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Old 05-17-2012, 09:34 AM
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Mass Effect Campaign Setting for SAGA Edition

Species

Asari
Ability Modifiers: +2 Wisdom, +2 Charisma, -2 Strength. Asari are very mindful and have a personal magnetism, but they lack physical powers on the level of their social powers.
Persuasive: An asari may choose to reroll any Persuasion check, but the result of the reroll must be accepted even if it is worse.
Iron Will: Asari have above-average willpower and so gain a +2 Species bonus to Will Defense.
Ageless: Asari do not suffer from the negative ability modifiers of aging.
Mind Meld: An asari may explore the mind of another living creature to learn information. If the creature is unwilling the asari makes a special attack roll (1d20 + character level) versus the target's Will Defense. If the attack succeeds the asari learns one fact she sought, plus an additional fact for every 5 points by which the roll exceeds the target's Will Defense. An Asari melding with a willing target finds out whatever she wants to know. An asari moves a persistent -1 on the condition track after using Mind Meld until they get 8 hours of rest.

Batarian
Attribute Modifiers: +2 Constitution, -2 Wisdom. Batarians are physically hardy, but their culture does not promote independent thinking.
Deceptive: Batarians are very in-tune with what their body language projects, giving them an edge when they need to tell a lie. A batarian may choose to re-roll any Deception check, but the result of the re-roll must be accepted even if it is worse.
Aggressive: A batarian gains a +2 morale bonus to all attack rolls next turn after dealing damage to an enemy.
Bonus Feat: Batarians gain one bonus feat at first level.

Drell
Attribute Modifiers: Drell have no ability score adjustments.
Lightning Reflexes: Drell are quick and have an incredible awareness of danger, and gain a +2 Species bonus to Reflex defense.
Disappear: Drell can vanish from sight at a moment's notice. A drell can spend an Action Point to attempt a Stealth check when people are aware of him rather than using Deception to create a diversion to hide.
Bonus Trained Skill: Drell are very capable. A drell character chooses one additional trained skill at first level.

Humans
Ability Modifiers: Humans have no ability score adjustments.
Determined: Once per encounter, if a human spends an Action Point on a roll and the roll still fails, they may elect to make the roll again without the benefit of the Action Point bonus.
Creatures of Action: Humans gain three additional Action Points when they gain a level.
Bonus Feat: Humans gain Extra Second Wind as a bonus feat.

Krogan
Ability Modifiers: +2 Strength, +4 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma. Krogan are powerful and exceedingly resilient, but put more stock in action than thinking and talking.
Bonus Feat: Krogan gain Improved Damage Theshold as a bonus feat.
Great Fortitude: Krogan evolved on a harsh planet, and have a +2 Species bonus to Fortitude Defense.
Unbreakable: After a krogan uses its second wind, it regenerates five hit points per round until killed, the encounter ends, or its current HP equals its maximum.

Quarians
Ability Modifiers: +2 Dexterity, -2 Constitution. Quarians are lithe, but living in the controlled environment of the Flotilla has weakened their bodies.
Expert Mechanic: Quarians are so familiar with the workings of machines they can do many repairs without thinking. A quarian may choose to take 10 on Mechanics checks even when distracted or threatened.
Conditional Bonus Feat: Quarians are born in an environment where the well-being of their machines is crucial for their survival. As a result of this emphasis on keeping things in good repair, a quarian with Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat.
Makeshift Parts: When a quarian jury-rigs something, it moves +3 steps on the condition track rather than +2 and gains 3d8 hit points rather than 1d8.
Corridor Walker: Quarians live their entire lives on cramped space ships and are accustomed to getting around in such spaces. Quarians may move diagonally past the corner or end of a wall that extends to a grid corner.
Special Equipment: A quarian's compromised immune system is very vulnerable to all sorts of illness. A quarian not living in a sterile environment or wearing a sealed environment suit suffers an attack roll (1d20+5) against their Fortitude Defense as soon as they are exposed to the non-sterile environment and every day thereafter. If the attack succeeds the quarian takes 1d6 points of damage and moves -1 persistent step down the condition track. The attack occurs each day the disease remains untreated. Treating the disease requires a successful DC 20 Treat Injury check. A basic replacement suit costs 2,000 credits (500 in the Flotilla) and a year's supply of filters costs 200 (50 in the Flotilla).
Special Diet: Unlike most galactic life quarians can only eat food based on dextro-amino acids. If a quarian attempts to eat normal food, make an attack roll (1d20+3) against their Fortitude Defense. If the attack succeeds, the quarian takes 1d6 damage and moves -1 step along the condition track. The poison attacks each round until cured with a successful DC 15 Treat Injury check.

Salarians
Ability Modifiers: +2 Intelligence, +2 Wisdom, -2 Constitution. Salarians are brilliant, but their bodies are not built to withstand abuse.
Stroke of Genius: Once per encounter a salarian can treat any single Intelligence-based skill check as though it were a natural 20 on the die.
Heightened Awareness: A salarian may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.
Always Active: A Salarian requires only one hour of sleep to be considered rested, though he does not gain the healing benefit of an 8-hour's rest without actually resting for 8 hours.

Turians
Ability Modifiers: Turians have no ability score adjustments.
Superior Defenses: Turians take warfare very seriously and all are trained by the military. This training gives them a +1 Species bonus to all defenses.
Conditional Bonus Feat: Turian military doctrine emphasises individual intiative, so turians are trained to seize any opportunity their enemy gives them. A turian with Initiative as a trained skill gains Skill Focus (Initiative) as a bonus feat.
Habit of Discipline: Turians are trained to look to their superiors for direction, and treat all Morale and Insight bonuses as if they were +1 higher.
Special Diet: Unlike most galactic life turians can only eat food based on dextro-amino acids. If a turian attempts to eat normal food, make an attack roll (1d20+3) against their Fortitude Defense. If the attack succeeds, the turian takes 1d6 damage and moves -1 step along the condition track. The poison attacks each round until cured with a successful DC 15 Treat Injury check.

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Classes

Each of the classes in the SAGA Edition Core Rulebook have been changed in the Mass Effect Campaign Setting, including the Jedi class which was removed entirely. Here is a list of the changes made to the original five classes:

Jedi: Removed.

Noble: Renamed Leader. Conditional bonus feat changed to automatic Skill Focus.

Scoundrel: 24 HP at level one, 1d8 hp/level.

Scout: Add Armor Proficiency (Light) and Weapon Proficiency (Sniper Rifles) to the starting feats. Remove Weapon Proficiency (Rifles) from the list of starting feats. Add Weapon Proficiency (Assault Rifles) to the list of bonus feats.

Soldier: Removed Armored Defense and Improved Armored Defense. Remove prerequisites from Armor Specialist talents. Change "armor bonus to your Reflex Defense" in Second Skin to "DR". Add Weapon Proficiency (Rifles), Weapon Proficiency (Shotguns), and Weapon Proficiency (Sniper Rifles) to the list of starting feats. Remove Weapon Proficiency (Rifles) from the list of starting feats.

Also, there are two new classes:
Adept, master of biotics.
Engineer, expert with tech mines and machines.

Last edited by GrandCommander13; 05-20-2012 at 03:42 PM.
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Old 05-17-2012, 09:38 AM
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Adept

Hit Points: Adepts begin play at 1st level with a number of hit points equal to 18 + their Constitution modifier. At each level after 1st, adepts gain 1d6 hit points plus their Constitution modifier.

Defense Bonuses: At 1st level, you gain a +2 class bonus to your Will Defense and a +1 class bonus to your Fortitude Defense.

Starting Feats: At 1st level you gain the following bonus feats: Armor Proficiency (Light), Biotics Training, Weapon Proficiency (Simple Weapons), Weapon Proficiency (Pistols).

Class Skills (trained in 2 + Int modifier): Endurance, Initiative, Jump, Knowledge (all skills, taken separately), Peception, Pilot, Treat Injury.

Base attack bonus progression: 3/4 level (round down)

Talents

Distortion tree

Persistent Effects: Anyone attempting to use Counter-manipulation against your sustained biotic effects takes a -5 penalty.
Prerequisite: One other talent from the Distortion, Kinetic Field, or Telekinesis trees.

Sustained powers: You gain a +5 bonus to biotic attack rolls to maintain a biotic power (this does not make your biotics more difficult to use Counter-manipulation against).
Prerequisites: Persistent Effects, one other talent from the Distortion, Kinetic Field, or Telekinesis trees.

Warp Specialization: The target takes an additional 1d6 damage and -1 penalty to DR.

Warp Mastery: You may maintain Warp as a Move action rather than a Standard action.
Prerequisite: Warp Specialization.

Kinetic Field tree

Barrier Specialization: You gain an additional +1 bonus to your Reflex Defense from Barrier.

Barrier Mastery: You may maintain Barrier as a Swift action rather than a Move action.
Prerequisite: Barrier Specialization.

Stasis Specialization: You may maintain Stasis as a Standard action. You must make a new biotics attack roll each round.

Stasis Mastery: You may maintain Stasis as a Move action rather than a Standard action, and you (but no one else) can harm the target with attacks.
Prerequisite: Stasis Specialization.

Telekinesis tree

Lift Specialization: Whenever you use the Lift power it also affects any enemies adjacent to the target.

Lift Mastery: You may maintain Lift as a Move action rather than a Standard action.
Prerequisite: Lift Specialization.

Singularity Specialization: Increase Singularity's target area to a 2-square burst. Any creatures or objects within 2 squares of the target area are moved one square towards it and have their move speed cut in half.

Singularity Mastery: Any creatures or objects within 4 squares of the target area are moved two squares towards it and have their move speed cut in half.
Prerequisite: Singularity Specialization.

Throw Specialization: Whenever you use the Throw power it also affects any enemies adjacent to the target.

Throw Mastery: The base forced movement on Throw is increased to 2.
Prerequisite: Throw Specialization.

Bonus feats: Action Boon, Armor Proficiency (Light), Dodge, Improved Defenses, Mobility, Shake It Off, Skill Focus, Skill Training, Strong in Action, Toughness, Weapon Focus (Biotics).

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Engineer

Hit Points: Engineers begin play at 1st level with a number of hit points equal to 18 + their Constitution modifier. At each level after 1st, engineers gain 1d6 hit points plus their Constitution modifier.

Defense Bonuses: At 1st level, you gain a +1 class bonus to your Reflex Defense, Fortitude Defense, and Will Defense.

Starting Feats: At 1st level you gain the following bonus feats: Armor Proficiency (Light), Weapon Proficiency (Simple Weapons), Weapon Proficiency (Pistols).

Class Skills (trained in 4 + Int modifier): Acrobatics, Climb, Initiative, Knowledge (all, taken separately), Mechanics, Perception, Pilot, Treat Injury, Use Computer

Base attack bonus progression: 3/4 level (round down)

Talents

Hacking tree

AI Hacking: Once per encounter you may as a Standard action make a Use Computer roll against any AI or VI-controlled drone within 12 squares and within line of sight. If your check equals or exceeds its Will Defense it becomes stunned for the next minute (10 rounds).

Improved AI Hacking: If, when using AI Hacking, your Use Computer check exceeds the target's Will Defense by 5 or more, the target becomes an ally instead of becoming stunned.
Prerequisite: AI Hacking.

Mechanic tree

Deploy Shield: Twice per encounter, as a Standard action in combat you may deploy a portable kinetic barrier occupying one edge between two squares. The shield does not count as a wall for purposes of diagonal movement and is one square high and has a DR of 5 and HP equal to a Mechanics check made when the barrier is put up. The shield blocks all attacks, including "line of sight" for biotic powers and for tech mines, until it is destroyed.
Prerequisite: Genius Mechanic.

Extreme Accuracy Upgrade: You may spend an Action Point to upgrade a weapon. Upgrading a weapon takes 1 hour. Once the weapon has been upgraded it gains a +1 bonus to attack rolls when wielded by you.
Prerequisites: Trained in Mechanics, Genius Mechanic.

Extreme Damage Upgrade: You may spend an Action Point to upgrade a weapon. Upgrading a weapon takes 1 hour. Once the weapon has been upgraded it does an extre die of damage when wielded by you.
Prerequisites:Trained in Mechanics, Genius Mechanic, Extreme Accuracy Upgrade.

Genius Mechanic: You may re-roll any Mechanics check, but you must keep the second roll even if it is lower.

Repair Expert: For every 5 points by which you exceed the DC to repair a drone or object it regains an additional 1d8 hit points.
Prerequisite: Genius Mechanic.

Tech Mine tree

Devastating Mines: Choose a kind of tech mine. You gain a +2 bonus to tech mine attack rolls when using that kind of tech mine.
You may select this talent multiple times. Each time you select this talent you it applies to a different kind of tech mine.
Prerequisites: Tech Mines, one talent from the Tech Mine tree.

Powerful Damping: A target you have successfully used Damping on also loses one biotic power from their power suite (their choice).
Prerequisite: Tech Mines.

Powerful Overload: A target you have successfully used Overload on takes a -3 penalty to their DR (instead of the usual -2) and a -2 penalty to their Fortitude Defense while they are Overloaded.
Prerequisite: Tech Mines.

Powerful Sabotage: A target you have successfully used Sabotage on takes 2d6 damage every turn they hold a weapon they cannot fire as a result of your Sabotage.
Prerequisite: Tech Mines.

Bonus feats: Cybernetic Surgery, Dodge, Mobility, Point Blank Shot, Precise Shot, Skill Focus, Skill Training, Surgical Expertise, Tech Specialist, Vehicular Combat, Weapon Focus (Tech Mines), Weapon Proficiency (Shotguns).

Last edited by GrandCommander13; 05-20-2012 at 06:45 PM.
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Old 05-17-2012, 09:40 AM
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Biotic Powers

Like Star Wars SAGA Edition's Force powers, biotics powers are kept in a biotics power suite by their users. However, Mass Effect's biotics powers use a special biotics attack roll rather than a Use Biotics skill.

A biotics attack roll is equal to 1d20 + character level + Wisdom modifier. You may take Weapon Focus for biotics attack rolls, and anything that affects attack rolls will affect a biotics attack roll.

If you take damage while sustaining a biotic power, you must make an Endurance check with a DC equal to the amount of damage you took or all of your powers will be deactivated.

To use biotic powers you first need to take the new Biotics Training feat:

Biotics Training
Benefit: You add to your Biotic powers suite a number of Biotic powers equal to your Wisdom modifier (minimum 1). You can add the same power more than once.
Special: You can take this feat more than once. Each time you take this feat you add to your Biotic powers suite a number of Biotic powers equal to your Wisdom modifier (minimum 1).
If your Wisdom modifier permanently increases, you immediately gain a number of Biotic powers equal to the number of Biotics Training feats you have taken.

Barrier
Time: Standard action.
Target: Yourself.
Make a biotics attack roll. The result of the roll determines the effect, if any.
DC 10: You gain a +2 bonus to your Reflex Defense.
DC 15: As DC 10, but you gain a +3 bonus to your Reflex Defense.
DC 20: As DC 10, but you gain a +4 bonus to your Reflex Defense.
Special: You may maintain your concentration on this biotic power to maintain your bonus to Reflex Defense. Sustaining Barrier is a Move action, and you must make a new biotics attack roll each round.

Counter-Manipulation
Time: Reaction or Standard action.
Target: One biotic power directed at you or one biotic power being sustained within 12 squares and within line of sight.
Make a biotics attack roll. If the result of your roll equals or exceeds the roll made for the target biotic power, you cancel its effect.

Lift
Time: Standard action.
Target: One character within 12 squares of you and within line of sight.
Make a biotics attack roll. Compare the result to the target's Fortitude Defense. If the check equals or exceeds the target's Fortitude Defense, the target begins to float 1 square off of the ground. While floating the character cannot use its normal Move speed, though characters with a Fly speed may move normally. Any character floating because of Lift takes a -5 circumstance penalty to attack rolls.
Special: You may maintain your concentration on the targetted character to keep them floating from round to round. Maintaining the Lift power is a Standard action, and you must make a new biotics attack roll each round.

Singularity
Time: Full-round action.
Target: 1-square burst within 12 squares and within line of sight.
Make a biotics attack roll. The result of the roll determines the effect, if any.
DC 15: Compare the result to the Fortitude Defenses of all characters within the target area of the size Medium or smaller. If the result equals or exceeds their Fortitude Defense they immediately begin orbitting around a point one square above the center of the target area. They may not move, even if they have a Fly speed, or attack. Any creatures or objects adjacent to the target area, regardless of whether or not your roll equaled or exceeded their Fortitude Defense, immediately move one square into the target area, though they will not start orbitting during this round. Any characters standing within the area of effect have their move speed reduced to 1. All unattended objects of size Medium or smaller in the target area are automatically affected.
DC 25: As DC 15, except it affects creatures and objects of the size Large or smaller.
Special: You may maintain your concentration on this biotic power and continue Singularity's effect from round to round. Maintaining the Singularity power is a Full-round action, and you must make a new biotics attack roll each round.

Stasis
Time: Standard action.
Target: One character within 12 squares of you and within line of sight.
Make a biotics attack roll. Compare the result to the target's Fortitude Defense. If the roll equals or exceeds the target's Fortitude Defense, the target cannot act or be harmed until the end of your next turn. A creature under the effect of Stasis does not threaten any squares.

Throw
Time: Standard action.
Target: One object or character within 12 squares of you and within line of sight.
Make a biotics attack roll. Compare the result to the target's Fortitude Defense. If the check equals or exceeds the target's Fortitude Defense, you push it back 1 square plus an additional square for every 5 points by which you exceed the target's Fortitude Defense. The target takes 2d6 damage plus an additional 1d6 points of damage for every square of movement it was forced to make beyond the first. The target falls prone at the end of its forced movement.
Special: You take a -5 penalty on your check for every size beyond Medium the target is, and gain a +5 bonus for every size below Medium it is.

Warp
Time: Standard action.
Target: One character within 12 squares of you and within line of sight.
Make a biotics attack roll. Compare the result to the target's Fortitude Defense. If the check equals or exceeds the target's Fortitude defense, the target takes 1d6 damage and its DR is reduced by 3 (to a minimum of zero).
Special: You may maintain your concentration on the targetted character to continue Warp's effect and deal additional damage. Maintaining the Warp power is a Standard action, and you must make a new biotics attack roll each round.

Last edited by GrandCommander13; 05-20-2012 at 06:07 PM.
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Old 05-17-2012, 09:42 AM
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Tech Mines

Tech Mines are an addition to allow Engineers in the Mass Effect Campaign Setting to have the same control powers they do in Mass Effect. They function similar to biotic powers in that they are acquired through a feat anyone can take, but unlike biotic powers you acquire per-encounter uses of tech mines rather than per-encounter uses of individual powers.

A tech mine attack roll is 1d20 + character level + Intelligence modifier. You may take Weapon Focus for tech mines, and anything that affects attack rolls will affect a tech mine attack roll. A tech mine affects all creatures in a 1-square burst, and has a range of within 12 squares and within line of sight.

To use Tech Mines you first need to take the new Tech Mines feat:

Tech Mines
Prerequisite: Trained in Mechanics
Benefit: You may use a Tech Mine ability a number of times per encounter equal to your Wisdom modifier (minimum 1).
Special: You can take this feat more than once. You may use a Tech Mine ability a number of times per encounter equal to your Wisdom modifier (minimum 1) multiplied by the amount of Tech Mines feats you have.

Damping: Make a tech mine attack roll against the target's Will Defense. If your attack equals or exceeds their Will Defense they may not use or maintain biotics during their next turn. For every 5 points by which your roll exceeds their Will Defense they may not use biotics for an additional turn.

Overload: Make a tech mine attack roll against the target's Will Defense. If your attack equals or exceeds their Will Defense, they take 3d6 damage to their armor's shields and have their DR reduced by 2 (to a minimum of zero) until the start of your next turn. For every 5 points by which your roll exceeds their Will Defense their DR remains lowered for an additional turn.

Sabotage: Make a tech mine attack roll against the target's Will Defense. If your attack equals or exceeds their Will Defense they may not fire the weapon they currently have drawn during their next turn. For every 5 points by which your roll exceeds their Will Defense they may not use the weapon for an additional turn.

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Equipment

Equipment in the Mass Effect Campaign Setting is even simpler than it is in the SAGA Edition Core Rulebook. Each class of weapon and armor has only one representative.The retractable stocks on assault rifles and shotguns do not affect which proficiency is required to use the weapon without penalty. Wielding a weapon without extending the stock allows you to wield it in one hand without penalty, but reduces the range to that of Pistols in the Mass Effect Campaign Setting.

Weapons

Simple Weapons
Weight: 1 kg
Size: Medium
Damage: 1d8
Range: Melee
Special: Kinetic barriers do not stop slow-moving weapons, including all melee weapons; a successful attack with a Simple Weapon bypasses any armor's Shields and deals damage directly to a character's health. Any firearm can be used as a Simple Weapon, in which case its size category does not change (i.e. a Pistol wielded as a melee weapon is considered Small, not Medium, and a Sniper Rifle is considered Large).

Pistols
Weight: 1 kg
Size: Small
Damage: 3d6
Range: As Pistols in SAGA Edition Core Rulebook, but Point Blank only extends to 10 squares.
Special: Single-shot only, Inaccurate.

Assault Rifles
Weight: 4 kg
Size: Medium
Damage: 3d8
Range: As Rifles in SAGA Edition Core Rulebook, but Point Blank only extends to 20 squares.
Special: Single-shot or automatic fire. Retractable stock.

Shotguns
Weight: 5 kg
Size: Medium
Damage: 3d10
Range: As Pistols in SAGA Edition Core Rulebook.
Special: Single-shot only. In addition to moving the target -1 step down the condition track, hits from the shotgun which equal or exceed the target's damage threshold knock the target prone. Using the Aim action does not ignore a target's Cover bonus to Reflex Defense. Retractable stock.

Sniper Rifles
Weight: 5.5 kg
Size: Large
Damage: 3d10
Range: As Rifles in SAGA Edition Core Rulebook.
Special: Single-shot only, Accurate, comes with scope. -2 attack roll penalty at point blank range, does not benefit from Point Blank Shot.

Armor

Armor retains the same check penalties and speed reduction as armor in SAGA Edition. Rather than interacting with character Reflex Defense, however, armor gives a character a layer of shields that functions as extra hit points, and provides DR against attacks that don't hit the shields. Heavier armor also provides a bonus to Fortitude Defense.

Armor class DR Shields Max Dex Fortitude Defense
Light 2 10 +6 +0
Medium 4 15 +4 +2
Heavy 5 20 +3 +4

Last edited by GrandCommander13; 05-20-2012 at 06:46 PM.
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