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Author Topic: Firefly/Serenity Role-Playing Game (Discussion/Admin)  (Read 85357 times)
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Rob Zombie
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« on: January 16, 2010, 02:47:22 AM »

If you've not been following the chatter in the Ye Olde Role-Playing thread, then...well, you not-do-that. For everyone else though; the discussion and admin to the upcoming Firefly roleplaying game. If you're not familiar with The Verse, feel free to ask.

Partly because I want you players to talk about your character ideas before we jump in, and partly because It's ten to three in the morning, I've not put up all the information you need, like weapon prices, how much money you have and what to do about all those assets and complications.

How Does It Work?
Attacking is done by you, the player, saying what you intend to do. I will then say how successful that was, and whether it was successful at all. For example.

Player: Thomas rushes into the cover of the metal boxes, and fires a shot at the leading horseman, trying to aim for the chest, knowing he wont make a headshot after a-runnin' all that way.
Gmaster: Thomas gets a little out of breath rushing for that cover, so when he gets to pullin' the trigger his sight's waving slightly from his deep breathin'. His shot wavers, hitting the horse in the head, killing it instantly. Luckily though, this is one dead horse that ain't cover - it falls into a slide, the rider half-falling underneath the animal. He's immobilised for the next round, as he struggles free.

Of course, actions like moving about towns and talking dont need to be confirmed. Just attacking, lockpicking, really active stuff. Why not just let people describe thier actions themselves? Because then there would be a lot of instant killing of bad-guys, and the game wouldn't encourage players to think smart - just rush in and kill everyone in a single massive post. Then I'd have to start making enemy attacks hugely effective and before you know it everyone and everything is dead  
There's an initiative order that's changed up every battle or two, eg, (Baron, Meatjim, Thug 1, Thug 2, Vet, Tom). That means Baron would go first, then Meatjim, followed by two bad guys highlighted in red, followed by Vet and Tom, then back to Baron.

Character Creation
The Verse is a culturally diverse place, if you knows where to look. Lotsa' things effect how your character comes across on the page. Thier use of language, par exempla; throwing in a bit of eccentric language. The Verse has a lot of cussin' done in slang or Mandarin Chinese, but if you're roleplaying someone who grew up in a town were a lota folks spoke old German, by all means throw in a few Deutsch words. Shize is like what it says on the tin, though the moderatin' folk might take offense to it, and if you're lookin' for a good time try asking for some weiber unt wein, if you're into wenches and mead. As you may have noticed, I've adopted a perculiar way of speakin' for the sake of this Roleplay. It's basically Rimworld - think how someone in the "wild west" might wax lyricals. More on language later, if you want to bother with it. You could just play it straight, like you've been burdened with an overabundance of schoolin'.

Skills Pay The Bills. - Skill trees work like so;
You get your "Level 1 Skill", then you get your "Level 2 Skill". When you've got your "Level 3 Skill" you can then specialise, this representing the level of skill you might find paid work for doing. You only need to get one "Level 3 Skill" to move on to "Level 4 Skill"s, and only one "Level 4 Skill" to move on to "Level 5 Skill"s, if I ever get to thinkin' of any or you need any. You can get more than one Specialisation (Level 3, 4 or 5) skills, but dont need them all to move up the tree. If you're just startin' off in the Verse, you get 5 skill points to spend. The number of the skill says how many points it'll cost, for example, if you want to get to Specialisation, it'll cost you 6 points, unless you've got one of these Asset things, below.

Before you pick your skills there, you might want to skim down to the bottom and see if there's anything down there that descibes the lady or gentleman you had in mind for this character. If he's a Fightin' Type he'll get a cheaper skill in his first Combat Specialisation. You get to choose three of these, maybe I'll let you pick more later, maybe you'll aquire some up over the course of the game.

Skills Advancement
For coming out on top in all kinds of situations, from causing harm to others or fixing a broken clutch drive, you'll get a number of experience points. Generally these are in 1s and 2s for contributing or ending a situation; like 1 exp for firing at an enemy, and 2 exp for killing him, or 2 exp for unlocking the bank vault door. Stuff like fixing the ship's life support or headshotting the Big Damn Villain will get you a tidy bonus bit of exp. The whole crew will get exp for finishing a campaign, or overcoming a big event during it.
Cash in 10 exp for 1 skill point (Which could mean if you're angling for 'Level 3 Pistols' you'll need 30 exp total)
Or it's 5 exp for one luck point (Which isn't to be sniffed at)

Skills
Piloting
Level 1 Piloting - You know how to start up the engine on any vehicle, and point it in a direction.
Level 2 Piloting - You're pretty good at getting good proformance from any vehicle.
Level 3 Small Ships - Nippy little spacecraft, you can make them zip around like a professional.
Level 3 Large Ships - You could get paid for flying a spacetanker, and probably shave time off the trip.
Level 3 Landcraft - If it's got more than two wheels and it rolls around, you can make a daring getaway.
Level 3 Seacraft - Sails or an engine, standing on the prow you're every bit the sea-captain.
Level 3 Hovercraft - You're a dab hand at piloting these otherwise unruly beasts.
Level 3 Horsemanship - You can ride a horse very well, keeping it controlled even in gunfights.
Level 4 Defensive Driving - When someone's trying to run you out of your vehicle, you can evade them like the bad guy in a car chase.
Level 4 Aggresive Driving - You've learned the ins and outs of messing folk's carriers, and your own, up.

Combat
Level 1 Combat - You've been in your fair share of scuffles and come out on top.
Level 2 Combat - In a barfight you're as deadly as the plague. Brutal, nine times in ten.
Level 3 Pistols - You can shoot a revolver, clipshooter or lasercartridge with reliable accuracy.
Level 3 Long Barrels - Bolt action, laser discharge, shotgun, it doesn't matter because one shot or a pair of barrels is all you need.
Level 3 Assault - More bullets, more bodies, you'll take quantity over quality and you're pretty good at it.
Level 3 Melee - Combat swords, hatchets, big machetes and your own fists, you get in 'the mixer'.
Level 3 Oddities - You're a good shot with bows, crossbows, tasers and harpoons. You strange character, you.
Level 4 Sharpshooting - You're a crack shot when it comes to precision aiming. Using a single luck point will give you a 'called shot'.
Level 4 Firefighting - When putting out more than one bullet a turn, your accuracy increases vastly when using a luck point.

Heavy Weapons
Level 1 Heavy Weapons - You know how to arm and fire the big guns, like mounted turrets, old school catapults, ship guns and even artillery.
Level 2 Heavy Weapons - This skill gives you a greater level of accuracy with heavy weapons.
Level 3 Ship's Arms - You can disable a distant ship with several well placed missiles, or mulch thier systems with mass-driver fire.
Level 3 Mounted Guns - Static position weapons like turrets and vehicle mounted guns are your thing.
Level 3 Artillery - Catapults and trebuchets may be old hat, but you're a good gunner on the mortars and artillery too.

Survival

Level 1 Survival - Stay on your feet when damaged more often, don't just lay down and bleed.
Level 2 Survival - Fight more effectively when injured, fighting through the pain better than most folk.
Level 3 Bushcraft - Learn the basic survival skills that most folk have lost down the ages. Stay safe and warm in the wilderness.
Level 3 Space Survival - Make the best of the bad; last longer when your engines cut out, guns fail or life support goes dead.

Explosives

Level 1 Explosives - You know how to lob a grenade, but little else.
Level 2 Explosives - You understand how grenades work, and could maybe make your own.
Level 3 Incendiaries - You can make and use with skill, grenades that errupt with flames.
Level 3 Fragmentation - Professional grenadiers, you are one. Throw it in and watch the splatter.
Level 3 Tactical - Smoke, poison and flashbangs; you use tactical grenades like a SWAT team officer.
Level 4 Triggers - You can rig a motion trigger, sound trigger or time trigger on your explosives.
Level 4 Improvised - It's helluva illegal, but you know how to make bombs out of stuff you can find in the galley.

Mechanics

Level 1 Mechanics - You know what most things under the hood are called. Any hood.
Level 2 Mechanics - Now you know what all things under the hood do, even if you dont know the names.
Level 3 Small Ships - Cute little engine? Nah, it's got power and you know how to keep it running.
Level 3 Large Ships - Clunky big engine? Nah, it's a sleek machine that you know the ins and outs of.
Level 3 Landcraft - It's just like riding a motorcycle. Well, fixing it anyway, amoung cars and other things.
Level 3 Seacraft - People get really miffed when trapped in the ocean. You can help them out.
Level 3 Hovercraft - Complex engine? You see all the bits, all the pieces, and know how to fix 'em.
Level 4 On The Fly - You can do emergency repairs in the heat of battle if you're in a position to do so.
Level 4 Engineer - With the right tools and materials, you can make new parts for broken vehicles.

Medical
Level 1 Medical - You've had some medical training, but only enough to write a good TV drama.
Level 2 Medical - You've passed through med school. If they even have med school on your planet.
Level 3 General Practice - You can diagnose and treat common ills and common wounds.
Level 3 Surgical Rotation - Bullet holes, knife wounds, ear in a hanky...you can handle it.
Level 3 Viral Consult - Poisons and killer bugs, you've a good knowledge on treating them all.
Level 3 Vet Practice - Animals are a lot like people in some ways. You know which ways are and aren't.
Level 4 Field Medic - Use improvised materials like clothing and knives in practice, with less chance of infection.
Level 4 Enhancements - Downright macabre, you can graft mechanical enhancements onto patients, like mechanical valves and prosthesis.

Computing

Level 1 Computing - You're computer literate, able to type and such, even if you have to look at the keys.
Level 2 Computing - You can instal software and do some tricky bits in the menus, but you're no genius, just pretty nifty.
Level 3 Hacking - You can hack small systems and break password barriers most of the time.
Level 3 Programing - You can knock up a virus or spyware program that'll give you good access to people's files, or soften a network.
Level 3 ReSignaling - You can hack into communication lines, even wireless ones, and block messages as well as send your own false ones.
Level 4 TechBuilding - You can make new and enchance current systems with the right tools and materials.
Level 4 Cortex - Using your mad skillz, you can find and contact anyone or anything on the Cortex system.


Discipline

Level 1 Discipline - You could lead a comitte of half a dozen people without causing too much fuss.
Level 2 Discipline - You inspire a mild sense of loyalty in your followers, and slightly intimidate your enemies.
Level 3 Influence - You can barter and haggle the price of almost anything pretty well, as well as talk information out of someone.
Level 3 Battegroup Sergeant - Your inspiring loyalty or cowardice in a firefight causes your allies to fight better.
Level 3 Craft's Captain - Your inspiring nature on vehicles gives your allies a bonus to fighting when on a vehicle of any kind.
Level 3 Concentration - You can focus well, blocking out all exterior noises bar explosions and gunshots in your ear.
Level 4 Keen Scholar - You get 50% extra EXP at the end of the campaign, which you can then share with everyone else.

Covert
Level 1 Covert - You can pick simple mechanical locks on doors and vehicles.
Level 2 Covert - You can hotwire simple vehicles, disable some home security systems and pick some electric locks.
Level 3 Locksmith - You can pick the lock on most things, but expensive stuff may still be beyond you.
Level 3 Stealth - You can hide yourself in crowds and disapear effectively when such an opportunity is present.
Level 3 Counterfeiting - Given an hour and some decent paints, you could make yourself a passable IDent card, or certificate of some kind.
Level 4 Acting - You can bluff your way passed anything less than High Security without a card or anything.

Chosing Your Gear
Each of you will find 75 credits in your pocket. If you're a man of money (assets coming into it already!) you'll find 100 credits, but you can't buy stuff for your friends, and nothing here counts as a small purchase - Think about your character, what weapons you want them to use and whether you want them armoured or not. If you're familiar with 'Call Of Duty', you'll know it's about as easy to kill someone with your sidearm as with your ACOG Sniper, so don't fuss about finding 'the best weapon', go for the one that suits your character idea. And if your character is a non-combatant, don't worry about it!

Weapons (spt - max shots per turn, cc - clip capacity)
Ammo
When you buy a gun it comes with one full clip and one reload, with the exceptions being guns with a cc of 1 or 2, these guns come with 20 shots. This is the price list for if you want to stock extra ammo, on top of your starting freebies. When buying ammo for the latter type of guns, it's worth 10 shots. Note that the Oddities ammo isn't here, it's with the Oddities to save a bit of space.
Pistol Clips/Colt10mm/Colt 45./DB9 SI/Makarov - Generic ammo for clip-shooting pistols. (4 crd)
44. Rounds/Python6/Python8 LG - Ammunition for the revolvers and for some reason, the Ruger. (5 crd)
SMG Ammo/Tech40/AR19/Tech50 - Generic ammo for sub-machine guns. (5 crd)
Shotgun Shells/All Shotguns - Generic ammo for all the shotguns. (6 crd)
9.58 Rounds/All Assault Rifles/CSR30 - Generic Ammo for the assault rifles and light sniper. (8 crd)
50. Cal Rounds/50. Cal Sniper - Special ammo for the anti-armour sniper. (10 crd)
100mm Case/Mauler/Makarov AMG/Iskellian - Generic light-machine gun ammo. (10 crd)
Fuel Tube/Incinerator - Flamethrower fuel for the Incinerator.
Energy Cell/All Laser Weapons. (5 crd)

Weapon Mods
Scope/Basic Non-Electronic scope/Improves accuracy at range - Comes automatically with all sniper rifles, can be fitted to normal pistols and crossbows.
RDS/Red-dot sight/Improves accuracy but gives away where you're aiming - Can be fitted to all guns.
ACOG/Baisc Non-Electrionic scope/Improves accuracy - Can be fitted to Snipers (for close-up work), Crossbows, Assault rifles and Heavy Weapons.
TACOG/Thermal variant ACOG/Improves accuracy, thermal vision, succeptable to interferance - Can be fitted to same weapons as ACOG.
Rapidfire/Increases mechanism speed/Allows 2 extra spt - Can be fitted to any weapon but Snipers and Oddities.
Silencer/Fairly effective gun silencer/Decreases range, makes weapon moderately quietened - Can be fitted to any weapon but Heavy Weapons or those already silent.

Pistols
Colt 10mm/2spt/8cc/Reliable sidearm. (18 crd)
Colt 45./3spt/6cc/Powerful sidearm. (24 crd)
DB9 SI/3spt/6cc/Budget sidearm. (12 crd)
Python 6/2spt/6cc/Reliable revolver sidearm. (18 crd)
Python 8 LG/2spt/8cc/Powerful revolver sidearm. (26 crd)
Mauser/3spt/10cc/Reliable, iconic sidearm, comes with case-stock. (22 crd)

Laser Pistols
FAIII Laser Pistol/4spt/22cc/Heat-based sidearm. (35 crd)

Machine Pistols/SMGs
Marakov/5spt/8cc/Modified Colt 10mm. (24 crd)
Tech40/6spt/18cc/Two grips for added "accuracy". (29 crd)
AR19 Basic/8spt/20cc/Reliable short-range SMG. (36 crd)
Tech50/6spt/22cc/A chainsaw at ten yards. (38 crd)
P100/10spt/20cc/Shockingly rapid firing SMG. (44 crd)

Shotguns
Winchester Pump/1spt/8cc/Sawn off for intimidation. (29 crd)
Chrome Shotgun/1spt/8cc/Long bareled for better range. (34 crd)
Combat Shotgun/2spt/12cc/Better rate of fire for room clearance. (40 crd)
Twinchester Breech/2spt/2cc/This is my boomstick. (34 crd)

Assault Rifles
GRZ 1/3spt/35cc/Independant Assault Rifle. (40 crd)
AR24/3spt/40cc/Alliance Assault Rifle. (44 crd)
Fal-6/5spt/15cc/Highly accurate when few shots fired. (30 crd)
SCAR/3spt/30cc/Reliable Assault Rifle. (42 crd)

Sniper Rifles
Ruger Bolt Action/1spt/5cc/Highly accurate Sniper Rifle. (21 crd)
50.Cal/2spt/6cc/Powerful but less accurate Sniper Rifle. (46 crd)
CSR30/1spt/8cc/Extended mag for extended conflicts. (42 crd)

Heavy Weapons
Iskellian 29/4spt/40cc/Basic LMG. (55 crd)
Marakov AMG/6spt/30cc/Rapid fire LMG. (56 crd)
Thumper XL/1spt/1cc/Powerful grenade launcher. (40 crd)
Mauler Gatling/8spt/50cc/Powerful but inaccurate. (60 crd)
Incinerator/1spt/10cc/Portable packless flamethrower. (55 crd)

Oddities
Crossbow/1stp/1cc/Silent, with electricity assisted loading. (30 crd - 10 normal bolts for 5 crd)
Core Bow/2spt/2cc/Silent, with assisted tracking motors. (30 crd - 10 normal arrows for 5 crd)
Blowpipe/1spt/1cc/Silent, can fire variety of tipped darts. (14 crd - 5 lethal darts for 20 crd, 5 sleep darts for 15 crd)
Taser Pistol/1spt/1cc/Successful hits render a target safely incapacitated. (26 crd - 10 charges for 8 crd)
Throwing/2spt/?cc/Can throw Hatchets or Combat Knifes and retrieve them later. (Ammo dependant, see below)
« Last Edit: February 10, 2010, 01:33:51 PM by Rob Zombie » Logged

Captain of the Derby Privateers. Such as they are.
http://forum.shartak.com/index.php/topic,339.0.html - My finest interview in the Masthead.
AKA: Rincewind, cowardly shaman and trader,
AKA: Rozen, the smooth talking pirate. And trader.
Rob Zombie
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« Reply #1 on: January 16, 2010, 02:48:02 AM »

Melee Weapons (apt - attacks per turn)
Combat Knife/3apt/Functional, sharp, and versitile. (12 crd)
Combat Sword/1apt/An all-business Reaver-style blade. (24 crd)
Gent's Sword/2 apt/A fancy rapier for a fancier fighter. (32 crd)
Long-Axe/1apt/Nothing says 'Class' like an axe in the face. (22 crd)
Hatchet/2apt/Small and sharp, for up close and personal murder. (8 crd)
Knl. Dusters/4apt/Illegal in a bar fight, like you'd care. (12 crd)

Explosives(Thp - Thumper-friendly ammo)
Molotov/Incendiary/Can't quite have a party without a fuel bomb. (8 crd)
Nailbomb/Shrapnel/Nasty tin-can homemade grenade. (8 crd)
Fragnade/Shrapnel/"We're robbing the place. Not occupying it". (14 crd, Thp)
Flash/Stunning/Non-lethal distraction while you make a more lethal one. (12 crd, Thp)
CS Can/Gas/Highly irritant non-lethal gas grenade. (12 crd, Thp)
Semtex/Concussive/Non-copyright protected sticky grenade. (16 crd)
C4/Concussive/Timed or set charge, party in a brick. (18 crd)

Clothing
You can wear whatever clothing you'd like to describe, as long as it doesn't have any bullet-proof or armour-like qualities; that kinda stuff you have to buy. Leather's fine, but we're not talking about the knife-resistant kind unless you buy it  

Armour (dr - durability. Will reduce by 1 or 2 after almost every hit)
Stab Vest/12dr/Resistant to slashing and stabbing attacks. (24 crd)
Bullet Mesh/6dr/Resistant to low-powered ammunition. (26 crd)
Bullet Plates/8dr/Resistant to all kinds of ammunition. (50 crd)
Fiber Mesh/6 dr/Resistant to all kinds of damage. (60 crd)

Useable Items/Kits These kits require the relevant skill to use effectively.
Basic Mechanical Toolbox/6 uses. Contains adhesives, lubricants and basic hand tools. (20 crd)
Basic Technology Case/4 uses. A metal wallet-sized case, with miniature screwdrivers, cables and built in battery. (26 crd)
Basic Medical Bag/6 uses. A doctor's bag, including bandages, stitches and swabs. (30 crd)
Basic Lock Kit/4 uses. Contains the relevant probes to pick basic mechanical locks, and charges to overload electrical ones. (26 crd)
Basic Poison Syringes/2 uses. A leather wallet containing one lethal and one sedative syringe. (30 crd)
Adrenaline Boost/1 use. A syringe of adrenaline, used to restart the heart or or give you some kind of edge. (20 crd)
High-Dose Pain Pills/1 use. Easily swallowable pills that will restore some health temporarily, but are no substitute for real medical attention. (15 crd)

Assets & Complications
Assets
Allure - You're attractive, maybe not on the outside, but people see it coming through. 'Level 3 Influence' can be bought for one point.
Born Behind The Wheel - You know you're good behind the wheel, and so do the rest. 'Level 2 Piloting' comes free when you buy 'Level 1 Piloting'.
Fightin' Type - You're used to being in fights with your fists and your guns. Your first chosen Combat 'Level 3' skill costs only one point.
Friends In High Places - You have contacts in the upper heights of society. You can use them to foot you a loan, or do you a favour once in a while.
Friends In Low Places - You've made yourself friends, or at least debtors, in the criminal underworld. You can use them to foot you a loan, or do you a favour once in a while.
Healthy As A Horse - You don't get sick, ever, and if you do it's not for long at all. Chemicals that adversely effect the body half half the effect on you.
Intimidatin' Manner - You scare people sometimes, when you put on your Scary Face. 'Level 3 Battlefront Sergeant' can be bought for only one point.
Born Leader - People like to obey you and dont know why, and neither do you. 'Level 2 Discipline' comes free with 'Level 1 Discipline'.
Math Whiz - Your head for numbers comes in handy when messing with computers. Your first Computing 'Level 3' can be bought for only one point.
Empathy - You hate to see a living creature in distress. 'Level 2 Medical' comes free with 'Level 1 Medical'.
Mechanical Empathy - You hate to see machines all broken and dead. 'Level 2 Mechanics' comes free with 'Level 1 Mechanics'
Military Rank - You were an officer or enlisted man, and some folks respect that. You'll find old veterans and other sorts acomodating, if they were on your side of the Unification War.
Moneyed Individual - You're wealthy, like really wealthy, like seriously minted. On small purchases there is a d6 roll on whether you pay for the item with your character's active money, or thier Bank Funds (you get it free). 1-5 says free, 6 says you pay for it.
Nose For Trouble - You have a sixth sense for when things are about to go south. There's a good chance you'll get a little warning before the shize hits the fan.
Religiosity - You've got a God or two on your side, and while they don't help you much, people sometimes have a need for a Religous man in the area and might give him free services or discounts in exchange for a blessing or sermon.
Steady Calm - You take a deep breath, count to three and get to business. Your first Discipline 'Level 3' costs only one point.
Tough As Nails - You've been shot, stabbed, cut and beat up on, and you're still standing afterwards. You're less likely to be temporarily disabled by enemy attacks or allied friendly-fire.
Pyromaniac - Sometimes big explosions and fireballs are just what the doctor ordered. Your first Explosives 'Level 3' costs only one point.
Steps Softly - If you dont make an effort to make some noise, people tend not to notice you're there. You get 'Level 2 Covert' free with 'Level 1 Covert'.
Tailgunner - It fires big bullets, it launches big missiles, it makes loud noises, you love it. You get your first Level 3 Heavy Weapons for 1 point.
Ancient Ways - You're schooled in the old ways, and the new ways too. You get 'Level 2 Survival' free with 'Level 1 Survival'.

Comlications

Amorous - When you see a pretty bit of skirt you find it hard not to chase it. Same goes for a tight pair of pants, if you swing such a way.
Filcher - If there's a way to back out of a deal, you'll take it, rather than live up your end of the bargain quite the way you agreed.
Sticky Fingers - You have a tendancy to permanently borrow things that aren't nailed down, and pry up things that aren't nailed down hard enough.
Hooked - Be it on drugs or whiskey or the clean air of the engine room, if you don't get your fix every so often you'll start to feel it.
Deadly Enemy - There's a real badass on your tail, and every so often he's going to make an appearance in one way or another (Talk to Rob about this one, it could be real interesting for one or two players!)
Wanted - There's a bounty on your head. It's either with the Alliance or some Big Bad Bad Guys, but that might prove tricky around certain places.
Midget - No two ways about it. You're one of the little folk. This makes certain actions somewhat trickier.
Dimwitted - You weren't burdened with an overabundance of schooling, and it shows.
Phobia - You can't have phobias of Men With Big Guns, but you can have them of Poodles. When in the presence of your fear, you have a tendency to choke up.
Big Damn Liar - The truth is relative and you're it's second cousin, several times removed. You can't help but lie if it'll make you seem like a bigger man.
Chip On The Shoulder - Some would say you think you're the best. You'd say you damn well know you're the best.
Paranoid - Sometimes the world is just out to get people. Not you though. The Universe is out to get you, and when you're someplace unfamiliar, you're as twitchy as a long-tailed cat in a rocking chair factory.
Creedo - Define a set of ideas that your character lives by; and follow them. This could be 'Never Leave A Man Behind' or 'Always Go Left', or even something like the tennets of a particular faith, real or otherwise, as long as it will hinder you in some way.
Amputee - You're missing a limb, and all you've got at the minute is a cheap prosthetic, or nothing at all.
Old Injury - Some little reminder of a wild past keeps bugging you; could be a dodgy knee operation, or a piece of shrapnel, but it causes all kinds of aches and pains and might even set of metal detectors.

History Lesson
Earth-That-Was: Exodus
Earth, often refered to as above (ETW), is a legend. Popular conception by storyspinners and such is that it was man's own Eden, but in truth we sucked her dry and had to make a mass migration of the race to a newly discovered solar system, with a few suns, dozens of planets and hundreds of moons. Those places that were the most earth-like were settled first, with little terraforming work needing to be done. Planets like Ariel, Bernadette, Londinum, Osiris and Sihnon. Then people began terraforming the other planets away from the core, some of them more Core than others. Those that had the most tech, the most money and the most population rapidly became monitored by thier governances and corporations - thier unified laws weren't aproved of by the Indepentant planets.

Unification War: History Is Programmed By The Winners
The Anglo-Sihno Alliance (named after Londinum and Sihnon who formed the Alliance) wanted to put it's laws on the border worlds, but the Independants liked to keep themselves to themselves, and didn't appreciate much the level of freedom, or lack thereof, that the Alliance held available. War. Bloody, terribly war. And that still don't come close to explaining it.
The Alliance won, and while they haven't had time to bring 'Peace and Civilisation' to all the good people of the border worlds, they still have elements creeping in, in places.

The Core, The Rim
Generally, Core Worlders are rich, happy, in work and want for nothing. If you believe the propaganda. While few of them are going starving and poor, they may not be happy. Stuck in an unimaginative job from 9 to 5 every day, working to feed a family, pay the schools and medical bills... all watched over, having almost every move tracked on a monitor or card somewhere. There are criminals here, who managed to stick a finger in the electronic eye of the Alliance every now and again.
Generally, Rim Worlders are hard working, and hardly working. Often at opposite ends of the poverty scale, rich rimworlders are often rich from Alliance trading or criminal enterprise and poor ones are often between jobs and hard working when they're in them. The war out here didn't just happen, it screwed them over for the most part. Alliance tarrifs sap the income from spaceports, but the smugglers out here dont mind so much, since they'll get you a cheaper deal - even if it's just to prod the Alliance, since a lot of criminals out here are ex-soldiers from the war on either side.
Between the Rim and the Core are the Border worlds. Depending on the world there'll be more sway towards one side or the other, but generally you'll see poor farmers and ranchers looked over by rich magistrates and prying Feds.
« Last Edit: January 31, 2010, 10:28:03 AM by Rob Zombie » Logged

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« Reply #2 on: January 16, 2010, 02:37:41 PM »

Big Damn Heroes
Roles Summary - The number next to the names is thier skill in that area. Doing this I actually noticed Wendell has a spare skill point  

The Leaders - Lt Lee Lister (3 Battlesarge)
The Fighters - Lt Lee Lister (2), Zeek (3 Long Barrels), Meat (3 Assault), Yoda (1), BaronRed (1)
The Gunners - Wendell Stamps (2)
The Medics - Wendell Stamps (2)
The Engineers - Red Buttons (1), Zeek (1), "Crash" Foreman (3)
The Techies - BaronRed (3 Programing)
The Coverts - Yoda (3 Stealth), Wendell Stamps (2)
The Pilots - Red Buttons (2), "Crash" Foreman (2)
The Bombers - Red Buttons (2)
The Survivors - Wendell Stamps (1), Zeek (1)

Lt. Lee Lister - The Captain - Tom Failur
Level 1 Discipline
*Level 2 Discipline
**Level 3 Battegroup Sergeant
Level 1 Combat
*Level 2 Combat
Asset: Born Leader
Asset: Military Rank
Asset: Steady Calm

Complication: Creedo- "Don't kill unless necessary, and only then thsoe who deserve it. Never leave a man behind. Loyalty is everything."
Complication: Old Injury- Large piece of shrapnel still lodged in left leg, lasting gift from the Unification War. Most of the time it's fine, apart from a slight limp, but some days it just plays up. Plus it plays havoc with metal detectors.

Inventory:
Combat Knife/3apt
Colt 10mm/2spt/8cc/Reliable sidearm (6/8)
Pistol Clips/Colt10mm/Colt 45./DB9 SI/Makarov x2.
AR19 Basic/10spt/20cc/Reliable short-range SMG. (17/20)
SMG Ammo/Tech40/AR19/Tech50 x1.
147.5 Credits
30 Experience Points
6 Luck Points

Marco Shanks - Sneaky Medical Gunner - Jack Bauer
Medical Level 1
*Medical Level 2
Covert Level 1
*Covert Level 2
Heavy Weapons Level 1
*Heavy Weapons Level 2
Level 1 Combat
Explosives Level 1
Asset: Empathy
Asset: Steps Softly
Asset: Religiosity - Alvian Faith Of Violence
Complication: Wanted
Complication: Creedo - What would Alvis do?
Complication: Deadly Enemy

Inventory:
Iskellian 29/4spt/40cc/Basic LMG. (36/40)
100mm Case/Mauler/Makarov AMG/Iskellian x2
Machete/1apt/A simple single edged blade.
Basic Medical Bag (5/6)
Stratocaster Violin and Violin Case.
Alvian Holy Book.
85 Credits
16 Experience Points
9 Luck Points

Alias; Zeek - The Sharpshooter - Zeek
Level 1 Combat
*Level 2 Combat
**Level 3 Long Barrels
Level 1 Survival
Level 1 Discipline
Assets: Intimidatin' Manner
Assets: Steady Calm
Assets: Fightin' Type
Complication: Deadly Enemy
Complication: Creedo - Professionalism Is Everything
Complication: Predjudiced - A very special and personal hateon for slavers and folks who harm children. will generally go out of his way to do bad things to them.
Complication: Sociopath - No innate sense of morality or empathy. tends to give people the creeps if not careful, and may have a hard time dealing with them when they get emotional.

Inventory:
50.Cal/2spt/6cc/Powerful but less accurate Sniper Rifle. (6/6)
50. Cal Rounds/50. Cal Sniper. x1
Winchester Pump/1spt/8cc/Sawn off for intimidation. (6/8)
Shotgun Shells/All Shotguns.
Desert Camo bottoms, combat boots, oilskin duster and hat.
86 Credits
18 Experience Points
4 Luck Points

Jan 'BaronRed' Luftzeit - The Computer Genius - King Biscuit
Level 1 Computing
*Level 2 Computing
**Level 3 Computing – Programming
Level 1 Combat
Asset: Math Whiz
Asset: Military Rank
Asset: Moneyed Individual
Complication: Hooked – Stims
Complication: Chip on the Shoulder
Complication: Filcher

Inventory:
Adrenaline Boost/1 use. A syringe of adrenaline, used to restart the heart or or give you some kind of edge. x2
Basic Technology Case/4 uses. A metal wallet-sized case, with miniature screwdrivers, cables and built in battery (4/4)
Sawed-off Twinchester Breech/2spt/2cc/This is my boomstick. (2/2)
Shotgun Shells (18)
85 Credits
28 Experience Points
7 Luck Points

Ex-Colonel "Meat" Haston - The Trooper - Meatwadjim
Level 1 Combat
*Level 2 Combat
**Level 3 Combat (Assault)
Level 1 Survival
Asset: Fighter type
Asset: Nose for trouble
Asset: Millitary Rank
Complication: Addiction-Alcoholism
Complication: Addiction-smoking
Complication: Paranoid
Inventory:
GRZ 1/3spt/35cc/Independant Assault Rifle. (26/35)
9.58 Rounds/All Assault Rifles/CSR30 - Generic Ammo for the assault rifles and light sniper x5
Blue Sunc Smokes x2 (8/12)
Bottle of Rum (12/20)
Alliance U-War dress uniform, rank inscribed, faded slightly.
90 Credis
23 Experience Points
7 Luck Points

"Crash" Foreman - Ace Mechanic and Pilot
Piloting 1
*Piloting 2
Mechanics 1
*Mechanics 2
**Mechanics 3 (big ships)
Asset: Born behind the wheel
Asset: Mechanical empathy
Complication: Hooked (if he's not able to actually race, then he at least has to be tinkering with something mechanical, tuning it, trying to make it faster. Even if this isn't really necessary or, indeed, advisable)
Complication: Creedo ("Pedal to the metal" - HATES having to pilot a vehicle at anything less than it's maximum speed. "If something's worth doing, it's worth doing right" - not a big fan of slapdash repairs, even if a slapdash repair is all that there is time for)
Inventory:
Basic Mechanical Toolbox (unless there is something better he can have)
Light-coloured cotton shirt, dark brown cargo pants, black belt, black boots
135 Credits
16 Experience
8 Luck Points

Hu Dini - Covert Specialist - Euph
Level 1 Covert
*Level 2 Covert
**Level 3 Locksmith
Asset: Steps softly
Asset: Moneyed Individual
Asset: Nose For Trouble
Complication: Sticky Fingers
Complication: Deadly Enemy
Complication: Jaded - Having gone to too many places and done too much to enjoy life's simple pleasures can aggrivate others
Complication: Creedo - Teetotals and refuses pain medications unneccessary to remain alive

Inventory:
Basic Lock Kit
Basic Poison Syringes
Combat Knife
140 Credits
13 Experience
4 Luck Points

C. Foster - NPC - The Manager
Level 1 Covert
*Level 2 Covert
**Level 3 Stealth
Level 1 Combat
*Level 2 Combat
**Level 3 Oddities
Level 1 Piloting
*Level 2 Piloting
Level 1 Computing
*Level 2 Computing
Asset: Highly Educated
Asset: Steps Softly
Asset: Math Wizz
Complication: Lightweight
Complication: Deadly Enemy

Inventory:
Hipflask of water
Gent's Sword/2 apt/A fancy rapier for a fancier fighter.
x4 Combat Knife/3apt/Functional, sharp, and versitile.
Combat boots, black cargo bottoms, black t-shirt, black sleeveless combat jacket.

Cpt. Robert Hawkins - NPC - The Smuggler
Level 1 Combat
*Level 2 Combat
**Level 3 Pistols
**Level 3 Long Barrels
Level 1 Survival
Level 1 Mechanics
Level 1 Discipline
*Level 2 Discipline
**Level 3 Influence
**Level 3 Craft's Captain
Asset: Fightin' Type
Asset: Tough As Nails
Asset: Nose For Trouble
Complication: Greed
Complication: Deadly Enemy
Complication: Amputee - Hawkins needs to plug his leg in every day or so. It's mechanical, and expensive. During an encounter with Tong smugglers during the U-War, Hawkins took a knee full of shot when taking guns off the dead.
Scoped Python 8 LG/2spt/8cc/Powerful revolver sidearm with scope enhancement (8/8)
RDS Combat Shotgun/2spt/12cc/Better rate of fire for room clearance. (12/12)
Fiber Mesh/6 dr/Resistant to all kinds of damage (6/6)
Combat Sword/1apt/An all-business Reaver-style blade.
NewTech Sunglasses - Reveal wires, weapons and pipes, through walls or clothes.
Fine leather jacket, work boots, tan bottoms, dirty grey shirt.

Foresight - Your Ship
Cargo Bay: Average. Contents: Empty.
Speed: Good
Agiliy: Good
Infirmary: Full
Armoury:
2x AR19 Basic SMGs
1x GRZ Assault Rifle
1x AR24 Assault Rifle
1x FAIII Laser Pistol
Federal Agent Eriksen's IDent Card
Federal Agent's Expenses Card
5x AR24 Assault Rifles
1x FAL-6 Assault Rifle
12x Assault Rifle clips
« Last Edit: March 15, 2010, 11:56:56 PM by Rob Zombie » Logged

Captain of the Derby Privateers. Such as they are.
http://forum.shartak.com/index.php/topic,339.0.html - My finest interview in the Masthead.
AKA: Rincewind, cowardly shaman and trader,
AKA: Rozen, the smooth talking pirate. And trader.
yodas minion
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« Reply #3 on: January 16, 2010, 03:20:25 PM »

 YODA!
level 1 combat (1/5)
level 1 covert (2/5)
level 2 covert (free)
level 1 survival (3/5)
level 2 survival (free)
level 1 computing (4/5)
level 1 piloting (5/5)
Asset:steps softly
Asset:ancient ways
Asset:moneyed individual
complication:paranoid
complication: creedo - "always enter quietly,never be by people who smell like cabbage"
complication: phobia of cabbage
complication: deadly enemy

items:
Bullet Mesh/6dr/Resistant to low-powered ammunition. (26/100 crds)
Python 6/2spt/6cc/Reliable revolver sidearm. (44/100 crds)
Basic Lock Kit/4 uses (70/100 crds)
Adrenaline Boost/1 use.  (90/100 crds)
2 packs of python ammo (100/100 crds)
0 credits left

 clothing:
a black suit and my concealed Armour/weapons underneath.
i wear fingerless gloves and (if possible) have had surgery to remove my fingerprints (if not then later in game "if possible" will buy such surgery)
black boots, and a black hat.
« Last Edit: January 16, 2010, 07:12:56 PM by yodas minion » Logged

Falling Sand - Necromancer - Native Shaman
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« Reply #4 on: January 16, 2010, 03:22:54 PM »

I suspect if your a midget things are harder for you to reach, but you can find things closer to the ground better and can get past people by pretending to be part of the circus.
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« Reply #5 on: January 16, 2010, 03:24:37 PM »

well i wanted to be a midget (haha i know but still) so i could hide in ventilation shafts and pretend to be a dead body sometimes....or i can go into the streets and wear dusty clothes/tattered and beg for money acting like a small child.

but i am a moneyed person so.... Wink
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Poisonous Soldier-Ambassador of wiksik-Native Warrior
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« Reply #6 on: January 16, 2010, 03:28:57 PM »

This is looking sweet, I'm  not sure if I'll be on much but I'll definitely be back by Tuesday.

Name: Wendell Stamps

Skills
Medical Level 2
Covert Level 2
Heavy Weapons Level 2
Survival Level 1
Exp- 10
Assets
Empathy
Steps Softly
Tailgunner

Complications
Wanted
Hooked
Deadly Enemy

Let me know if I have any spare skill points, sorry.

Inventory
Iskellian HMG-29
2 100mm cases Iskellian ammo

Background
Private with the Independant's cause during the war. Spent most of the time guarding supply convoys in space and on the ground. In the desperate days at the end of the was Wendell was used as a medic due to reinforcement issues. After the war he was tired of killing for pay so Wendell joined a local syndicate and put his skills to use. His boss though had more use for his abilities with a scalpel than a machine gun. In exchange for treating low lives Wendell was given a full ride through medical school. It wasn't long after that the local authorities grew tired of the criminal presence. The police wiped out everyone in the group except Wendell who escaped wounded in the gut. Wendell used the last of his supplies to fix himself back to health but the addiction to pain killers he developed during treatment will take longer to fix.

*note this is a very brief overview if you want specific details you will have to ask him

Wendell wears a white suit with a black vest, a black string tie, and a white fedora. He also carries a gold pocket watch and some war mementos in his pocket.
« Last Edit: January 19, 2010, 03:45:34 PM by Jack Bauer » Logged

I'm an American nationalist and a registered Libertarian. I've been called a xenophobe but I'm not. I just happen to believe America is the best country and the other countries just aren't as good, that used to be called patriotism.

"Two Jews walk into a bar and that bar was called damnation. Praise his name." -Rev. Jimmy

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« Reply #7 on: January 16, 2010, 03:52:25 PM »

Ok, I modified my firt post a bit, still waiting for more info. From what I saw on YouTube this is some kind of a Space-Western, right? When I get the skill A/C stuff done I'll write and PM you my backstory
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« Reply #8 on: January 16, 2010, 03:53:39 PM »

Yes, there's another sort of conflict between the Money and the Midget. Depending on your character backstory I'd strongly suggest not going with Midget. If your money comes from being born on some Core world into a rich family, you might be cut off from the family funds for not being 'normal/presentable', but if you were born on the Rim or in the Borders then it probably wouldn't be such a problem if your money came from being a govenor's son or successful circus proformer. As for the Pros/Cons of the Midget; yes, you wouldn't be able to reach high shelves of course, and in a melee fight you'll be out reached by someone of normal height and it's possible they'd pick you up and throw you if they were rather strong themselves    but advantage wise, it's easier for you to get around in vents, as was said, and hide in various cupboards, cargo crates and whatnot, as well as being in a better position for 'dirty fighting' if someone does come up to you in a melee. But don't mistake it for an Asset. There might not be vents or hiding places, but there will be a lot of people taller than you and looking to make that advantage known.

As for a phobia of cabbage (I lol'd  lolz) I would be finding ways to work cabbage into the story every so often, so you don't get off as lightly as if you'd have said a phobia of heights or something.

((I want to play too!  I just watched the whole series and it makes SO much more sense now.)) But I still need some help.  
No problem CyA, I'd love to have you. Have you along, I mean. I read that poem in the Shivering Timbers thread the other day and I'm still shaking at the knees. Neil was right, it does have sex with your eyes.   - raises a question though, out of all the players here, who has seen Firefly or Serenity, or both?

Jack, Aguirre, Yodas, CyA, you all seem to have got the character creation thing down   Can't see any errors right now but I'll be double checking when I start putting it all onto a post for GM stuff, really soon.
You'll get experience/skill points both for completing missions, overcoming situations and if your character has any lifetime ambitions, for fulfilling those too (not like, buying a customised rifle, but more like owning your own horse or getting property in your name). That's the kind of thing I need to get all your character sheets for, adding exp, taking away ammo, ect. I thougt I'd put the exp info down earlier, but I haven't   I'll get to doing that now. It'll be in 'Skills pay the Bills'.

If anyone wants to talk about character backgrounds with me or has a special request for an item (like the vehicle adaptation kit for Midgets - or Tom Failur's Mauser wich will be making a reappearance) or needs to know or talk about something else, PM me about it, or don't be afraid to post it here. It's just a discussion thread at the minute, nothing's set in stone yet.
* Rob Zombie goes to work on the ammo updates.
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http://forum.shartak.com/index.php/topic,339.0.html - My finest interview in the Masthead.
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AKA: Rozen, the smooth talking pirate. And trader.
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« Reply #9 on: January 16, 2010, 04:00:04 PM »

I've only seen the pilot for Firefly, it looks good but I'm not going to be able to watch the rest until I finish up The Wire. So I probably will be needing some help.
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I'm an American nationalist and a registered Libertarian. I've been called a xenophobe but I'm not. I just happen to believe America is the best country and the other countries just aren't as good, that used to be called patriotism.

"Two Jews walk into a bar and that bar was called damnation. Praise his name." -Rev. Jimmy

Are you ready to ask her that big question...."Will you get me another beer?"
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« Reply #10 on: January 16, 2010, 04:06:33 PM »

if i were a midgit it would be that i was in the big city son of a rich merchant but he hated me for my shortness  Grin and put me on the doorstep of an orphanage and i ran away from there and got adopted by the carney's! and every day we ate cabbage and i hated it...but they forced me to indulge in such wretched filth! and then one day they tried to get me to like it by making me sleep in a room filled with cabbages!!! and so i ran from there and stole all their money and a week later all those carnies were slaughtered by a rebel attack.
 Grin
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« Reply #11 on: January 16, 2010, 04:12:21 PM »

Name Unknown
Skills
-Level 1 Combat (1/5 skill points)
--Level 2 Combat (3/5 skill points)
---Level 3 Long Barrels (4/5 skill points)
-Level 1 Mechanics (5/5 skill points)
Assets
-Intimidatin' Manner
-Steady Calm
-Fightin' Type
Complications
-Deadly Enemy
-Filcher
-Sticky Fingers
-Big Damn Liar
Items
-50.Cal (Sniper Rifle) (46 crd)
-Winchester Pump (Shotgun) (29 crd)
Clothing
-surplus combat pants (desert camo pattern)
-combat boots
-oilskin duster & hat



mind explaining how the stats on the items work? ie: what do spt, cc, apt, & dr stand for?
« Last Edit: January 16, 2010, 05:19:30 PM by Zeek » Logged
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« Reply #12 on: January 16, 2010, 04:14:17 PM »

can we buy silencers? and i think spt means shots per turn.
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Poisonous Soldier-Ambassador of wiksik-Native Warrior
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« Reply #13 on: January 16, 2010, 04:24:50 PM »

I've only seen the pilot for Firefly, it looks good but I'm not going to be able to watch the rest until I finish up The Wire. So I probably will be needing some help.
Possibly the two best TV shows ever made, I don't blame you for finishing up  

Yodas, change rebels to 'Reavers' and you've got a reasonably plausable backstory there hehe. You've not seen the show have you? I'd better fish that summary thing off one of the old threads.
You can get silencers, scopes and other atatchments (all of which I'm going to steal from Modern Warfare 2 XD) at a later date. Right now you're starting with unmodified weapons; iron sights and full volume only. Stuff like that'll probably be expensive too, and will have a drawback like reduced range, to make sure you can't silently take out an entire platoon without some difficulty.

spt - shots per turn, cc - clip capacity, apt - attacks per turn, and dr is durability. They should be labeled now, in the section heading.

Updates still needed (To let you know what's on it's way and so you can tell me what's missing or you'd like to see)
Items for classes, eg, med supplies, explosives, lockpicks, and the backstory summary of The Verse.

Oh, if I ever don't answer you're question, just ask me again. I'm trying to juggle updates and check character sheets and get ready to go out at the same time so I might forget  
And can you send me a link to that youtube thing you watched please, Aguirre?
« Last Edit: January 16, 2010, 04:28:12 PM by Rob Zombie » Logged

Captain of the Derby Privateers. Such as they are.
http://forum.shartak.com/index.php/topic,339.0.html - My finest interview in the Masthead.
AKA: Rincewind, cowardly shaman and trader,
AKA: Rozen, the smooth talking pirate. And trader.
yodas minion
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« Reply #14 on: January 16, 2010, 04:27:14 PM »

i modified my first post to add clothing...i forgot about that part!
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Falling Sand - Necromancer - Native Shaman
Seeking out lichdom

Poisonous Soldier-Ambassador of wiksik-Native Warrior
Fighting the wiksik war

Merchant Yoda- Trader - Native villager
Rallying in Raktam with friends.
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