine merchant's ship he could find. Mephis managed to barter with the To'Ari captain and found himself dropped off without fanfare in a port town of Haze-Lo.

He puttered about, performing off handyman jobs within the area, a wastrel with nary a piece of coin to rub together in his pouch. Eventually, finding the tasks at hand complete (but in reality finding the food of the skinks unbearable any longer) he caught transport with a caravan headed into Getta territory.

In Poyne he found a familiar sight, understanding the court structure quite well and settling in with good graces. He managed to attach himself as a mediator for a middlingly wealthy Poyne merchant by the name of Velmik who enjoyed putting on airs about himself. Becoming a bit of an emissary for Velmik, he found himself shuttling between Urarj and Poyne on a regular basis. The exchange was mutual, Mephis had a home and money, his frequent traveling affording the opportunity to escape detection from the Aprémont's bounty hunters. As for Velmik, Mephis' natural charm and ability to understand others helped to create a steady stream of income that boosted him into the ranks of the newly minted lords.

When the opportunity arose for a lucrative deal in Ezenian lumber Mephis found himself summarily shipped out. Having just settled the deal (with a quite favorable bonus for his employer) Mephis readied himself while waiting for his transport to leave.
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Old Apr 13th, 2019, 05:25 PM
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Character Description
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Name: Prince Brucían Pough
Age: 34
Race: Grauhn

Appearance: Brucían is a member of a race of previously unseen whale-like anthopomorphs known as Grauhn. He is rather large, standing eleven and-a-half feet tall and weighing almost six hundred pounds. He could be considered humanoid with two arms and two legs, although his face points straight out from his body, meaning when he is standing upright his head points vertically with no neck to speak of.

Personality: With a confidence that can only come from a young, headstrong prince of an unchallenged kingdom Prince Pough strides into every new day with a cock-sure attitude that he can best anything he is presented with. He speaks properly and boisterously, and his voice carries a melodious quality that most others can't help but find enchanting. Exploring a brand new world full of wonders he and the Grauhn have never seen before is a dream-come-true for Brucían.

Brucían is careful to not let his boldness give way to pretentiousness, however. He is always friendly and quick to lend a helping hand to anyone in need, regardless of station. His craving for attention doesn't let him turn his nose up at anyone; he would much rather a lowly serf be grateful for his gregarious nature than think of him as too stuffy.

Background: Brucían was born into the Pough dynasty, the Grey sub-species and widely considered the most powerful of the Grauhn royal families. Raised as any prince would be, Brucían was taught art, history, etiquette, and formal military training with the Grauhn weapon of choice: the trident. As the seventh son of King & Queen Pough XI Brucían wanted for nothing, and in fact became quite mischievous as he had virtually no responsibilities outside of his schooling. Even into young adulthood he could be found gallivanting with young ladies and attending the whole gamut of parties, from royal soirees all the way down to barroom brew-ha-has.

When the rifts opened to the upper ocean and the landmasses above, many prophets decreed the Moon Mother had sent an invitation to the Grauhn to reveal themselves to the world above and that the next age was upon us. The Grauhn have no idea a second, "Blood Moon" had emerged, and will most likely view this with panic and fear. The Council hand-picked one ambassador from each sub-species to journey to the surface. Each ambassador was chosen for their overall leadership skills, adventurous spirit, and theological understanding of the Moon Mother. They were expected to make formal introductions, and begin negotiations to treat, trade, and form alliances with whomever they found as well as commune with their Goddess and ascertain her wishes for their people. Brucían saw this as an opportunity to finally prove himself as the important, powerful Prince he always knew he was. Although the Council had faith that Prince Pough would serve the Grauhn well, they were relieved to give him a purpose and a direction that took him decidedly out of the kingdom so he would stop aimlessly carousing day and night.

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Ally: Before setting out on his quest and as was due someone of his station, Brucían was bequeathed a squire... of sorts. Imogen was serving out a life sentence for robbery involving one of the royal families' shipping businesses. The Grauhn penal system is rather progressive and after ten years of exemplary behavior, Imogen was granted a modified parole. If she served Brucían loyally and diligently during his time on the surface, she would be granted the opportunity for a leniency hearing. For Brucían's part, he was glad to have someone who could shed light in the dark places and her skillset might just come in handy for whatever lay in store for the pair...
He/Him | I have taken the Oath of Sangus
Currently GM'ing: 1,000,000 Ways to Die in the Weird West (it's publicly viewable!)
Current Characters: Prince Brucían Pough | Rolf da Minek | Kyai Applecore

Last edited by MoldyNolds; Apr 13th, 2019 at 05:28 PM.
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Old Jun 8th, 2019, 11:51 AM
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Leviticus Leviticus is offline
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Character Description
Name: Cassius Philippos
Age: 28
Gender: Male
Character Sheet:

Appearance: A 5’10’’ wiry human stands enfolded within black academic robes. His face is heavily obscured by his hood, drawn down almost to his nose, with glimpses of grey eyes underneath. He does not appear to have any facial hair and his skin looks quite pale. His body is also typically obscured by his robes, but at times one notices cloth armor and leather boots worn underneath. On the rare occasion that his hood is thrown back, his face appears pale but not sickly, common by human standards, forgettable in fact. His black hair is drawn into a tight ponytail at the rear of his head.

Personality: Upon first meeting Cassius, one would immediately notice his calm demeanor and precise language, befitting a master philosopher from Myrna. However, this exterior precision is balanced on a razor’s edge with interior chaos, of which Cassius is only partially aware. The more one gets to know this philosopher, the more they subtly notice Cassius’s fight against himself, his struggle against his inner urges and desires. His driven nature and fierce loyalty help balance out this inner struggle. Cassius is driven to find answers to life, to the world. This is what originally led him to become a natural philosopher, and has also led him to seek out answers for his current inner demons. This obsession to find answers leaves him typically researching, reading, and thinking. This can result in a somewhat aloof persona, at times. However, Cassius's aloofness is countered by his loyalty to friends and colleagues. A loyalty that has found him come to physical and intellectual blows with others for the sake of his friends.


Myrnish Narrative: Cassius Philippos was a tenured master of Natural Philosophy, Occultism, and Xenology at the southern Myrnish Academy. To be a master of one field of study was to be esteemed by one’s colleagues. To simultaneously be a master of three was considered an oddity. Cassius, however, was not intentionally odd, he just easily remembered things. His memory was so large, in fact, that it was said he could remember anything after reading it once, and this was true. This is why Cassius was also known as “the bookless,” because of his penchant to carry around an entire library in his head and nothing in his hands.

Cassius was a devoted natural scholar, so devoted that he was open to questioning widely held Myrnish assumptions. One such assumption Cassius quietly questioned was the assumption of Myrna being the center of the universe. Cassius’s study of Occultism and Xenology gave him the intuition that the actual center of the universe was the Broken Bridge, with its many non-human races. Similarly, Cassius questioned the widely held Myrnish philosophical assumption that non-human races lived without a “soul.” Cassius’s study of other races - specifically the Ux and the Gracan - led him to view non-human races as containing a soul, even if that soul differed in unknown ways from the human soul.

Cassius was devoted to the Southern Mynish Academy, and largely benefited from his tenured position as master lecturer of his chosen fields. For example, it was the academy that stood beside him when he ordered books on the occult and Broken Bridge races to continue his studies. While this was viewed strangely by other masters, it was supported nonetheless. In return, Cassius viewed his duty to the academy seriously, and generally exceeding expectations placed on him for research, service to the academy, and teaching.

Cassius’s devotion extended to his friends and colleagues. He would selflessly put their well being above his own, almost to a fault. This selflessness balanced out Cassius’s studious nature. In fact, Cassius was not above engaging physically to protect a friend’s honor or person. As Cassius was not physically gifted, he did not typically come out “on top” of these skirmishes, but his friends appreciated his selfless loyalty.

His service to the academy at times called for him to travel to other human nations to discuss and debate pertinent topics, such as his positions on Natural Philosophy and Xenology. It was on one of these voyages, a trip to Saurolo, that his ship was lost at sea.

Shipwreck Narrative:

Cassius would later write to his colleagues back in Myrna about his ship wreck, his apparent rescue, and subsequent need for a sabbatical and continued research into the Broken Bridge. He would obtain an academic robe from an Uxian academic in Kashmar, and begin his journey southward, searching for answers and understanding.

Last edited by Leviticus; May 31st, 2021 at 12:46 PM. Reason: Updated Character Sheet
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Old Jun 21st, 2021, 02:56 PM
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Saratek Saratek is offline
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Name: Clio
Race: Neidos
Gender: Female

Standing as shorter than most human women and weighing even less, Clio's small frame is clearly humanoid but just distinct enough to not allow her to pass without notice. A paled "underbelly" quickly deepens into a light greenish-blue befitting the seas of which she comes. With webbed hands and feet, long fins extend off the woman's forearms and calves, allowing her to glide through the water as easily as a fish. What some would consider "hair" is the deepest of the green-blue hue across her form. Unlike that of other humanoids, Clio's is much more like thin, wavy seaweed that always seems to be heavy with dampness. Instead of drying, it tends to get slimy and produce a pungent 'fishy' smell. Neidos aren't the greatest bunkmates when away from the water for too long.

Curiosity and Enjoyment - those are two major things that drive Clio. Unlike many of those back home that believed the surface to be filled with dangerous savages that only sought to destroy, the Neidos's wanderlust brought her to within their realm. Clio's always there to ask a question or to pick up and examine anything and everything that isn't fastened down, much to the chagrin of others. Looking far more fearsome than she really is, those that give the woman a chance soon discover she has very few limits in regards to what she'll do to amuse herself. Practical jokes aren't always done in the best of circumstances and give others the idea that she's not as dedicated as some think she should be. When it comes down to it, though, Clio is Neidos, and you don't grow up without having to learn how to fight and survive their deadly rivals; the Grauhn.

Specific Personality Traits
  • Clio doesn't understand why surface dwellers eat what they do. It's always so dry and smelly. She's gotten better about not openly cringing and gagging when others eat around her. She does tend to cause that reaction in others, though...
  • Due in part to her curiosity, Clio will often pick up and fidget with small objects she finds interesting in some way. Sometimes she pockets these items. Sometimes she breaks them. Sometimes she doesn't cause any trouble, but those days are very few and far between.
  • Sense of Adventure - With home no longer being an option, Clio decided to "Carp-e Diem" and try to embrace the exciting, new world she found herself in. She finds it (mostly) awesome.
  • She's not sure how, but one day Clio will find a way to go home again. She heard of this 'Special Trident', but she's not counting her pearls before she's coaxed her oysters.
  • If there's a plan, Clio will have forgotten that there was ever a need for a plan to begin with. She feels 'plans' are for those that can't enjoy the adrenaline rush gained when everything that can go wrong, does.

Character Sheet
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Old Jun 21st, 2021, 08:48 PM
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Goldmyr Goldmyr is offline
Artifact Creature - Myr
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Name: Hysrius sa'Zin (Hiss-rye-us sa Zin)
Age: 22
Race: Rak'Ari
Gender: Male

Appearance: Hysrius is tall and broad shouldered by the standards of other races, and even by the standards of his own. His body his heavy muscled and highly athletic with a coat of gleaming copper scales over leathery skin. His eyes are large and yellow with vertical pupils that narrow when his battle magic is being channeled. When out in puplic, he is fond of wearing his old soldier's gear consisting of cloth wrappings that cover him almost entirely, save for his face and hands. In addition, he wears hardened leather breastplate decorated with a single rune. The rune says "Zin" in his native tongue.

Personality: To most other species, Hysrius seems to be rude and aloof. However, those who get to know him find a loyal and fierce companion. He does not back down from insults to his person, nor does he tolerate people who bully those weaker than themselves. However, Hysrius' first concerns are with his home and family. Dedicated to providing for them, Hysrius is willing to undertake nearly any task as long as it would not dishonor him and provide payment that he can send back to his homeland.

Hysrius is from the house of Zin, one of the original bloodlines that fell out of prominence during the mana drought that has affected the world. Once traders of iron ore and other metals, the noble family lost the majority of its income when the mines ran dry. The family was forced to trade their political clout and precious heirlooms to maintain their large estates. Despite that, things only got worse when the empire began to expand. Unable to supply soldiers on their own, they pledged their allegiance to the house of Brak.

Nowadays, the Zin are a scattered family. Having lost their wealth and lifestyle many members of the bloodline have left their ancestral home to serve as squires and retainers of stronger and younger bloodlines that scooped up the Zin artifacts and lands when they could no longer be properly cared for.

Hysrius sa’Zin was born among the caretakers of the Zin Manor, after his family had pledged the house and lands to the Brak bloodline. While his accommodations were extravagant by the standards of other races, he was raised literally in the shadow of his ancestors fading memory, constantly hearing stories about the old times from his grandmother and house matriarch, Arga sa’Zin. She would tell him about the battles his ancestors fought when the blood magic was strongest. Often, she would display her own blood magic by magically picking up small bits of dust from cracks in the floor where the brooms couldn’t reach. Being raised among tales of glory that would never come for him sent Hysrius into a depression from which nothing could cheer him, not his grandmother’s tales, not the brilliant displays of magical light from his sister, Gira sa’Zin.

However, during a visit from the Brak noble family, Hysrius came upon Kudo sa’Brak, a boy a few years older than himself, making sparks fly from his fingers and smoking holes into an old tapestry. Angered, Hysrius pushed Kudo to get him to stop, and for his troubles he was slammed into a wall and a fist was driven into a stomach repeatedly. Kudo hurled insults at Hysrius, at his bloodline, and at his close family. The anger and pain boiled hotter than it ever had before, and Hysrius channeled it all into his fist. Beneath the scales of his hand, a light shone the color of a copper infused flame. One blow was all it took to send Kudo flying head over heels, but before the older youth could regain his footing, a swift figure grabbed him by the neck of his tune and pulled him up. “That’s enough,” he growled, and Hysrius could scarcely believe himself locking eyes with General Ma’ul sa’Brak, jewel of the bloodline.

Genaral Brak had the two boys follow him. First, he brought Kubo to his father and had the boy disciplined for his blatant lack of respect. Then, the general brought Hysrius to the chambers of his grandmother. Expecting discipline, Hysrius was surprised when the general had him wait outside. For more than an hour, Hysrius sat in the hall in silence. When his grandmother finally emerged, her eyes were wet, and she had a strange expression upon her face. She said that he was going to live with the Braks for a while. When Hysrius asked if it was because of a fight, Arga said no, but Ma’ul said yes. The general explained that Hysrius ignited a spark from his blood, a mere ember, but he also said that he had rarely seen an ember burn so brightly. The general informed the boy that the ember was going to be fanned into a flame. The departure was quick for Hysrius had few things he truly owned to pack. He said his farewells to his grandmother, to his sister, and all his cousins who remained to take care of the home they no longer truly owned. As Hysrius looked back upon the old mountain castle that he had grown up in, the sun hit the battlements in a way that made them gleam like never before, and the young man thought it a smile from his ancestors. Steeling himself to live up to the glory of his old bloodline, Hysrius accompanied the general to Castle Brak.

For the next six years, Hysrius learned how to use his innage talents under the watchful gaze of General Brak. The training was fast paced, engaging, but never easy, and it wiped away the cloud of despair that had plagued his youth. In addition to drawing upon blood magic, Hysrius was taught the how to fight with the ancient warstaves that had become nearly ceremonial in function throughout the Bahaurth Empire. In truth, Genaral Brak had discovered through his own self training that the old style was made to focus a person’s mind and body to make the blood magic easier to call upon. When the magic diminished, so too did the usefulness of the style.

After his training was up, Hysrius served as a squire to General Brak personally. For four years, they skirmished against the Keita of the Thaeus Union in the North. Despite loss of life on both sides, neither country gained any real advantage. The lack of progress wore away at Hysrius, at the general, and at the other soldiers. Finally, the general was given a new objective. He was to take a small contingent of soldiers to their cousins in Magarha to gain the support of the other scaled peoples.

The talks did not go well for the general. Hysrius was informed that they were going to be going back home without the support It was then surprising himself for the second time in his life, that Hysrius decided not to accompany the general back to the empire. It occurred to him that it was not the loss of ore that had caused the decline of his family, but an inability to adapt. Seeing this same stagnation in the larger empire, Hysrius decided to stay in this foreign land. Perhaps he could make a name for himself out here and bring new life back the empire one day.
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The Last Heroes-Dungeon Master-In Progress
A story about small time heroes making a name for themselves by combating a criminal mastermind responsible for taking down the major superhero teams.

Last edited by Goldmyr; Jun 21st, 2021 at 11:01 PM.
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