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  #121  
Old 09-29-2019, 12:02 PM
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And with that we are done yet again - Thanks everybody!
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  #122  
Old 10-03-2020, 08:05 AM
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Recruitment re-opened yet again!

Looking for around two engaged writers wanting to delve into a long-running campaign set in a homebrewed low-tech fantasy world. I'm specifically not looking for "bodies" in the party, but people that would want to really explore and interact with what I and the other players have to offer.

Relevant Threads and folders to get the gist of what's going on: Campaign Folder, Races, Geography, What has happened so far. See also the first post of this thread, which still gives a good enough introduction even though a lot has changed over the years.

Accepting nearly all character types! Currently we are working with a lizardman fencer, a cyclopean dancer/magic user, a porcupine-man assassin, and a golem scout.

Gurps knowledge not required. If you have the ideas we can make it happen, the stronger your vision the easier it will be to put it into numbers. Just remember that there's hardly any limits, so this is the time to get out of the "box" of common class-tropes. Playing the game itself is not as complicated as its reputation, with just one type of roll for 95% of the situations.

As you can see a lot of non-traditional custom made races are available, and some that are slightly more familiar. Just check them out! Still open to the idea of players making their own race/subrace if that's what tickles their fancy, or you can just pick one from the large line-up already established. More or less everything listed in the racial thread is on the table.

Recruitment is unlikely to firmly close any time soon - so pm me or post here at your leisure.

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  #123  
Old 10-05-2020, 08:50 AM
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Since this has not yet garnered any new interest I thought I would give you a little rundown on what the story in this group is currently about to bump it back up:

The Prince Tay To Wei has lost his brother to assassination. More than that, he himself has survived one attempt at his own life as well without being able to extract information about the employer out of the would-be-murderers. Is it someone within the royal family? A higher noble trying to topple and rearrange the monarchy?

The Prince does not know but to save his own life plans to relocate his powerbase to a new location away from the capital and prying eyes. He quietly gathers loyal retainers and hires select outsiders as advisors, generals, elite guards and for other special positions, among them the heroes.

He picks an unlikely location so he can establish his headquarters in relative secrecy, at least until it is completed:

An island that was declared "cursed" and purged from all local maps since it was the site of an ancient betrayal within the royal family. It was in a castle on said island where the first king of this land was murdered ruthlessly by his brother for the sake of the crown. During the short tyrannical reign of the usurper he was said to conduct foul rituals involving torture and death here, supposedly tainting the castle beyond any repair through the worship of some evil god. The restorer of the rightful line, coincidentally the namesake of the Prince Tay To Wei, was the one to burn this castle to the ground and declare the whole island off-limits for a thousand years.

But the current Prince is not superstitious, and neither does he have a thousand years. So he has sent the heroes to either clear the ruins of the castle from savages that seem to be inhabiting it, or to placate them into service or cohabitation.

In the ruins they find the enemy, an Ettin effecting to be a royal himself and his goblinoid soldiers. With next to nothing growing on the barren rock the castle sits on these people have devolved into cannibals and madmen clinging to an anachronistic version of local culture.

The heroes are safe from assault by remaining in a long hall that holds some artefact dedicated to the usurper's evil god, which the savages will not enter for fear of spirits and curses. After some diplomacy they find that the Ettin monarch has masters living deep below, and a parlay is arranged. They are to descend far beneath the castle-ruins, where they will have their mind read to make sure of the validity of their claims - that they are here to restore this castle and island in the service of the rightful heir of the man that had liberated it once before.

And if that wasn't enough...

Unbeknownst to the group one of the heroes carries the eye of a slain god, something a spirit from another Millenium has directed him to dig up in a faraway land, in a place were gods once clashed. The eye has a life of its own, sending out visions that drew the carrier to bring it north to this island. What is its purpose here, and what will the "deep ones" say when they find out about it?
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  #124  
Old 10-05-2020, 03:56 PM
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This game sounds awesome and I am definitely interested. I will take a look at the various races and get a character idea to you as soon as I can.
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  #125  
Old 10-05-2020, 05:17 PM
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I have an idea for a snake race, basically the Yuan-Ti from my old days of playing D&D. This will need a good bit of fleshing out. I don't have a religion yet and I am not sure about what their temperament should be. I keep fluctuating between them being short tempered and being very patient, like an ambush predator. I will need a good bit of help with the racial package as well, but at least this is a good start. Please let me know what you think.

The Yuan-Ti are a race of snake people who live in can live in any hot environment, but they mostly favor jungles. Their scales can range from light green and brown to a green so dark is almost looks black. Few Yuan-Ti have bright red and black scales and these tend to have a much more poisonous bite. The most common form is of Yuan-Ti has the lower body of a snake and the upper body of a man, but some few are born with only a human-like head. These Yuan-Ti are viewed as the most holy and are all shamans. The most rare type of Yuan-Ti are born with the lower body of a man and the upper body of a snake. These are typically viewed as abominations and are shunned. If they are allowed to reach adulthood they are often used as shock troops in any military conflict. Their treatment by their own people makes almost all of these Yuan-Yi incredibly vicious.

They live in tribes and are typically ruled by a chieftain and his consort, with both seen as having equal power. As a race Yuan-Ti are very territorial and they are often in conflict with other races that live in the area. The high mortality rate is probably directly related to the females of the race being treated as equals, given the importance of reproduction. However, if a female has a tendency to produce the abominations she is no longer allowed to reproduce and she may be killed.

Poison Bite

Cold Blooded -5
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  #126  
Old 10-05-2020, 05:48 PM
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Hi Murdoch, thanks for the interest in my game.

I believe a snake-like race can fit in quite well, though I have no desire of directly porting something over from D&D. I can appreciate that you want to capture the feeling of the Yuan-Ti for nostalgic reasons, but I also want something that'll actually be unique to this setting in some if not most ways.

As such we might need to discard most of the extremely characteristic qualities of the D&D race (they don't need reinventing after all), like the human cultist backstory, pure-blood/halfblood/abomination dynamics and general evilish tendencies, but I still think there's a compromise to be made here. For example if you are really into the culty aspects then you can replace them with something similar but more specific to the setting, something I'd gladly help you with. If there absolutely have to be different castes of people with different physical characteristics then we need another reason for why that happens in this society.

And beyond that I feel that in a physical sense we already have something that's not miles away from a "snake-man", with the To-Ari. They are cold blooded and have a tail, they are just lacking the poisonous bite and still have legs. It might save us a lot of trouble and work if we consider that what you are proposing might be a subspecies of To'Ari actually - a subspecies which we can rename something else within the naming convention of the reptilian races in this world, which coincidentally sounds a bit like Yuan Ti anyway.

If I imagine pockets of To'ari having lives in jungles exclusively for ages then it's not such a stretch that they would have become a little more like a jungle predator, developing a poisonous bite and going back to exclusively tail based movement. There's little to alter for the template, so we can just think about cultural aspects really.

Anyhow, just let me know what you think. Hopefully not being able to actually play a yuan ti is not a dealbreaker, but this setting doesn't have much to do with D&D at all, in case that wasn't so clear.
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  #127  
Old 10-06-2020, 12:19 PM
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Honestly, I saw that you already had a lizard man in the group, which is why I decided against going with the To'ari and the Rak'Ari. I just came up with something I though would be fun and would fit in the hot, jungle setting, so I would have no problems with making any changes necessary to fit into your game. Would it be possible to get rid of the poison bite and get a constrictor attack instead? After thinking about it I think it might be more interesting if the race wasn't poisonous. I tried to come up with a racial package last night and this is what I have so far, with everything being subject to change to better fit your game.

Size Modifier +2 or +3
Constriction Attack +15
Damage Resistance Level 2 +10
Flexibility Level 2 +15, can we limit this to the lower body only for a little less cost?
Nictating Membrane Level 2 +2
Reduced Consumption Level 3 +6 This would only be for food, they would need as much water as a normal person. Would that cost a little less?

Disads
Cold Blooded -5 50 degrees
Restricted Diet -10 Fresh Meat
Slow Eater -10 I am thinking they would take a long time to eat, just like a snake. We could maybe add a disad of taking a dex penalty while eating or for a while afterwards while they digest.
I am not sure No Legs would be a appropriate disad since they wouldn't really be limited by not having them.

I like the idea of this being a subspecies of the To-Ari. The religion could be largely the same. Again, I am open to making any changes you would want to fit this race into your game. If we can't make it fit I am happy to come up with something else. A Grauhn seems like it would be fun to play, if there would be a way to fit one into the game.
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  #128  
Old 10-06-2020, 04:00 PM
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Sure, maybe there's a fair number of reptilian people about already, but in all honesty we only have one player playing one of them, so don't feel constrained by that. In getting what you would like to play into the game the subspecies route is probably the best for us currently, though I think changing the environment and physiology so drastically would make it likely that the culture has shifted with it. However if you are not so interested in creating a pantheon then it is fine (and not illogical) that they are just worshiping the same gods by other names.

Though if you need impulses to help you think about the history of these people and what they are like consider the following questions:

At some point in the distant past a sizeable amount of To'Ari decided to cram themselves in the few places in the region that are veritable jungle (not all are dense enough to be called that) and then stay there for literally ages. Given that they were desert dwellers this must have been very uncomfortable actually, and the process of evolution takes quite a while (we may assume a tiny bit of divine intervention though, so it might have been one thousand years rather than a hundred thousand). Their reasons must have been extremely good ones, so what might they have been?

Seems like it's likely they were outcast to begin with, and that might have been because of a belief or trait that certain families or individuals shared. Could have been religious, political, ethical, whathaveyou.

And as for poison over constriction - obviously up to you. As you can see at this point I'm more interested in the flavour and description, since the mechanics follow that pretty easily. The backstory takes considerably more work I'd say.

Though since you made a list I can give you my comments:

They seem extremely large if they came from To'Ari. One size category larger or smaller is one thing, but the upper limit of this would be quadrupling the size of the average To'Ari. I get that this has something to do with the constriction, but most races in the setting aren't that large. With +1 you can constrict 95% of them.

Keep in mind that the size on its own does not cost anything, but it only makes it possible to grapple larger than normal creatures. It does not make it more likely to succeed at causing damage, for which you need a high str. Let's say even if you raised their average strength (they are currently as strong or weak as baseline To'Ari) you will always lose out against an actual animal. Anything of size +1 to +3 will have 20 strength at least.

What I'm saying is not bulk them up to the strength of a literal elephant, I'm saying the size does not exactly get you anything, and they might as well be "just" nine foot long (+1). Going above that just makes them easier to hit. However, if you have some sort of descriptive reason for wanting to make them huge then I'm open to that. Story always wins out over the dice.

I don't think flexibility just for the lower body would make much sense during gameplay. The advantage gives a skill bonus (to climbing, erotic arts and escape artist), and in most of the applications for this skill you need all parts of the body. In that sense I would drop it. You could just replace it with a talent for certain skills which might include climbing.

Reduced consumption can be bought for half cost to apply only to food or water, so no problem there.

I wouldn't slap any additional things on to slow eater. It already means you need to stop what you are doing for two entire hours, which makes enough of a difference. You can just see it as already including the worst parts of digestion.

There is a version of no legs (slithers) that is for snakelike beings. It costs zero points, because it is not a limitation per se, just means you have different hit zones.

So think about these people some more. The more ideas you develop the better, we can always curate what fits best. They will need a unique name too, with some relation to the To'Ari Name. The Ari is the important bit here, seeing as it repeats in all the names. You might think of it as meaning "people".

While we are still working on this I wouldn't necessarily eye the other races yet, unless it's for inspiration. If we hit a dead-end we can still see if there's something else that'd be suitable for you.
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  #129  
Old 10-07-2020, 04:03 PM
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I have done some work and come up with at least a start on the new race I am calling the Nu'Ari. I like all of your notes about the advantages and disadvantages for the racial package. It might be jumping the gun a little, but I am wondering roughly how many points will I have to make the character? I appreciate any notes you have on what I have come up with so far.

Nu’Ari
Description:
He Nu’Ari have the lower bodies of a snake and the upper body of a human. Their snake portion is covered in large scales that range in color from green to brown to black in patterns that help them blend into their surroundings. The scales cover their entire bodies, getting smaller and lighter in color on the human portion of their bodies. They are completely hairless.
The Nu’Ari are descended from the To’Ari, having split off from their ancestors long ago. The To’Ari had a tradition of offering sacrifices not to the gods but to mortals, so monetary offerings were given to the church and to the ruling class. The Nu’Ari watched as the church and ruling class grew rich off the backs of the rest of their society and chafed at what they felt was corruption. Their feelings were shared at countless dumb moots, but nothing ever changed. The Nu’Ari began offering sacrifices directly to the gods, which caused the church and rulers to resent them. The dumb moots began being contentious, with no one feeling satisfied with the sharing of grievances. The To’Ari began to argue verbally outside of the dumb moots and it wasn’t long before those arguments turned physical. When a priest of Neferma was killed the rulers and church denounced the Nu’Ari and expelled them from their society.

The Nu’Ari retained much of the virtues they had from when they were To’Ari, such as children being brought up with kindness, but they have an even greater disdain for wealth. They have developed a socialist society, with everyone contributing to the good of the community and resources being distributed to those who need them. It’s not that individuals can’t have money or nice things, it’s just that if others are in need they will be given the assistance they require. They have an even greater reverence for the dumb moots since being outcast, as they came to rely on them greatly during their time of tribulation. Dumb moots are now held every week and each one ends with a feast and celebration. They are ruled by a council with anywhere from 3-9 members, depending on the size of the community, but always an odd number. Males and females are seen as equals and the entire community takes a hand in raising the children.
A lot of their religion would have remained the same.

Some To'Ari gods include:
Neferma, Mistress of the Moon, Goddess of Birth and Life
Anemkhen, Lord of the Sun, Fire and Death

Aadianef, God of the Harvest & Agriculture, no longer worshipped due to new dietary restriction

Inmopin, God of Fate and Destiny

Psenefi, Goddess of the Ocean, has a less prominent role

Meriha, Goddess of the Rivers, more prominent role in Nu’Ari society

Copty, God of Wind and War
Tiseti, Goddess of of Trade, no longer worshipped

Arak, God of Knowledge, Science and Magic
New god:
Sesamet, Goddess of snakes and hunting. There would be no evil connotation to the goddess. She would be one of the more prominent deities in their pantheon.
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  #130  
Old 10-07-2020, 04:55 PM
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Since we're making great progress here I've decided to move you over to a private thread in our game folder. We can finalise things further over there so this thread keeps open for other people that might be interested in joining. You should see a secret message with the link - if that's not the case give me a nudge.



To everybody else:
Still open to new recruits
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  #131  
Old 10-07-2020, 04:58 PM
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You still looking for players?
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  #132  
Old 10-07-2020, 05:01 PM
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Quote:
Originally Posted by Anael View Post
You still looking for players?
We ninja'd each other there I think. Yes, I can do two more in the group, or even three if there is is interest.

So take a look around (the folders and threads linked above), and if you like anything or have any ideas then we can make something happen.
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  #133  
Old 10-07-2020, 07:10 PM
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He stands in a tight clearing, the light from the crescent moon being fractured by branches and leaves. His silver and medium brown body hair disrupts his silhouette with the falling shadows so that he's hard to see, even in this clear and bright early-dawn. The first hints of dark blue are only now starting to claw over the low and far horizon, meaning the sun will be up in about 2 hours. He's aware of how bright his orange/amber eyes can be when they catch light. He must keep his eyes from the moon. To better conceal his bow and quiver, he's in front of and offset from a sapling. He learned a while ago that the best way to hide is to not hide at all. His half blood lets him see as a human by day, and as a wolf by night. He can smell better than most, though there've been numerous others who could smell stuff he couldn't. He's faster and stronger than the typical human, but not overwhelmingly so. He cannot howl nor does he have the obnoxious nails or extended jaw; but he is hirsute by human standards. And his eyes. They've frequently been to his benefit. Intimidating, endearing, and nigh-mesmerizing. Sometimes all at once.

For now, though...what are these fools doing passing through his hunting grounds?
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  #134  
Old 10-08-2020, 04:23 AM
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Hi there blackwolf!

It's nice prose - so I take it you would want to play something like a werewolf? Nothing like it is currently in the game since we tried to avoid most of the major fantasy tropes, but we could come up with something. Ideally we'd want to give it a certain twist, something that makes it very unique to this particular setting.

Playing a human is fine, by the way, but they are a minority community in the area we are playing in. They're all tenth generation immigrants coming from a dozen different countries up north or more (some of which have disappeared since they settled somewhere else). As such we're reasonably free to be culturally adventurous.

You might also want to think about a Berserker type application rather than somebody that is actually cursed to transform physically, just because it's somewhat easier to do in mechanical terms. Gurps can do it, but it more or less means making two sheets (pre- and post- transformation).

But let's say you are very much set on a shapeshifter - remembering that we'd want to make something unique let's forget about real world werewolf stories for a moment, strip all of the specifics out, and then ask ourselves some of the following questions (listed in no particular order):

Do you still want it to be involuntary?
Do you still want these shapeshifters to be feared, or maybe to have them have a different spot in society?
How does one receive this blessing/curse/condition/fate?
What could be a different trigger than the moon?
What could be a different animal than the wolf?
What's the culture like of the humans that usually have this condition?

For a player character it may be beneficial to not turn into a raging beast in transformation (but you may, for example, get a much shorter fuse and generally reduced intelligence as a tradeoff to having much more strength and dexterity).

Anyway, some of my thoughts for you - looking forward to hearing more.
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Old 10-08-2020, 09:52 AM
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Nah. I was thinking more along the lines of a really hairy humanoid. This character doesn't have the snout, nor the ears, or a howl. Really all he's got is a slightly enhanced strength and sense of smell and enhanced dark vision. And, for a human, a LOT of hair. I've never played a shifter or were-anything. Since I've not really set anything to paper yet, he doesn't even have to be half-blood human/wolf. I can accept that he's a mutt (HA!) of say goblin, human, wolf, and...uh...f*it, a cockroach. Whatever is most plausible for your world.

If you twist arm just right, I think I can be convinced to play a berserker werewolf. If I were to play a shifter, I think my answers would be:
No, he would have a great deal of control over when he shifts, but there could be random times where the DM cues me to roll for Will to prevent a shift.

Not necessarily feared, per se, but viewed with suspicion. After all, there's other beast races in your story, so they can't ALL be bad. I'm sure there was a hero lizard a few decades ago. Perhaps a cat plundered the royal coffers after a successful assassination of the sovereign...only to personally finance a new hospital. Wolves tend to be territorial, social, but also elusive. They like those of their own pack, but would rather be let be.

This character has no clue how his family came to have these genetic traits. What he does know is that he had a small extended family, but they all moved together from one city or province to another. He didn't have a tragic or otherwise remarkable upbringing. Good family, well cared for, plenty of learning and play and stern guidance. Not the kind of stuff you typically see in RPGs.

Since I didn't give it a thought to him being a shifter, I have no bloody clue what else could trigger a transformation. Since he's maintaining his faculties during that quarter moon, and it's insanely cliche, I don't want it to be astronomical. Probably emotional. Yeah. Emotional. That way it could be used as something to make things more interesting in the story.

It could be a s* ton other animals other than a wolf. But I don't have much of an affinity for other animals. Sure, there's a bunch of other really cool and interesting creatures out there, to include stuff purely of imagination, but I like wolves. Since I like wolves, I want to play this character as some sort of wolf-humanoid hybrid. Why do you like to be a DM? Because you like to be a DM, otherwise you wouldn't want to be a DM. That's why you chose to be a DM and not some other role.

Uhhh...probably not much different than any other human. All considered, wolves and humans have a very similar fundamental society. Provide for self and tribe, care for and protect self and tribe, fairness in dealing with self and tribe.

I think I can deal with that compromise...if I were to be a shifter. Totally voluntary control over which vision mode he can use at any one time, no difference in hearing or smell other than it's better than pure-blood human, and slightly better strength and endurance; those are what I wanted. If I am to play a shifter, you g*d* right I want some wicked padded stats! But then, CHA, INT, DEX, would take a hit when berserking. However, since it's an emotional thing, why wouldn't he be able to transform to calm a child? Yeah, he'd look like a towering and hulking man-beast...but then he curls up around the child with his thick and fluffy fur. I'm pretty sure that would drastically improve his CHA, although his INT and DEX would still be stunted.

LOL in case I was too vague, I didn't intend on playing a shifter. It's something I could possibly be convinced into. D* interesting questions, though.
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