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 Tarin Vinders (Shifter) 
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Here are the first three rolls of the hero's journey of the character I'm making. He'll get one more once I see these and decide what I'm gonna roll on.

Name: Tarin Vinders
Race: True Atlantean
Iconic Framework: Shifter

Narrative Hook:
1d20 (5)

Enchanted Items and Mystic Gadgets
1d20 (13)

Education
1d20 (16)

Experience & Wisdom
1d20 (11)

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Tarin Vinders
True Atlantean Shifter
Bennies: 3
PPE: 14/15



Mon Feb 20, 2017 10:16 am
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Name: Tarin Vinders
Race: True Atlantean
Iconic Framework: Shifter

Final Heroes Journey Roll
Training

1d20 (20)

Money Roll

1d4 (4)

_________________

Tarin Vinders
True Atlantean Shifter
Bennies: 3
PPE: 14/15



Mon Feb 20, 2017 11:10 am
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Character Sheet

Player Name: Tony/Schoonerhelm
Google Handle: tonyhoffart@gmail.com
Character Name: Tarin Vinders
Rank: Novice Experience: 1 (7/30/17) Advances Left:
Race: True Atlantean
Iconic Framework: Shifter
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 6; Strain: 0
Skills:
  • Shooting: d8
  • Fighting: d8
  • Throwing: d4
  • Spellcasting: d8
  • Climbing: d4
  • Knowledge: Arcana d8
  • Knowledge: Computers d4
  • Notice: d4
  • Investigation: d8
  • Stealth: d4
  • Persuasion: d4
  • Streetwise: d8
  • Survival: d4

Hindrances
  • Hindrance (Major): Curious: Wants to chart the megaverse.
  • Hindrance (Minor): Phobia: Claustrophobia/ Confinement (being tied up)
  • Hindrance (Minor): Quirk (Speaks with a lisp).

Edges
  • Edge: Linguist - Speaks 8 languages. American, Elven/Dragonese, Techno-Can, Spanish, Gobbeley, Faerie-Speak, Euro, Trade 1.
  • Edge: Investigator +2 to Investigation, Streetwise & Notice rolls to search through evidence.
  • Edge:


Credits: 4000 (-1500 for purchase)

Iconic Framework
  • Arcane Background (Magic)
  • Begins with d8 spellcasting & 15 PPE
  • 3 Powers: Banish, Warrior’s Gift, Armor

Bind the Summoned
  • Reduce Max PPE by amount to summon entity, it remains bound to service until released or incapacitated. 1 entity per rank.
  • Dimension Sense
  • Notice roll to determine details about a dimension.
  • Expanded Awareness
  • Use Detect Arcana spell At-Will cost 0 PPE.
  • Master of Magic
  • Master Summoner
  • Gain the Summon Ally power, duration 5 minutes. Mega power -force multiplication.
  • PPE Manipulation
  • Have the drain power points and PPE thief mega powers.
  • Rift Mastery
  • +4 on rolls to open & manipulate Rifts +2 when using Banish power.

Complications
  • Corruption
  • When summoning corrupt entities GM may call for a Spirit check, if entity wins gain a point of corruption. If corruption points equal half his Spirit die type character is unplayable.
  • Cybernetics
  • -1 to Spellcasting skill for each point of Strain
  • Enemies
  • Automatic Enemy of CS & Lord Dunscon for not swearing fealty.

True Atlantean Bonuses
  • Ageless
  • Does not age normally after age 25
  • Tough
  • +1 Toughness (factored-in)
  • Marks of Heritage
  • Clan Blade: Nothing is more iconic of the True Atlantean than his tattoos. Activating the weapon tattoo, as an action, gives the bearer the Smite power (self only). Use Spirit as the arcane skill to activate this power. The mystical tattoo imbues the hero with 5 P.P.E. usable solely for activating the Clan Blade. This pool of P.P.E. recharges at the rate of 1 per hour and is unaffected by Rapid Recharge. Additional P.P.E. from other sources cannot be used with this power. The clan blade manifests as a semi-transparent blade construct of magical force. If the character has Smite from another source (an Arcane Background, for example), they gain Improved Mark of Heritage - Clan Blade as a bonus edge
  • Heart impaled by Stake (no blood): This special ward makes the hero immune to the Mind Control and Puppet powers of Vampires only.
  • Sense Ley Lines
  • Sense a ley line within 10 miles & determine it’s power level, flow direction, and nexus points. Also can sense rifts, and new rifts within 50 miles.
  • Spirited
  • +1 die type to Spirit Attribute (factored in)

True Atlantean Complications
  • Burdened By Destiny
  • Reduce Heroes Journey Rolls by One.
  • Cyber Resistant
  • Vampiric Emnity
  • Occupiers of the Homeland
  • -4 When dealing with Splugorth or their Minions
  • Duty to the Clan
  • Loyalty Hindrance to clan. Needs a clan chieftain for further tattoos.
  • Duty to the Megaverse
  • Has the Heroic Hindrance
  • Operate Dimensional Pyramids
  • Use Common-Knowledge Roll.
Hero’s Journey
  • Narrative Hook
  • Roll Result: 5
  • Description: Displaced by Dunscon’s “true federation”.

  • Enchanted Items & Mystic Gadgets
  • Roll Result: 13
  • Description: Magic Optics (Goggles)

  • Education
  • Roll Result: 16
  • Description: Investigator Edge and Investigation D6

  • Experience & Wisdom
  • Roll Result: 11
  • Description: Select one background edge: Linguistics

  • Training
  • Roll Result: 20
  • Description: Choose One: 1-3 After training in the paramilitary allocate +5 points to into fighting, shooting and throwing. (Fighting +3, Shooting +1, Throwing +1)


Advances
  • Initial Advances: (From Hindrances): Agility +1 Smarts +1
  • Cybernetic Modifications:
  • Novice 1 Advance:
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

_________________

Tarin Vinders
True Atlantean Shifter
Bennies: 3
PPE: 14/15



Last edited by Tarin on Wed Mar 08, 2017 11:51 am, edited 1 time in total.



Mon Feb 20, 2017 12:50 pm
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Gear:
• NG-S2 Survival Pack 

• Adventure Survival Armour

• NG-33 Laser Pistol

• TW Optics System

• Grade 1 Field Comp

_________________

Tarin Vinders
True Atlantean Shifter
Bennies: 3
PPE: 14/15



Mon Feb 20, 2017 12:51 pm
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Tarin remembers an idyllic childhood roaming the wild lands about his village. He would always go further than the other youths, usually receiving heavy punishments as a result. He was never dissuaded. The other side of the mountain, or the depths of that cave were far too enticing to be dissuaded by any danger or punishment.

In the end it was his explorative nature that saved him. When the Sunaj Assassins and the Slaver Barges came he was out in the hills. He felt the magic, and heard the screams as he approached, and though it pained him, he hid from their searches. He is not certain if others of his clan survived, even to this day. He may be the last.

Alone and destitute, Tarin fled the assassins and the slavers. He sought out a dimensional pyramid his instructors had informed him of. With the Sunaj on his tail he managed to reach the pyramid before them and blindly seeking a safe-place, he rifted himself to a monastery of Mystics deep in the magic zone.

The mystics were kind and wise and it was indeed a sanctuary for Tarin to heal his body and soul. The mystics felt affinity to the Atlantean's kind and generous soul, and they offered to share their divine grace with him, but Tarin's curiosity led him down a more esoteric path and he was drawn to the libraries and knowledge of the federation of magic and Tolkeen and with a pledge to always be in the mystic's debt, he went out into the world to learn the ways of a Shifter.

It was this thirst for knowledge that got the young Atlantean caught up in the war. At first taking a support role to more powerful magi, and then running smaller cells as the war progressed, to finally aiding in the escape of refugees and then becoming one himself. Back out into the magic zone he fled as Tolkeen was decimated.

But there he found no refuge. Lord Alistair Dunscon was using the desperation of the loss of Tolkeen to consolidate his power, and unless Tarin pledged fealty to the "true federation" he was hunted like a dog.

And hunted like a dog he was. Endlessly pressed, trying to find a rift somewhere else, anywhere else that wasn't this besieged rock. But harried and weak he was on his last legs and eventually his tricks ran-out.

He would have lost his freedom there, if it were not for the grace of destiny, a true refuge was provided by the Tomorrow Legion, and they nursed him back to health. Now without a home for the third time in his relatively short-life, Tarin's gratitude and loyalty is directed at a new group. As he healed and his sorrow waned, an excitement began to rise at the thought of what new discoveries awaited him through this new patron.

_________________

Tarin Vinders
True Atlantean Shifter
Bennies: 3
PPE: 14/15



Mon Feb 20, 2017 1:45 pm
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Hello,

Is this character ready for inspection?

VV

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Tue Feb 21, 2017 7:13 pm
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I'm not going to comment on your character stats themselves, but rather your background. Please note that my comments are meant to be constructive. I think you have a fine start to your background. But it lacks punch and bite.

How well do you know the story of the True Atlanteans from Classic Rifts? While the bones of your story are great, I know as a GM, I'd prefer to see more hooks to the larger Clan you are a part of, to the community that raised you. Even if only village sized, that village would have honest to god Big Damn Heroes in it. Undead Slayers, Ley Line Walkers, Mind Melters, and other larger than life people to hang all kinds of interactions on. The "average" True Atlantean is not a run of the mill survive-the-day type of person. They are actively avoiding the attentions of the Splugorth (including the Sunaj), the vampires, demons, and who knows what else. Even the guy who runs a restaurant would be actively feeding people, helping others, and looking down on them at the same time. Literally every member of the race is Heroic. That's something to keep in mind. Survival is a means to an end, not an end itself.

For someone who knows the source material, I can see the hints of that, but I think you'd have a stronger background if you included some of that. GMs love details. It gives them places to hang story hooks. If your uncle is an Undead Slayer, maybe one of your cousins is too, and maybe you run across him on an adventure and he gives you some vital piece of information. Or maybe he gets into a fight with you because the two of you ALWAYS fight. not to the death or even blood, but you seriously can't help but want to punch each other if you spend more than five minutes together. Or maybe you'll run into an adversarial ally like the cousin who has the information you need.

Further, your hindrances should play a central role in your background and it shouldn't take much to find them. You do that with your major, but the one about confinement seems tacked on.

I'll also warn you against verbal affectations. It's hard to write that consistently. Do what you want there, but make sure you're prepared for the expectation.

Take these suggestions as what they are, but keep in mind the shoes you're stepping into as a character. The True Atlanteans are literally heroes in the Megaverse at large. That's a big deal.

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Tue Feb 21, 2017 8:30 pm
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I count 16 skill points spent, assuming I am not missing snymthinking gained by IF or HJ rolls.

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Sayeen Gabbersleaf
ISP :30/2
Active Psionic Powers: None
    Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
    Worn Armor:
      Cyber Knight medium armor(TW): +6Armor, +1 toughness
      Cyber Armor: +2 toughness
    Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
    Combat Abilities
      improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
      Cyberkenetic Combat: -2 to hit if attack is purely technology based
      Champion: +2 damage & toughness vs supernatural evil
      Giant Killer: +1d6 damage vs creatures size 3 and larger
    OOC Comments
    Bennies:2 Spent:2
    -reroll to avoid brain burn
    -reroll fighting attck vs beasty in power plant
    +1 for group posting quickly
    Adventure deck cards: Cutting in Line: 3 initiative cards
    Accounts: Sayeen (primary), Iron Tick (secondary)


    Tue Feb 21, 2017 11:49 pm
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    Sayeen Gabbersleaf wrote:
    I count 16 skill points spent, assuming I am not missing snymthinking gained by IF or HJ rolls.


    Skills from Heroic Journey & Iconic Framework
    Fighting D8 - 3pts
    Shooting D4 - 1pt
    Throwing D4 - 1pt
    Investigation: D6 2pt
    Spellcasting: D8 3pt

    Remaining:
    Shooting 2
    Climbing 1
    Knowledge Arcana 3
    Knowledge Computers 1
    Notice 1
    Investigation1
    Stealth 1
    Persuasion 1
    Streetwise 3
    Survival 1

    15 points by my count.

    Thanks for checking tho.

    Tony/Schooner

    _________________

    Tarin Vinders
    True Atlantean Shifter
    Bennies: 3
    PPE: 14/15



    Wed Feb 22, 2017 3:54 pm
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    After discussing a couple points with High Command, I've revised one hindrance and he's re-written one of the disadvantages associated with the True Atlantean race that I've factored in. I'll be fleshing out the backstory a bit with my GM, but this is the character as it stands.

    Character Sheet

    Player Name: Tony/Schoonerhelm
    Google Handle: tonyhoffart@gmail.com
    Character Name: Tarin Vinders
    Rank: Novice Experience: 0 Advances Left:
    Race: True Atlantean
    Iconic Framework: Shifter
    Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
    Charisma: 0; Pace: 6; Parry: 6; Toughness: 6; Strain: 0
    Skills:
    • Shooting: D8
    • Fighting: D8
    • Throwing: D4
    • Spellcasting: D8
    • Climbing: D4
    • Knowledge: Arcana D8
    • Knowledge: Computers D4
    • Notice: d4
    • Investigation: d8
    • Stealth: d4
    • Persuasion: d4
    • Streetwise: d8
    • Survival: d4

    Hindrances
    • Hindrance (Major): Curious: Wants to chart the megaverse.
    • Hindrance (Minor): Phobia: Claustrophobia/ Confinement (being tied up)
    • Hindrance (Minor): Loyal. To his party.

    Edges
    • Edge: Linguist - Speaks 8 languages. American, Elven/Dragonese, Techno-Can, Spanish, Gobbeley, Faerie-Speak, Euro, Trade 1.
    • Edge: Investigator +2 to Investigation, Streetwise & Notice rolls to search through evidence.
    • Edge:


    Credits: 4000 (-1500 for purchase)

    Iconic Framework
    • Arcane Background (Magic)
    • Begins with d8 spellcasting & 15 PPE
    • 3 Powers: Banish, Warrior’s Gift, Armor

    Bind the Summoned
    • Reduce Max PPE by amount to summon entity, it remains bound to service until released or incapacitated. 1 entity per rank.
    • Dimension Sense
    • Notice roll to determine details about a dimension.
    • Expanded Awareness
    • Use Detect Arcana spell At-Will cost 0 PPE.
    • Master of Magic
    • Master Summoner
    • Gain the Summon Ally power, duration 5 minutes. Mega power -force multiplication.
    • PPE Manipulation
    • Have the drain power points and PPE thief mega powers.
    • Rift Mastery
    • +4 on rolls to open & manipulate Rifts +2 when using Banish power.

    Complications
    • Corruption
    • When summoning corrupt entities GM may call for a Spirit check, if entity wins gain a point of corruption. If corruption points equal half his Spirit die type character is unplayable.
    • Cybernetics
    • -1 to Spellcasting skill for each point of Strain
    • Enemies
    • Automatic Enemy of CS & Lord Dunscon for not swearing fealty.

    True Atlantean Bonuses
    • Ageless
    • Does not age normally after age 25
    • Tough
    • +1 Toughness (factored-in)
    • Marks of Heritage
    • Clan Blade: Nothing is more iconic of the True Atlantean than his tattoos. Activating the weapon tattoo, as an action, gives the bearer the Smite power (self only). Use Spirit as the arcane skill to activate this power. The mystical tattoo imbues the hero with 5 P.P.E. usable solely for activating the Clan Blade. This pool of P.P.E. recharges at the rate of 1 per hour and is unaffected by Rapid Recharge. Additional P.P.E. from other sources cannot be used with this power. The clan blade manifests as a semi-transparent blade construct of magical force. If the character has Smite from another source (an Arcane Background, for example), they gain Improved Mark of Heritage - Clan Blade as a bonus edge
    • Heart impaled by Stake (no blood): This special ward makes the hero immune to the Mind Control and Puppet powers of Vampires only.
    • Sense Ley Lines
    • Sense a ley line within 10 miles & determine it’s power level, flow direction, and nexus points. Also can sense rifts, and new rifts within 50 miles.
    • Spirited
    • +1 die type to Spirit Attribute (factored in)

    True Atlantean Complications
    • Burdened By Destiny
    • Reduce Heroes Journey Rolls by One.
    • Cyber Resistant
    • Vampiric Emnity
    • Occupiers of the Homeland
    • -4 When dealing with Splugorth or their Minions
    • Duty to the Clan
    • Vow Hindrance to clan. Needs a clan chieftain for further tattoos.
    • Duty to the Megaverse
    • Has the Heroic Hindrance
    • Operate Dimensional Pyramids
    • Use Common-Knowledge Roll.
    Hero’s Journey
    • Narrative Hook
    • Roll Result: 5
    • Description: Displaced by Dunscon’s “true federation”.

    • Enchanted Items & Mystic Gadgets
    • Roll Result: 13
    • Description: Magic Optics (Goggles)

    • Education
    • Roll Result: 16
    • Description: Investigator Edge and Investigation D6

    • Experience & Wisdom
    • Roll Result: 11
    • Description: Select one background edge: Linguistics

    • Training
    • Roll Result: 20
    • Description: Choose One: 1-3 After training in the paramilitary allocate +5 points to into fighting, shooting and throwing. (Fighting +3, Shooting +1, Throwing +1)


    Advances
    • Initial Advances: (From Hindrances): Agility +1 Smarts +1
    • Cybernetic Modifications:
    • Novice 1 Advance:
    • Novice 2 Advance:
    • Novice 3 Advance:
    • Seasoned 1 Advance:
    • Seasoned 2 Advance:
    • Seasoned 3 Advance:
    • Seasoned 4 Advance:
    • Veteran 1 Advance:
    • Veteran 2 Advance:
    • Veteran 3 Advance:
    • Veteran 4 Advance:
    • Heroic 1 Advance:
    • Heroic 2 Advance:
    • Heroic 3 Advance:
    • Heroic 4 Advance:
    • Legendary 1 Advance:
    • Legendary 2 Advance:
    • Legendary 3 Advance:
    • Legendary 4 Advance:


    Tony/Schoonerhelm

    _________________

    Tarin Vinders
    True Atlantean Shifter
    Bennies: 3
    PPE: 14/15



    Last edited by Tarin on Thu Feb 23, 2017 11:20 am, edited 1 time in total.



    Wed Feb 22, 2017 3:58 pm
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    You are forgetting the lockpicking at a d4

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    Sayeen Gabbersleaf
    ISP :30/2
    Active Psionic Powers: None
      Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
      Worn Armor:
        Cyber Knight medium armor(TW): +6Armor, +1 toughness
        Cyber Armor: +2 toughness
      Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
      Combat Abilities
        improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
        Cyberkenetic Combat: -2 to hit if attack is purely technology based
        Champion: +2 damage & toughness vs supernatural evil
        Giant Killer: +1d6 damage vs creatures size 3 and larger
      OOC Comments
      Bennies:2 Spent:2
      -reroll to avoid brain burn
      -reroll fighting attck vs beasty in power plant
      +1 for group posting quickly
      Adventure deck cards: Cutting in Line: 3 initiative cards
      Accounts: Sayeen (primary), Iron Tick (secondary)


      Wed Feb 22, 2017 7:03 pm
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      Joined: Thu Feb 16, 2017 2:35 pm
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      Location: Washington
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      Sayeen Gabbersleaf wrote:
      You are forgetting the lockpicking at a d4


      Yes. Yes I am. Not sure how I missed that but I'll pull it.

      _________________

      Tarin Vinders
      True Atlantean Shifter
      Bennies: 3
      PPE: 14/15



      Thu Feb 23, 2017 11:19 am
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      Ready for review?

      VV

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      Didn't have a signature but wanted the 1 EP for using OOC tags!


      Fri Feb 24, 2017 12:24 pm
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      Yeah, character sheet is all done. Conferred with GM on backstory alterations which I'll be updating once the coffee is brewed. Not huge changes to that but fun ones nonetheless.

      T

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      Tarin Vinders
      True Atlantean Shifter
      Bennies: 3
      PPE: 14/15



      Sat Feb 25, 2017 6:29 am
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      Alright,

      Looks okay.

      You have an empty "Edge:" bullet point. Probably should erase that.

      Use lower case "d" for skills etc.

      Other than that, good to go. Do you have a group in mind?

      VV

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      Sun Feb 26, 2017 4:53 am
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      Venatus Vinco wrote:
      Alright,

      Looks okay.

      You have an empty "Edge:" bullet point. Probably should erase that.

      Use lower case "d" for skills etc.

      Other than that, good to go. Do you have a group in mind?

      VV


      Thanks, I've been coordinating with Captain Murdock to join the 32nd.

      T

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      Tarin Vinders
      True Atlantean Shifter
      Bennies: 3
      PPE: 14/15



      Sun Feb 26, 2017 3:49 pm
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      Adventure card: Karma Thief

      "Take a benny from any other Wild Card (this may include other player characters)."


      Thu Jul 13, 2017 4:28 pm
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      Do we all get this card or are you going to get different cards for each of us?

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      Character sheet: viewtopic.php?f=7&t=355&p=5387#p5387

      Magical knight of the Sidhe (pronounced she) court.

      Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
      Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

      Bennies: 3

      It's all about the Bagpipes and the Cellos...
      Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
      2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


      Fri Jul 14, 2017 7:28 am
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