Flamespitter for Tirgal Danvanbor

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Tirgal Danvanbor
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Joined: Sun Mar 08, 2020 8:06 pm

Flamespitter for Tirgal Danvanbor

Post by Tirgal Danvanbor »

Signature Item Propsal
Flamespitter
Flamespitter is an enchanted long bow made from steeltree in the dinosaur swamps. Tirgal won it from a tribal leader there, and then he moved on to the Magic Zone. He did some favors for a mystic who agreed to enchant it for him.
The mystic imbued the bow with holy energy that blesses each arrow fired, but he also wove in a fire enchantment. When Tirgal desires it, he can activate the enchantment to cause each arrow he fires to burst into flame.
Flamespitter.png
Flamespitter.png (60.94 KiB) Viewed 4063 times
  • • Range: 15/30/60
    • Dmg: 3d6+2, AP: 1
    • ROF: 1
    • Shots: --
    • PPE: 10/10
    • Incinerate: For 2 PPE, the Smite power may be activated on Flamespitter as part of a Shooting Action. For 1-3 additional PPE, +2-6 AP can be added to Incinerate. PPE are spent before rolling, and with a failure on the primary action the power fails as well.
    • Weight: 3 lbs. (Min Str: d8)
    • Notes: MD, Holy; PPE may be recharged with Power Points by any character with the ability to use TW gear, or may be recharged on a ley line at 5 PPE per hour.
    • Rarity: -1 Cost: 203,000

Flamespitter (Enchanted SteelTree Long Bow Build)
Base Item: SteelTree SWADE Long Bow (15/30/60; 2d6+2 MD, AP 1; ROF 1; Weight: 3; Min Str: d8; Cost 300[x10]; Rarity : -1 )
  • Free: +1 damage die
    Free: Projectiles fired from the SteelTree Long Bow are blessed by its power (Holy Trapping).
    Minor: +5 PPE (10k)
    Minor: +5 PPE (10k)
    Major: Smite (Fire; Self [-1 PP]) as part of a Shooting action. (-1 Rarity, 120k)
    Major: Armor Piercing Modifier (40k)
    Cost: [Long Bow (300) x10 (SteelTree)] +200k= 203000

Tirgal Danvanbor, Half-Folk Vagabond
Pace: 5(d4); Parry: 7(1); Toughness: 18(10)
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Danger Sense
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Hard to Kill: Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus now applies to resisting and recovery from powers.
  • The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings.
    If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running).
    Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
    : Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
  • Take 'Em Down: Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking MDC targets with a Mega Damage attack, characters with this Edge add +4 AP to their attacks.


Wounds: 0/3; Fatigue: 0/3; Flamespitter PPE: 10/10
Bennies: 8/6; Conviction: 0/1
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Tirgal Danvanbor
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Joined: Sun Mar 08, 2020 8:06 pm

Re: Flamespitter for Tirgal Danvanbor

Post by Tirgal Danvanbor »

I haven't done this in a very long time, so I'm not sure what, if anything, I've done wrong. But, to be fair, I made it a very long time ago, so I'm hoping not much!

Edit: Tirgal is a vagabond monster slayer who uses bows and every kind of arrow possible to get the job done. He doesn't have an AB, but he is a sharpshooter.

Tirgal Danvanbor, Half-Folk Vagabond
Pace: 5(d4); Parry: 7(1); Toughness: 18(10)
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Danger Sense
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Hard to Kill: Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus now applies to resisting and recovery from powers.
  • The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings.
    If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running).
    Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
    : Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
  • Take 'Em Down: Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking MDC targets with a Mega Damage attack, characters with this Edge add +4 AP to their attacks.


Wounds: 0/3; Fatigue: 0/3; Flamespitter PPE: 10/10
Bennies: 8/6; Conviction: 0/1
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KahlessNestor
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Joined: Thu Feb 15, 2018 4:02 am

Re: Flamespitter for Tirgal Danvanbor

Post by KahlessNestor »

I don't see anything wrong with it. Though I'm not as up to date on making Sig items as others. Seems to follow the rules.
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Venatus Vinco
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Re: Flamespitter for Tirgal Danvanbor

Post by Venatus Vinco »

Looks good, instead of add AP maybe add a power modifier, could you add the modifier and maximize AP by increasing activation costs?

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Tirgal Danvanbor
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Re: Flamespitter for Tirgal Danvanbor

Post by Tirgal Danvanbor »

I'm not sure what you're asking @Venatus Vinco. Are you saying to keep the AP Power Modifier, but make it a static +3 PP for 6 AP? If so, I don't mind.

So: 2 PP to activate Smite or 5 PP to activate Smite with 6 AP?

If you meant something else, I didn't quite catch it.

Edit: Actually, Smite is a Range Smarts power costing 2 PP. Using a Limitation to take it from Smarts -> Touch -> Self would be -2 PP, wouldn't it (that's how savaged.us does it at least)? Add +1 PP for as part of another action.

2 PP (Smite) +1 PP (Activate as part of another Action) + 3 PP (AP Modifier) = 3 PP or 6 PP.
3 PP/6 PP - 2 PP [Self Limitation] = 1 PP/4 PP.

So should it instead be 1 PP to activate Smite and 4 to activate Smite with 6 AP? Assuming I read your reply correctly.

Also, did I math wrong?
5k + 5k (2 minors)=10k
Novice Power (20k) x 3 (Activate as part of another Action)=60k
Power Modifier = 20k
60k + 20k + 10k = 90k x 2 (Enchanted) = 180k + 3k (300 [Long Bow] x 10 [SteelTree]) = 183k not 203k. Right?

Tirgal Danvanbor, Half-Folk Vagabond
Pace: 5(d4); Parry: 7(1); Toughness: 18(10)
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Danger Sense
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Hard to Kill: Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus now applies to resisting and recovery from powers.
  • The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings.
    If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running).
    Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
    : Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
  • Take 'Em Down: Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking MDC targets with a Mega Damage attack, characters with this Edge add +4 AP to their attacks.


Wounds: 0/3; Fatigue: 0/3; Flamespitter PPE: 10/10
Bennies: 8/6; Conviction: 0/1
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Freemage
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Re: Flamespitter for Tirgal Danvanbor

Post by Freemage »

I was about to post the correction on the lowered cost for Smite/Self, so yes, that's the math for the Power Points.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
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PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
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Tirgal Danvanbor
Posts: 24
Joined: Sun Mar 08, 2020 8:06 pm

Re: Flamespitter for Tirgal Danvanbor

Post by Tirgal Danvanbor »

Signature Item Propsal
Flamespitter
Flamespitter is an enchanted long bow made from steeltree in the dinosaur swamps. Tirgal won it from a tribal leader there, and then he moved on to the Magic Zone. He did some favors for a mystic who agreed to enchant it for him.
The mystic imbued the bow with holy energy that blesses each arrow fired, but he also wove in a fire enchantment. When Tirgal desires it, he can activate the enchantment to cause each arrow he fires to burst into flame.
Flamespitter.png
  • • Range: 15/30/60
    • Dmg: 3d6+2, AP: 1
    • ROF: 1
    • Shots: --
    • PPE: 10/10
    • Incinerate: For 4 PPE, the Smite power may be activated on Flamespitter with +6 AP as part of a Shooting Action. PPE are spent before rolling, and with a failure on the primary action the power fails as well.
    • Weight: 3 lbs. (Min Str: d8)
    • Notes: MD, Holy; PPE may be recharged with Power Points by any character with the ability to use TW gear, or may be recharged on a ley line at 5 PPE per hour.
    • Rarity: -1 Cost: 203,000

Flamespitter (Enchanted SteelTree Long Bow Build)
Base Item: SteelTree SWADE Long Bow (15/30/60; 2d6+2 MD, AP 1; ROF 1; Weight: 3; Min Str: d8; Cost 300[x10]; Rarity : -1 )
  • Free: +1 damage die
    Free: Projectiles fired from the SteelTree Long Bow are blessed by its power (Holy Trapping).
    Minor: +5 PPE (10k)
    Minor: +5 PPE (10k)
    Major: Smite (Fire; Self [-1 PP]) as part of a Shooting action. (-1 Rarity, 120k)
    Major: Armor Piercing Modifier (40k)
    Cost: [Long Bow (300) x10 (SteelTree)] +200k= 203000

@Venatus Vinco was this the change you wanted to see?
@Freemage would you consider this approved?

If the issue was with spending 1-4 PP like it was originally built, I'd prefer for the Smite to work like this: "1 PP for Smite or 4 PP for Smite with +6 AP"

However, if this is the change needed to get the bow approved, I will accept the price :).

Tirgal Danvanbor, Half-Folk Vagabond
Pace: 5(d4); Parry: 7(1); Toughness: 18(10)
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Danger Sense
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Hard to Kill: Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus now applies to resisting and recovery from powers.
  • The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings.
    If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running).
    Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
    : Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
  • Take 'Em Down: Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking MDC targets with a Mega Damage attack, characters with this Edge add +4 AP to their attacks.


Wounds: 0/3; Fatigue: 0/3; Flamespitter PPE: 10/10
Bennies: 8/6; Conviction: 0/1
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Freemage
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Re: Flamespitter for Tirgal Danvanbor

Post by Freemage »

I totally give that last version a thumbs-up! And note, you can spend 1 PPE for Smith, +0-3 for the AP Modifier (it's a slider, not a toggle). So no AP for 1 PPE, and 6 AP at 4 PPE.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Tirgal Danvanbor
Posts: 24
Joined: Sun Mar 08, 2020 8:06 pm

Re: Flamespitter for Tirgal Danvanbor

Post by Tirgal Danvanbor »

Signature Item Propsal
Flamespitter
Flamespitter is an enchanted long bow made from steeltree in the dinosaur swamps. Tirgal won it from a tribal leader there, and then he moved on to the Magic Zone. He did some favors for a mystic who agreed to enchant it for him.
The mystic imbued the bow with holy energy that blesses each arrow fired, but he also wove in a fire enchantment. When Tirgal desires it, he can activate the enchantment to cause each arrow he fires to burst into flame.
Flamespitter.png
  • • Range: 15/30/60
    • Dmg: 3d6+2, AP: 1
    • ROF: 1
    • Shots: --
    • PPE: 10/10
    • Incinerate: For 1 PPE, the Smite power may be activated on Flamespitter as part of a Shooting Action, and Smite can be activated with the AP Power Modifier. PPE are spent before rolling, and with a failure on the primary action the power fails as well.
    • Weight: 3 lbs. (Min Str: d8)
    • Notes: MD, Holy; PPE may be recharged with Power Points by any character with the ability to use TW gear, or may be recharged on a ley line at 5 PPE per hour.
    • Rarity: -1 Cost: 203,000

Flamespitter (Enchanted SteelTree Long Bow Build)
Base Item: SteelTree SWADE Long Bow (15/30/60; 2d6+2 MD, AP 1; ROF 1; Weight: 3; Min Str: d8; Cost 300[x10]; Rarity : -1 )
  • Free: +1 damage die
    Free: Projectiles fired from the SteelTree Long Bow are blessed by its power (Holy Trapping).
    Minor: +5 PPE (10k)
    Minor: +5 PPE (10k)
    Major: Smite (Fire; Self [-2 PP]) as part of a Shooting action. (-1 Rarity, 120k)
    Major: Armor Piercing Modifier (40k)
    Cost: [Long Bow (300) x10 (SteelTree)] +200k= 203000
@Freemage I updated the text to match your suggestion. Instead it now just says that Smite can be activated with the AP Power Modifier.

Tirgal Danvanbor, Half-Folk Vagabond
Pace: 5(d4); Parry: 7(1); Toughness: 18(10)
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Danger Sense
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Hard to Kill: Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
  • Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus now applies to resisting and recovery from powers.
  • The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings.
    If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running).
    Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
    : Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
  • Take 'Em Down: Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking MDC targets with a Mega Damage attack, characters with this Edge add +4 AP to their attacks.


Wounds: 0/3; Fatigue: 0/3; Flamespitter PPE: 10/10
Bennies: 8/6; Conviction: 0/1
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Flamespitter for Tirgal Danvanbor

Post by Freemage »

Looks good. J'approve!
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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