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 Kesslan (Dog Boy Burster) 
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Joined: Fri Nov 25, 2016 10:29 pm
Posts: 174
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Dice Rolls to go here

Hero's Journey
4x Rolls on Experience & Wisdom or Psionics
Experience & Wisdom: 1d20 (4)
Your character doesn’t take kindly to threats, and no one messes with her head.
She is Strong Willed.

Experience & Wisdom: 1d20 (1)
Your hero knows how to make the most of second chances. He has Elan.

Psionics 1d20 (16)
Many psionics strive for a level of enlightenment that transcends matters physical,
focusing ever more energy and effort via their will. Your hero is able to spend a
Benny to use her Spirit in place of any other Trait roll for a round.

Ignore, mixed up roll selections. 1d20 (12)

1x Roll on any table except Cybernetics or anything to do with magic
Training 1d20 (15)
Constant battle, for cause or survival, means your hero knows a great deal about
combat. Select one Combat Edge; you may ignore all requirements except other
Edges (to take Improved Frenzy; your character must have Frenzy first).

Credits:
4d6*100 = 1100 (2, 1, 6, 2)

Narrative Hook: 1d20 (8)
Involved in Juicer Uprising of 105 PA

Progression Plan:
Novice: Spirit Increase
Novice: Notice increase
Seasoned: Flame Blast
Seasoned: Improved Fiery Aura
Seasoned: Improved Fire Mastery
Seasoned: Spirit Increase
Veteran: Greater Flame Bolt
Veteran: Rapid Flame Bolt

Improved Flame Bolt:
Needs 2 Spirit Advances (to D10)

Read the flame:
Needs 1 notice advance (Notice D6)

Master Psionic:
Needs Psionics D10, Smarts D8

_________________
I bring the fire
Bennies: 2/4
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d6,
Charisma: 0; Pace: 6; Parry: 5; Toughness: 8
Strain: 0
ISP: 12/20
Equipped: ED-5 Armour (+4), NG-33 Laser Pistol, NG-S2 Survival pack
Hindrances: Outsider, All Thumbs, Illiterate, Heroic, Wanted, Weakness to Leylines
Edges: Keen Sense of Smell, Natural Weapons, Psychich Sense, Tough Breed, Brawny, Strong Willed, Elan, Killer instinct, Brave
Adventure Cards (1/1): Joker's Gone Wild
EP Adventure Cards: Lucky Break, Last Stand, Noble Sacrifice
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn


Last edited by Kesslan on Thu Mar 30, 2017 3:00 am, edited 13 times in total.



Sat Nov 26, 2016 2:31 pm
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Joined: Fri Nov 25, 2016 10:29 pm
Posts: 174
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Character Sheet

Player Name: Lars
Google Handle: Kesslan.eu@gmail.com
Character Name Kesslan
Rank: Novice Experience: 16 Advances Left: 0
Race: Dog Boy
Iconic Framework: Burster
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d6, ISP: 20
Charisma: 0; Pace: 6; Parry: 5; Toughness: 8; Strain: 0; ISP: 20
Skills:
  • Psionics d8
  • Climbing (Strength) d6
  • Fighting (Agility) d8
  • Notice (Smarts) d4
  • Shooting (Agility) d8
  • Stealth (Agility) d8
  • Tracking (Smarts) d4
  • Intimidation (Spirit) d6

Hindrances (Racial)
  • Outsider:Dog Boys are awkward around human populations, and people outside the CS may be frightened of them because they are so closely identified with that regime. They have the Outsider Hindrance and a −2 Charisma with everyone except other Dog Boys.
  • Wanted (Minor):Dog Boys operating outside of CS control are wanted by the Coalition, and there’s always a fair bounty for bringing one in.
  • Weakness: Ley Line Hypersensitivity (Minor): Dog Boys lose their Psychic Sense on or close (within 2" or 4 yards) to a ley line. Ley Line storms cause a level of Fatigue from severe headaches and distress as for a psychic (which does not stack if they have the Arcane Background),but their Fatigue requires an hour to recover after the storm ends.

Hindrances
  • Heroic (Major)This noble soul never says no to a person in need. He doesn’t have to be happy about it, but he always comes to the rescue of those he feels can’t help themselves. He’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • All Thumbs (Minor)Some people just aren’t good with modern devices. Characters with this drawback suffer a –2 penalty to the Repair skill at all times. In addition, when a hero uses a mechanical or electronic device, a roll of 1 on his skill die (regardless of his Wild Die) means the device is broken. The damage usually requires a Repair roll at –2 and 1d6 hours to fix.
  • Illiterate(Minor)Your hero cannot read. He can probably sign his name and knows what a STOP sign says, but can do little else. He also doesn’t know much about math either. He can probably do 2+2=4, but multiplication and the like are beyond him. Illiterates can’t read or write in any language, by the way, no matter how many they actually speak.

Edges (Racial)
  • Breed Advantage (Tough Breed): The Dog Boy’s natural Toughness is increased by +2. This may only be taken once.
  • Keen Sense of Smell: Dog Boys have a sense of smell similar to their canine counterparts. They gain a +2 bonus on Notice checks based on smell, as well as +2 on all Tracking rolls.
  • Natural Weapons: Dog Boys bite for Str+d6 damage.
  • Psychich Sense: Dog Boys have the inherent ability to detect arcana, interpreting it as a scent. They use the Notice skill (with their Keen Sense of Smell bonus) to detect the presence and location of psychic or magic energies, beings, or items. They can also use the Tracking skill (also with the Keen Sense of Smell bonus) to follow a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn’t work inside sealed armor or vehicles. Cybernetic implants also cause problems; every point of Strain imposes a −1 penalty when the Dog Boy uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty). See sidebar on page 60.

Edges
  • Brawny: Your bruiser is very large or perhaps just very fit. His bulk resists damage better than most and adds +1 to hisToughness. In addition, the character can carry more than most proportional to his Strength. He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength.
  • Strong Willed:Characters with strong willpower use their voice, steely stares, or quick wits to unnerve their opponents. Strong Willed adds +2 to a character’s Intimidation and Taunt rolls, as well as his Spirit and Smarts rolls when resisting Test of Wills attacks
  • Elan:When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Killer Instinct:This hero hates losing. If he ties on an opposed roll of any sort, he wins. In addition, if his skill die on an opposed skill roll is a 1, he can reroll it (but must keep the second result, even if it’s another 1).
  • Breed Advantage (Strong Breed): The Dog Boy’s Strength increases by one die type, and the Trait maximum is increased by a like amount. This stacks with the regularly allowed once-per-Rank attribute increase available for Advances (for example, allowing Strength to be increased two die types over the course of Novice Rank).
  • Brave: Those with this Edge have learned to master their fear. Or perhaps are so jaded or emotionally distant they’ve just lost their normal “fight or flight” responses. Either way, your hero adds +2 to Fear tests. If the character is in a setting that uses Guts as a Setting Rule, it adds to that as well.
  • Martial Artist: This character is highly trained in hand-to-hand fighting. He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (page 76). With a successful unarmed attack, he adds +d4 to his Strength roll (as if he were using a small weapon).

Iconic Framework
  • Walking with Fire: P31 TTLPG
  • An Energetic Mind: P32 TTLPG
  • Arcane Background: Psionics
  • Everything Burns: The fires started by Bursters are some of the most intense possible. They can catch almost anything on fire, and combustible materials don’t stand much of a chance against them. Any time a Burster causes damage with a flame ability, roll a d10 (instead of the usual d6 as indicated in Savage Worlds under Fire). Anything flammable catches fire on a 6 –10, while highly flammable targets ignite on a 3 –10. Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt. Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.
  • Firey Aura: At will, as an action (no roll required), a Burster can surround himself with a sheath of flame and heat, causing 3d6 damage to anyone who touches him (with a melee or touch attack, for example). He can add this damage to any Fighting attack he makes, as well. When the aura is activated, it provides +6 Armor to the Burster (this stacks with the armor power, but not worn armor). Neither effect costs any ISP. However, if he spends 3 ISP when he activates his Fiery Aura, the damage becomes Mega Damage and the Armor gains the M.D.C. quality. Fiery Aura goes away whenever the Burster is Incapacitated or is otherwise unconscious.
  • Fire Mastery: Over a Large Burst Template centered anywhere within 12", the Burster can create, control, and eliminate fire. He can create minor fire and heat effects (or douse flames) as a free action with no roll. As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill. None of these effects cost ISP.
  • Fire Walker: The Burster is completely impervious to all sources of fire and heat; he could take a dive into a river of lava and come out unscathed. He only suffers half damage from lightning and electrical attacks, as well as laser weapons. He’s also immune to plasma weapon damage.
  • Flame Bolt: The Burster can hurl forth a flaming bolt of 4d6 Damage with a Range of 12/24/48. This costs no ISP and does Mega Damage. The Burster may add +2 AP by spending 1 ISP per Flame Bolt, or +4 AP for 2 ISP. Double the bonus for the same cost when on a ley line. Rolling a 1 on the Psionics die when using flame bolt does not result in Brainburn (per Savage Worlds).
  • Major Psionics: Bursters begin with the Major Psionics Edge. When they take the Power Points Edge, they gain 10 ISP(instead of 5). They are able to spend 2 ISP for a +1 to Psionics rolls, and 4 ISP for a +2 (added before the roll). They can spend +1 ISP for Range × 2 for any ranged (not Self or Touch) powers, or +2 ISP for Range × 10. These last two effects are doubled when on a ley line.
  • Cybernetics: Simply not a good option for a Burster, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to the Psionics skill.
  • Enemies: The Coalition considers Bursters a dire threat to life and property, and they are to be destroyed on sight. There are more than a few settlements with long memories of rogue Bursters causing enormous property damage
  • Quirk - Pyromaniac: Though most are not sociopathic arsonists, Bursters tend to have a thing about starting fires just to watch them burn with loving fascination. This is more aggravating than dangerous (at least most of the time).
  • ISP Recovery: 1 point per hour
  • Brainburn: When a psionic character rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.

Psionic Powers
Armour:
  • Rank: Novice
  • Power Points: 2
  • Range: Touch
  • Duration: 3 (1/round)
  • Trappings: Fire Aura
    Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving thetarget Armor. Success grants the recipient 2 points of Armor. A raise gains the effect of the damage field power that causes 2d4 damage

Smite:
  • Rank: Novice
  • Power Points: 3
  • Range: Touch
  • Duration: 3 (1/round)
  • Trappings: Fiery Runes - Armor Piercing: Fire and heat bypass cracks in armor.
    This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise and has AP +2.
    ►►Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

Telepathy:
  • Rank: Novice
  • Power Points: 2
  • Range: One Mile
  • Duration: 3 (1/round)
    Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading. If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away. Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be difficult
    and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms), the more complicated even the most basic communication can be.

Credits: 981
Contacts

_________________
I bring the fire
Bennies: 2/4
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d6,
Charisma: 0; Pace: 6; Parry: 5; Toughness: 8
Strain: 0
ISP: 12/20
Equipped: ED-5 Armour (+4), NG-33 Laser Pistol, NG-S2 Survival pack
Hindrances: Outsider, All Thumbs, Illiterate, Heroic, Wanted, Weakness to Leylines
Edges: Keen Sense of Smell, Natural Weapons, Psychich Sense, Tough Breed, Brawny, Strong Willed, Elan, Killer instinct, Brave
Adventure Cards (1/1): Joker's Gone Wild
EP Adventure Cards: Lucky Break, Last Stand, Noble Sacrifice
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn


Last edited by Kesslan on Sat Jul 15, 2017 6:24 pm, edited 43 times in total.



Sat Nov 26, 2016 2:32 pm
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Joined: Fri Nov 25, 2016 10:29 pm
Posts: 174
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Advances

Hero’s Journey
  • Experience & Wisdom:
  • Roll result: 4
  • Description: Your character doesn’t take kindly to threats, and no one messes with his head. He is Strong Willed.

  • Experience & Wisdom:
  • Roll result: 1
  • Description: Your hero knows how to make the most of second chances. He has Elan.

  • Psionics
  • Roll result: 16
  • Description: Many psionics strive for a level of enlightenment that transcends matters physical, focusing ever more energy and effort via their will. Your hero is able to spend a Benny to use her Spirit in place of any other Trait roll for a round.

  • Training
  • Roll result: 15
  • Description: Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first). (Killer Instinct Selected)


Advances
  • Initial Advances: (From Hindrances): +1 die Agility, Brawny
  • Cybernetic Modifications:
  • Novice 1 Advance: Breed Advantage (Strength)
  • Novice 2 Advance: Brave
  • Novice 3 Advance: Martial Artist
  • Novice 4 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:

Planned Advances:
Novice: Increase Spirit
Seasoned: Breed Advantage (Rugged)
Seasoned: Increase Spirit

Burster Specific:
Seasoned: Flame Blast
Seasoned: Improved Fiery Aura
Seasoned: Improved Fire Mastery
Seasoned: Rapid Recharge
Veteran: Rapid Flame Bolt
Veteran: Improved Rapid Recharge
Novice: Read the Flame (Requires Notice D6)
Novice: Improved Flame Bolt (Needs Spirit 10)
Veteran: Greater Flame Bolt

_________________
I bring the fire
Bennies: 2/4
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d6,
Charisma: 0; Pace: 6; Parry: 5; Toughness: 8
Strain: 0
ISP: 12/20
Equipped: ED-5 Armour (+4), NG-33 Laser Pistol, NG-S2 Survival pack
Hindrances: Outsider, All Thumbs, Illiterate, Heroic, Wanted, Weakness to Leylines
Edges: Keen Sense of Smell, Natural Weapons, Psychich Sense, Tough Breed, Brawny, Strong Willed, Elan, Killer instinct, Brave
Adventure Cards (1/1): Joker's Gone Wild
EP Adventure Cards: Lucky Break, Last Stand, Noble Sacrifice
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn


Last edited by Kesslan on Sat Jul 01, 2017 10:20 am, edited 14 times in total.



Sat Nov 26, 2016 2:42 pm
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Joined: Fri Nov 25, 2016 10:29 pm
Posts: 174
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Gear
Item
  • NG-33 Laser Pistol Range: 15/30/60, Damage: 2d4+1, ROF: 1, AP: 2, Shots: 20, Weight: 4. Semi-Auto
  • 2 Spare standard E-Clips
  • NG-2 Survival Pack Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
    „One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
    „One sleeping bag, also insulated.
    „One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
    „One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
    „One short-range radio, five mile range.
    „One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
    „One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game
    trapping. This provides +1 to Survival checks where food gathering is concerned.
    „Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
    „One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
    „One survival knife, one small hatchet, and one wooden cross.
    „Four signal flares.
    „One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
    „One bar of soap and a sterilized cloth.
    „One canteen.
    „Two weeks worth of minimal sustenance survival rations in sealed pouches.
  • ED-5 "Plastic-Man" Light Security Armour. (13lbs, No STR min, +4 Armour)
  • Backpack: 50, Weight 2
    „10' of rope: Weight 15
    „Trail Rations (5 meals, keeps 1 Week) Weight 5
    „10 Candles: Weight 1 (each)
    „4 bars of Soap: Weight 1/5 (each)
  • Bedroll: 25, Weight 4
  • 2 Canteens: Weight 1 (each)

Encumberance: 80lbs/160lbs (-1)/240lbs (-2)/320lbs (-3)
Total Weight of all gear: 85 4/5

_________________
I bring the fire
Bennies: 2/4
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d6,
Charisma: 0; Pace: 6; Parry: 5; Toughness: 8
Strain: 0
ISP: 12/20
Equipped: ED-5 Armour (+4), NG-33 Laser Pistol, NG-S2 Survival pack
Hindrances: Outsider, All Thumbs, Illiterate, Heroic, Wanted, Weakness to Leylines
Edges: Keen Sense of Smell, Natural Weapons, Psychich Sense, Tough Breed, Brawny, Strong Willed, Elan, Killer instinct, Brave
Adventure Cards (1/1): Joker's Gone Wild
EP Adventure Cards: Lucky Break, Last Stand, Noble Sacrifice
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn


Last edited by Kesslan on Tue Apr 25, 2017 2:06 am, edited 11 times in total.



Sat Nov 26, 2016 2:43 pm
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Posts: 174
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Background

Earth, once a lone and unassuming planet with a singular dominating race was now overrun with all manner of creatures, both man made and previously believed mythical. Some were even stranger than any sane human mind could ever conceive of and yet here everyone was, living together, fighting each other, scratching out an empire or simply trying to make it day to day. Among the remaining groupings of Humans arose the Coalition States, a collection of large city states that eventually became a global power that relied on technology to survive. One such technology was unearthed when they discovered Lone Star, a pre-rifts genetics medical facility. From this facility they created mutant animals and creatures to wage war upon their enemies. The best well known of these became known as the Dog Boy. Dog Boys came from just about every canine breed imaginable and some were, like their less intelligent four legged counterparts 'mutts'. Now and then as animals tend to, they run off, never to return. All the more so true of ones who had a human level intelligence and were used as disposable troops.

Kesslan's parents were two such creatures. While they had not run off together they had in time met in a mutant dominated village and were soon a couple. From this union came a fairly typical litter of dogboy pups, save for one. One was not at all your typical Dog Boy. One stood apart from the rest of his siblings, and that's because he was what was known as a Burster. A psychich capable of manifesting and controlling fire as easily as snapping your fingers or snuffing out a candle. Despite this Kesslan had a relatively normal childhood as far as things went in these strange times. It was only when he grew older that things became more complicated. The powers of a Burster are dangerous, not to themselves but rather to those around them. It's also the sort of thing one needs time to learn and that's hard to manage when everyone is afraid of you. As a result Kesslan was often lonely as even his own litter mates tended to keep their distance. It wasn't that he was unloved but even he in time learned just how dangerous his abilities could be to others. At the same time however as he grew older he learned to eventually master those same powers but that didn't change the way he was treated. If anything some feared him even more for it.

As a result one day, once he was old enough he decided to strike out on his own. It didn't take long for him to realize the world was a much bigger place than he'd realized growing up in that little village. Nor did his moving around make him necessarily any more accepted. In fact it was bad enough he was a burster but as a 'freeborn' dogboy he was a 'shoot to kill' target for the Coalition States. Doubly so because he was a burster. Even fi they didn't shoot him they'd probably haul him off to Lone Star to dissect him or do who know's what terrible experiments to him. That put him solidly on the side of those that fought back against the CS. By the same token however that loyalty to people that dogs were so well known for, and by extension Dog Boys applied to him as well. It wasn't long before he helped out where he could or took steps to fight one menace or another. It was through all this that he wound up joining the Tomorrow Legion.

With the Legion he'd finally found a place where he felt he could belong. Sure some people still might not trust him but at least here he had a 'family' again of sorts. Certainly people who might become friends. Maybe one of them would come up with a fire resistant ball and play fetch with him!

_________________
I bring the fire
Bennies: 2/4
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d6,
Charisma: 0; Pace: 6; Parry: 5; Toughness: 8
Strain: 0
ISP: 12/20
Equipped: ED-5 Armour (+4), NG-33 Laser Pistol, NG-S2 Survival pack
Hindrances: Outsider, All Thumbs, Illiterate, Heroic, Wanted, Weakness to Leylines
Edges: Keen Sense of Smell, Natural Weapons, Psychich Sense, Tough Breed, Brawny, Strong Willed, Elan, Killer instinct, Brave
Adventure Cards (1/1): Joker's Gone Wild
EP Adventure Cards: Lucky Break, Last Stand, Noble Sacrifice
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn


Last edited by Kesslan on Sat Dec 03, 2016 11:52 pm, edited 1 time in total.



Sat Nov 26, 2016 2:46 pm
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