Ducky- Fallen Cosmo Knight

GM: Stoic
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Ducky
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Ducky- Fallen Cosmo Knight

Post by Ducky »

FrameWork Notes
Arcane Background (Super Powers - SPC) [Background]
Requirements: Novice
This Edge replaces the version from Savage Worlds Deluxe. It grants a number of Power Points equal to the Power Level of the Iconic Framework granting the edge (See MARS Package: Super Soldier and the Super Powered Hero Iconic Framework).
No arcane skill is required. Super powers work “at will” and require no roll unless the specific power says otherwise. Cybernetics are simply not a good option for a Super Powered character, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to any activation trait test or to the use of a skill with a power (such as shooting with a ranged attack). Cyber-Psychic Alignment can overcome this limitation.
Characters with this edge can take the hindrances from the Super Powers Companion, and have access to the The Best There Is, Mastery, and Dynamic Duo edges. Super Karma will not be used, instead the available points will be determined by the iconic Framework.

Super Soldier MARS Package
Not every super spy and mercenary operating in Rifts uses magic, cybernetics, psionics, or gear like power armor and robot vehicles. Some are empowered. Perhaps they are the result of a super-secret experiment out of Lone Star, or the result of tampering by Gene-Splicers out of Europe, or the mad results of fiends like the Angel of Death in Poland. Maybe they are just recipients of experimental technology that changes them at a cellular level, or simply a born super-powered being. Whatever the case, it has taken the hero a while to master it, but look out world, cause here they come!
Unlike the Superhero IF, the player may choose any race when creating a Super Soldier MARS Hero. The GM may have campaign based restrictions.
Gain Arcane Background (Super Powers - SPC) from the Super Powers Companion. Gain 12 Power Points. No more than 10 Power Points can be spent on any one power.
Mutation: For the price of One Major Hindrance, two Minor Hindrances, or two points of negative racial traits (TLPG p. 50), the character may add another 2 to their total available Power Points. The GM may limit it to only races from the core Savage Worlds Deluxe book or other races with no more than 4 points of Negative Racial Abilities.
Starting Gear: Begin with the starting gear of any one Iconic Framework of your choosing.
Growth Potential [Iconic Edge]
Prerequisites: Arcane Background (Super Powers - SPC), Novice, MARS
One per rank (one per 20 xp after Legendary), the hero may select the Growth Potential edge adding 2 Power Points.
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
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Ducky
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Re: Ducky- Fallen Cosmo Knight

Post by Ducky »

Weapon that can be thrown, resistant to energy 1/2 damage
Resistant to poison, desiese, drugs, and mind control
Super natural str, and vigor

Character has 14 pts to spend
  • 1pt Energy Resistance 3pt: (1pt fire/heat/plasma, 1pt light/lasers, 1pt kinetic/blasters)(Limitation only mundane as in arcane sources do not get the resistance -2)
  • 1pt Immune poison
  • 1pt Immune disease
  • 5 pt lvl 2 regeneration(every hour) Recovery (+1): Your hero halves recovery time for Fatigue.
  • 4 pts Super attribute: Vigor increase die 2 lvls
  • 2pts Super Edge- Hard to Kill
Growth Potential x3
  • 4 pts toughness, growth potential
  • Lvl 3 regeneration, roll every 10 minutes.
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
User avatar
Ducky
Posts: 131
Joined: Sun Oct 28, 2018 6:19 am

Re: Ducky- Fallen Cosmo Knight

Post by Ducky »

Player Name: Jon Neeper
Google Handle: jonneeper@gmail.com
Character Name Ducky Boss
Rank:Seasoned Experience:43 Advances Left:
Race:Altara
Iconic Framework: Super Solder MARS
Attributes: Agility d10(1 race, 2 ), Smarts d8(1 FG,1), Spirit d8(2), Strength d6(1 race)[d12+3], Vigor d12+1( 1 race, 2 supers, 2 advance)
Charisma: 2 or -4; Pace: 8[16]; Parry: 10 (8, +1 HJ, +1 Acrobat); Toughness: 24(10) MDC; Strain: 0
Skills:
  • Notice d6
  • Streetwise d6
  • Tracking d6
  • Survival d8(3)
  • Fighting d12(2)
  • Shooting d4
  • Intimidation d8(3)
  • Persuation d8(3)
  • Kn Electronics d6(2)
  • kn Megaverse d6(2)
  • Kn Battle d8( free)
Hindrances
  • Hindrance (Major): Heroic, The call of the forge maybe imaginary but this hero still thinks they got what it takes to do the right thing.
  • Hindrance (Major): Bad Dreams (Major) The dreams of what the fallen Cosmo knight once was haunts them and likely keeps everyone within a dozen yards of him awake with his nightly torment. The fallen knight begins each game session with 1 less benny to represent his constantly tired state. This is cumulative with Bad Luck.
  • Hindrance (Minor): death wish, The desire to prove your worth to the cosmic forge makes the hero toss their life into the worst situations immaginable.
  • Hindrance (Minor): Wanted Minor, by the crew of the Persuit. This hero, when a cosmo knight, did something that made an emeny out of a fellow merc crew. They might not want you dead exactly but if given just half a chance they will see to it that you drink out of a straw for the next two months.
Edges
  • Edge(HJ): Champion: Champions are holy (or unholy) men and women chosen to fight for a particular deity or religion. Most are pious souls ready and willing to lay down their lives for a greater cause, but some may have been born into the role and follow their path with some reluctance. Champions fight the forces of darkness (or good). They add +2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
  • Edge(HJ): Command: Command is the ability to give clear instructions to surrounding allies and enforce your hero's will upon them. This makes your character's compatriots more willing to fight on despite their wounds, and so adds +1 to their Spirit rolls to recover from being Shaken.
  • Edge(HJ): Dirty Fighter: Some fight with honor. Some fight to win. This Edge is most likely known by thugs, mercenaries, and assassins. A Dirty Fighter is particularly good at Trick maneuvers, gaining a +2 bonus with them.
  • Edge(HJ): Tricky Fighter: The hero suffers no multi-action penalty when using a Trick in the same round as a Fighting attack. The player must choose which type of Trick this Edge applies to (Agility or Smarts) and must have a d8+ in that attribute. The character may take this Edge twice to apply it to both kinds of Tricks.
  • Edge(race): Attractive: +2 CHA
  • Edge(race): Alertness: +2 Notice
  • Edge(hindrence): Hold the Line This Edge strengthens the will of the men under the hero's command. The troops add +1 to their Toughness.
  • Edge( hindrance): Courage Under Fire: Sometimes you feel as if you have a guardian angel. Bullets and even artillery fragments seem to whiz right by you, especially when you're doing your duty and commanding your men. If your character is standing and not in cover, roll a die for every successful attack that would wound him (including area effect attacks). If the die roll is odd, the hero takes no damage. Otherwise he's affected normally.
  • Edge(15): 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.
  • Edge(25): Tower of Will: Some people know their minds better than others and have trained to keep it that way. A character with this Edge may add +2 to any attempt to resist being mentally controlled by unnatural means, whether by a creature's Special Ability, magical artifact, or magical spell. The +2 bonus also applies to resisting Tests of Wills.
  • Acrobat (30xp): Those who have formal training in the acrobatic arts or are naturally agile may take this Edge. It adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds +1 to a character's Parry as long as he has no encumbrance penalty.
Racial Abilities:
  • Attractive: The forced-e volut io n p r o c e s s administered to the Warrior Women includes genetically engineering them for beauty. Altara have the Attractive Edge.
  • Bad Reputation: The Altara Warrior Women are infamous as servants of Splugorth Slavers worldwide. The average person hates and fears Altara; they suffer a −4 Charisma penalty with most folks who discover who and what they are.
  • Blind: Although created blind, this is only a minor drawback for the Altara, as they have a natural radar ability extending 1,200 feet (200”) which compensates for the penalties. They cannot read, see colors, or otherwise detect purely visual information.
  • Genetic Engineering: Crafted through bio-wizardry to be perfect warriors, Altara begin with a starting Agility, Strength, and Vigor of d6. This increases their natural maximums in these attributes to d12+1.
  • Instilled Ignorance: Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully under-educated and naive about the world at large. They suffer a −2 to all Smarts rolls.
  • Storm-Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing.
  • Superior Senses: Altara Warrior Women begin with the Alertness Edge, as all of their other senses are exceptional.

    „ „ Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.
Background (post background as a reply to character sheet)

Gear (post gear as a reply to character sheet)
Item
  • Info
Credits:

Contacts

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Benefits, table rolls, etc
Hero’s Journey
  • Training
  • 1
  • Ducky has seen her fair share of combat during her time as a cosmo knight and certianly her fall from grace has been rife with folks wanting revenge. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Experience and Wisdom
  • Roll result
  • Life in the 3 galaxies gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM's approval and it making at least some kind of sense. Champion
  • Education:
  • Roll
  • The world was ended in war, reborn in war, and war remains the most prevalent truth of the age. Your character understands this better than anyone, and he gains a d8 in Knowledge (Battle) to prove it. He also has the Command Edge (or one Leadership Edge of her choice if she already has Command).
MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • Unknown: Roll of a 12,
    • Training, 14- When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge (or Tricky Fighter, if she already has Dirty Fighter). She also gains +1 to Parry.
    • Black Ops: Your character has a knack for taking full advantage of his opponents. He has the Dirty Fighter Edge (or Tricky Fighter, if he already has Dirty Fighter), and whenever he gets a raise on a Trick attempt, he may spend a Benny to gain The Drop on his opponent on that round.
  • Body Armor Roll, Armor Cosmic: The fallen knight might not be a cosmo knight anymore, the Cosmic Forge still has plans for you. You have regained your once lost armor! Choose any personal body armor and add +2 body armor modifications, this armor functions like normal but the general trapping is that it is the armor of the Power Cosmic!
    • Armor Cosmic: Normally Reserved for the Ranks of Cosmo knights. With a process unknown even to the knights themsevles, the gleaming armor known the galaxy over as a symbol of hope appears before the intended user. Almost even comparable to a light suite of Power Armor the armor cosmic runs off the power of the very forge itself. It provides +7 M.D.C. Armor and +2 Toughness with Full Environment Protection and grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls. The suit is restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any cosmic power source such as an unobstructed view of the stars or a sun, point is it needs to recharge for 2 hours every 96). (80 lb, 150,000 credits)
Advances
  • Initial Advances: (From Hindrances): Hold the Line, Courage Under Fire
  • Novice 1 Advance: Growth Potential
  • Novice 2 Advance: Vigor Die Increase
  • Novice 3 Advance: Elan
  • Seasoned 1 Advance: Growth Potential
  • Seasoned 2 Advance: Tower of Will
  • Seasoned 3 Advance: Acrobat
  • Seasoned 4 Advance:vigor die increase
  • Veteran 1 Advance: growth potential
  • 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:
Last edited by Ducky on Wed Jan 02, 2019 5:03 pm, edited 3 times in total.
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
User avatar
Ducky
Posts: 131
Joined: Sun Oct 28, 2018 6:19 am

Re: Ducky- Fallen Cosmo Knight

Post by Ducky »

Gear:
Cosmic Armor
Ducky with her Cosmic Armor and Atless Evicerator
Ducky with her Cosmic Armor and Atless Evicerator
Sig Item, Cosmic Armor: Mods from F&G roll: +3 Armor, and Micro exoskeleton enhancements in the upper torso and arms give your hero a +1 to all Strength checks and fighting damage rolls.

Base Item:
  • Armor Cosmic(Gladdius Armor): Normally Reserved for the Ranks of Cosmo knights. With a process unknown even to the knights themsevles, the gleaming armor known the galaxy over as a symbol of hope appears before the intended user. Almost even comparable to a light suite of Power Armor the armor cosmic runs off the power of the very forge itself. It provides +7 M.D.C. Armor and +2 Toughness with Full Environment Protection and grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls. The suit is restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any cosmic power source such as an unobstructed view of the stars or a sun. Point is it needs to recharge for 2 hours every 96). (80 lb, 150,000 credits)
Using super tech, 8pts
From the notes of the Keeper: The Fallen Cosmo Kight Ducky has unbelievably managed to regan some of her former cosmic glory. Never before have I heard of the forge bestowing such a boon on one who had failed so completly. I have only seen her transformation once. She becomes a being less than a true Cosmo Knight but much more than a paltry shadow that most Fallen Knights have become. While the power seems to come from the armor itself it does seem to be tied to the good will of the forge itself. For what purpose I do wonder.

1 pt, Altered Form(Cosmo Knight use Sun Light energy)( -1 requires activation)(-1 Limitation: Duty to the Cosmic Forge, failing this mean the Cosmic Knight form does not activate until they have atoned for their misdeed)
  • 1 pt Cosmic Speed, not really but you can pretend Speed lvl 1 2pt Base Pace= Base x2(-1 contingent)
  • 1pt -Cosmic Sight Awareness 3pt ignores obscurment penalties( requires activation(-1), contingent(-1)
    • Note if the character already has this ability like the Altara you cannot be ganged up on instead.
  • 2pt -Cosmic Intuition Uncanny Reflexes 4pt( contingent(-1), requires activation(-1)
  • 1pt -Cosmo Knight Aura Fear 3pt (terror +2, Scary -2) (contigent -1, limitation terror only works vs evil beings -1)
  • 2pt- Cosmic Speed Extra Action 3pt( contingent-1)
Atless Sword
Altess Eviscerator (Patron Item)
Image
Originally developed by an Altess aristocrat who had been literally burned one too many times, the Eviscerator was deliberately designed as a technological equivalent to a lesser rune weapon for a fraction of the cost. As an added bonus, the AI driving the system has become expert in using its personality mapping to deliver just the right amount of flattery without being too obvious a kiss-ass about it. This powerful, two-handed weapon is a bit much for your average Altessian noble, but looks very nice mounted above a fireplace.
• Damage: Str+2d10+2, AP 2, MD
• Artificial Intelligence
• • The A.I. built into the weapon acts as a grade IV field computer (TLPG p. 104), using its nano-telepathic bond to pass on its knowledge. It can also use minor electrical discharges to interact with nearby devices.
• • The A.I. also has a quirk of delivering just the right amount of flattery without being too obvious a kiss-ass about it.
• • Communicates through nano-telepathy. Nano-telepathic bond is maintained through contact only; broken if separated from bearer. When a bearer bonds with the weapon, it injects nano-machines into the character. It then uses these to map the character's genetic I.D. and to communicate with the bearer. This process takes one hour to complete.
• • Personality: The personality and ethics subroutine of the A.I. is unique and develops over time as the weapon maps itself to its bearer.
• Electrical Discharge:
• • Range: Range: 10/20/40
• • Damage: 1–3d6, AP 0
• • ROF: 1
• • Payload: 4; regenerates 4 charges per hour
• • This is a shooting attack: A raise on shooting creates a 2d4 Electrical Damage Field that lasts until the beginning of the character's next turn, instead of the normal extra d6 of damage
• Modifiers: Two-handed weapon
• Weight: 7 lbs.
Last edited by Ducky on Wed Jan 02, 2019 5:00 pm, edited 1 time in total.
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
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Ndreare
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Re: Ducky- Fallen Cosmo Knight

Post by Ndreare »

Pender Lumkiss wrote: Sat Oct 27, 2018 1:16 pm
  • 1 pt Cosmic Speed, not really but you can pretend Speed lvl 1 2pt Base Pace= Base x2(-1 contingent)
As a note, Speed level 1 Pace x2 is not really worth much, it basically lets you run as a free action because there is no running die with super Speed. So your effective pace becomes 12. If you can squeeze them out I would think you will get better satisfaction mechanically from Fleet Footed or Speed 4 (24")

PS: Maybe Ducky will be buddies with my young naive reality warping soldier?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Pender Lumkiss
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Re: Ducky- Fallen Cosmo Knight

Post by Pender Lumkiss »

Yes to being firends with Que
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Re: Ducky- Fallen Cosmo Knight

Post by Pender Lumkiss »

Background:
  • Keeper’s Chronicles:

    Long have I traveled the space lanes. Many times at the side of Cosmo Knights. So it was too my surprse and chagrin that came across one on phase world. A fallen cosmo knight who was stripped of her cosmic title and now went by the moniker of an Earth bird: Ducky. She was but a shadow of her former self. As a cosmo knight she was known the galaxy over as Lightning Bird. It was touted on many worlds her familiar lightning streak in the havens was a good omen. It meant evil that plagued your world would soon be vanquished. But she was not always like this.

    She was not born. She was made by the splugorth as all her Altara sisters are. Her name was 678112 DEE, property of The Hi-Lord Zeek. Whose named translated into the galactic common toungue basically meant Eater of Fruit and Dystroyer of Worlds. DEE as she was first known to me did not enjoy her masters devilish pursuits. I once met her in the slave markets on Atlantis and I could tell the fire of freedom burned within her.

    I was not there when she freed slave pen after slave pen so my knowledge is mostly garnered from furive whispers or boastful slaves recently freed. The details of her daring spree through the pens are chronicled elsewhere but it was what happened when she was confronted at the water’s edge of the island trying to steal a sea barge capable of fairing the slaves she had freed. The tales very wildly... Hit with a blast plasma, stuck with a Power Lord’s staff, etc... All accounts agree on what follows. 678112 DEE was surrounded by a cosmic light then shrugged off the blow now clad in the armor of Coamic Knights. That day the Splugorth lost 10,000 slaves. They would have lost far more had Splynn not confronted the newly minted Cosmo knight directly. Even then the intelligence barely survived.

    The slaves in Atlantis that day knew hope. A streak of lightning flew across the sky in a pattern of a blue bird! Thus Lightning Bird was born and evil now had a worthy foe. So it was to my surprise, and deepest sadness I saw such a hero now mockingly called Ducky, as if the forge itself would not let her forget what she once was. Little is known to me of how she fell from grace. Usual rumors abound. A planet dystroyed, an innocent killed... I even heard one tidbit that the curious being she now calls friend Que was some how involved.
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Re: Ducky- Fallen Cosmo Knight

Post by Pender Lumkiss »

Increased vigor
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3/6
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