JD's 3E Thread: More fantasy NPCS ?

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
kenmadragon
Mastermind
Mastermind
Posts: 2320
Joined: Sun Sep 09, 2012 6:55 pm

Re: JD's 3E Thread: The Hulk (feline)

Postby kenmadragon » Mon Mar 24, 2014 4:37 pm

Psistrike wrote:Nice Hulk Cat but where is his Gamma Furballs power? :lol:

Treat it as a power stunt...

User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington
Contact:

Re: JD's 3E Thread: The Hulk (feline)

Postby JoshuaDunlow » Mon Mar 24, 2014 8:29 pm

Or a complication :p .. its odd though I am not going email notifications on my thread. And I've checked the first page.

User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington
Contact:

Rocket Racoon

Postby JoshuaDunlow » Mon Mar 24, 2014 8:49 pm

Image

Rocket Racoon - PL 8

Strength 1, Stamina 4, Agility 4, Dexterity 4, Fighting 5, Intellect 1, Awareness 3, Presence 1

Advantages
Benefit: Law Enforcement, Defensive Roll 4, Precise Attack (Ranged, Cover), Ranged Attack 4

Skills
Acrobatics 7 (+11), Athletics 6 (+7), Expertise: Civics 4 (+5), Expertise: Survival 6 (+7), Intimidation 3 (+2), Perception 6 (+9), Stealth 6 (+14), Vehicles 7 (+11)

Powers
Anthromorph Senses: Senses 4 (Extended: Vision 1: x10, Extended: Smell 1: x10, Low-light Vision, Tracking: Scent 1: -1 speed rank)
Anthromorph: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Innate; Permanent)
Jet Pack: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Check Required: DC 11 - Vehicle Check Required, Removable)
Laser Pistol: Blast 6 (DC 21; Easily Removable)

Offense
Initiative +4
Blast: Blast 6, +8 (DC 21)
Grab, +5 (DC Spec 11)
Throw, +8 (DC 16)
Unarmed, +5 (DC 16)

Languages
Native Language

Defense
Dodge 8, Parry 7, Fortitude 6, Toughness 8/4, Will 7

Power Points
Abilities 48 + Powers 28 + Advantages 10 + Skills 23 (45 ranks) + Defenses 8 = 117

Builders Notes:
This build was my 2E build, which was a conversion from a Dragon Magazine Issue.


Background
Rocket Raccoon is a native of Halfworld, an odd planet in the distant section of space known as the Keystone Quadrant. Halfworld was originally settled by human or humanoid beings, who established the colony as an asylum for its mentally unbalanced members. These unbalanced humans, or Loonies, were to be cared for by robots while other humans sought a cure for their problems. Animals were brought to the planet as pets for the patients. The .sane. human doctors were recalled to their home planet by a cut in their funding, but they left behind the robots and an impenetrable force field around the section of space containing Halfworld. All this is recorded in the Halfworld Bible, the logbook of the SS Gideon, the starship that brought the human colonists. The log survived through the ages to become a holy tome . The “Gideon’s Bible” of the land. Some time after the doctors departed, a nearby supernova caused the robots to achieve a degree of sentience. Chaffing at their chores as watchmen for the human Loonies, they in turn genetically manipulated the animal stock, gave them prosthetic devices, and turned them into the Loonies. keepers. The robots then retired to the far side of the globe, stripping its natural resources to produce a mammoth factory complex. The complex then produced toys to keep the human
patients amused, as well as a gigantic, human-shaped ship. The robotic activity produced the “half-world” feature of the planet: Half is a green and pleasant home to the animal and human population, and half is a wasteland. Ranger Rocket Raccoon, whose ancestors were manipulated by the robots, rose in rank to become the chief law officer of Halfworld and protector of its human population. His chief opponent in these matters was Judson Jakes, a mole who took over the main toy-manufacturing operation for the planet. Jakes conspired on a number of occasions to steal “Gideon’s Bible” and use the knowledge within it to rule the world. Rocky.s allies included his friend Wal Russ (a walrus with prosthetic tusks that could be used as weapons), the Lady Lylla (an otter), Pyko (a tortoise who served as Jake’s chief toy designer), and the Incredible Hulk, who was in the neighborhood at the time. The final confrontation on Halfworld resulted from a conflict between Jakes and Lord Dyvyne, a lizardlike rival toymaker. The two battled over control of Halfworld, its toy industry, and the Lady Lylla, and were only defeated when Rocket, working in conjunction with the robots of the metallic half of Halfworld, deciphered “Gideon’s Bible” and devised a cure for the human inhabitants. The fully cognizant humans, robots, and good animals defeated the combined armies controlled by Jake and Dyvyne, who were killed in a fall afterward. The animals and robots then left the humans to settle Halfworld, their task done. Using the huge, man-shaped rocket, the animals and robots left Keystone for new adventures.

User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington
Contact:

Marvel: WARP

Postby JoshuaDunlow » Fri Mar 28, 2014 6:15 pm

WARP (PL 8, 122pp)
Origin: Mutant
Real name: Brian
Affiliation: X-Men
Profession: Artist
Age: 39, Height: 6'2”, Weight: 230 lbs
Eyes: Hazel, Hair: Brown

Abilities (28pp): Str 1, Sta 3, Agi 3, Dex 1, Fgt 4, Int 1, Awe 1, Pre 0
Advantages (9pp): Diehard, Equipment 1, Precise Shot (Cover), Ranged Attack 5, Teamwork
Skills(8pp): Athletics 2 (+2), Close Combat: Unarmed 2 (+6), Expertise: Drawing 4 (+5), Notice 4 (+5), Ranged Attack: Light Control 2 (+7), Ranged Attack: Magnetic Barrage 2 (+8)
Defenses (11pp): Dodge 6, Parry 4, Fortitude 10, Toughness 3/10, Willpower 4

Powers (66 pp):
Magnetic Manipulation: 26 pt Array +4 AE's · 30 pp
· AE: Magnetic Vortex: Teleportation 8 (Change Direction, Change Velocity, Easy)
· AE: Electromagnetic Vision: Senses 1 (Radius Vision) + Remote Sensing 8 (Normal sight; Subtle, No Conduit)
· AE: Magnetic Barrage: Blast 8 (Area [Burst], Limited: Metallic Source)
· AE: Magnetic Barrage: Blast 8 (Multi-Attack, Limited: Metallic Sources)
· AE: Magnetism: Move Object 8 (Perception ranged, Damaging, Limited: Metallic Objects)
Magnetic Propulsion: Flight 1 · 2 pp
Magnetic Shield: Forcefield 7 (Impervious; limited: Only against metal attacks) · 7pp
Coloration: 24 pt Array + 3 AE's · 27 pp
· AE: Laser Beam (Blast 8 [Penetrating])
· AE: Transmute Color 7 (Transform [Change color from one to another; Continuous, Precise “To create Art” , Feature: Cure Blindness])
· AE: Nullify 5 (Light based Powers, Broad, Simultaneous, Area [Burst])
· AE: Light Blast 7 (Dazzle [Vision, Continuous, Feature: Reversible])

Combat: Initiative +1, Unarmed +6 (dc16), Throw +6 (dc 15), Grab +4 (dc 11), Magnetic Barrage +8 (dc 23 burst or Multi-attack), Laser +8 (dc 23), Light Blast +8 (dc 17 dazzle), Magnetism (Dc 23)

Equipment: X-Men Costume (Quick Change, Commlink, Insulated), PDA, Pouch full of Metal Balls.

Complications:
Prejudice: Mutant. Warp is a mutant.
Phobia: Moths. Warp just doesn't like moths. They scare the bejuses out of him!
Depression: Warp suffers from mood swings from time to time. Severe Electromagnetic disturbances can exacerbate this.
Secret: Identity. No one knows his secret.
Partially Paralyzed Right Leg. Warp suffers a +2 difficulty to skill checks that require movement, such as Athletics and Acrobatics.
Rivalry: Gambit. Warp just doesn't like him.

Builders Notes:
Warp is one of my own personal characters from the Marvel Super Heroes RPG game from TSR. Way back in the day. Thought I'd give him the 3E polish.

Background:
Well Brian was born in Escondido California, and when he was five he moved to Tucson, AZ where he spent the rest of his child hood growing up. In a Middle Class family, his father working in Law Enforcement in a number of fields over time, (Forensics Investigator, Private Detective, and then latent Finger Print Expert). Brian went to school, and lived a rather normal life. Though he has always been shy after a fashion, never being comfortable in large crowds or in social interactions). Though he had a few friends, and a girlfriend that lasted about 1 week. When he was 12 years old, his appendix ruptured. And due to the late timing of medical treatment, he was left with a partially paralyzed right leg. Which gives him now in his adult years, a moderate tax exempt income of $1000. After high school though, he went to school to get an associates degree in broadcasting. This gave him a DJ job at a local bar, for a little while but that didn't pan out for him. And Brian ended up not doing anything with his career in broadcasting. He went through a lot of ups and downs, getting used by friends. Moving from place to place, and almost ended up going bankrupt if it wasn't for his father to help him get back on the road to financial stability. Even as a little kid, Brian was into role playing games and this interest passed into his adult hood. And this is what he ended up doing in his free time, after about the age of 23 (1997) is when his life changed for ever. He was a security guard for a local security company, called Burns/Wells Fargo. His mutant powers activated, during a crisis when a sentinel attacked him at reed park. The brotherhood showed up to defeat the sentinel, and offered Brian a chance to learn how to use and control his powers. He might have accepted too, if not for the intervention of the x-men who just happened to show up as well. A battle in-suede, and while Brian stayed back out of the battle. He could see that the X-Men were the good guys, by the way they fought. After the battle, Brian decided to head off with the X-Men having nothing left for him here in Tucson to keep him. Not feeling really close with his family, sent him on his way. And he has been an X-Men ever since, he has never gotten along with Gambit. The mans personality has always rubbed on him, and they have had conflicts in the danger room before. During his years with the X-Men, he learned to control his powers. And develop them to a fine degree. His ability to manipulate the color of light, has earned him a form of status as a mutant artist whose control of light, creates some of the most vibrant pieces of art one could imagine.

User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington
Contact:

Re: Karmyth update: Iron Dwarves

Postby JoshuaDunlow » Mon Apr 07, 2014 2:45 pm

Iron Dwarves.
Dwarves are the most techniquely inclined of the races, as the saying goes "Dwarves have minds of grinding gears and metal". Always trying to improve on things, however all of this engineering genius they lack in the magical departments. Save in the arts of Rune Magic, allowing them to make magical artifacts and raw Elemental forces. And mages are very rare to see in dwarf fortresses. Dwarves are generally though are solitary species, and prefer to keep their noses out of the business of other races. However despite this, they enjoy an alliance with humans and seem to work well together. Dwarves in general tend to live in mountainous are hill like terrain, and build their great halls and fortresses into the very earth itself.

Starting Age/Lifespan: Most dwarves reach the age of maturity by the time they are 30 years of age. Dwarves are a sturdy long lived folk and can generally live about three times longer than most humans can (210-270 years of age).
Description: Dwarves vary in size from 4'2" to 4'10" in height, with men being two inches taller than women. And in general dwarves are a hardy and sturdy race, broad of chest and shoulders. Though despite their smaller size are deft of hand, and great runners. Their skin is generally a light earth like tone, almost looking tan.
Native Language: Dwarves speak Noldan, and often write in their own variation of Runic.
Religious Beliefs: To be Written

IRON DWARVES: (5pp total)
Ability Modifiers: +1 Sta, -1 Agi
Skill Modifiers: Expertise (Mining, Masonry, or Smithing) 2
Advantages: Favored Opponents 1 [goblins]
Powers:
Dwarf Physiology:
- Bright Eyes: Senses 1 (Low light Vision)
- The Stubbornness of Dwarves: Feature (+2 save vs. Social Skills)
- Hardy: Feature (+2 save vs. Diseases and Poisons)
Complications:
· Small but stocky. Dwarves are smaller in size, but their girth compensates this. There are no complex game mechanics, since the benefits and drawbacks, do not constitute a Shrinking power. This is mostly played out by using the +1 stamina for their sturdiness, and a -1 agility for their girth. I might decide on a slower movement rate. But that is up in the air still.

OUTCAST DWARVES: (7pp total)
Ability Modifiers: +1 Str, +1 Sta, -1 Agi
Skill Modifiers: Expertise (Mining, Masonry, or Smithing) 2
Advantages: Favored Opponents 1 [goblins]
Powers:
Dwarf Physiology:
Outcast dwarves tend to grow taller for some reason, and become stronger because of it. There senses deepen, and become accustomed to no light.
- Bright Eyes: Senses 1 (Low-light vision)
- The Stubbornness of Dwarves: Feature (+2 save vs. Social Skills)
- Hardy: Feature (+2 save vs. Diseases and Poisons)
Complications:
· Small but stocky. Dwarves are smaller in size, but their girth compensates this. There are no complex game mechanics, since the benefits and drawbacks, do not constitute a Shrinking power. This is mostly played out by using the +1 stamina for their sturdiness, and a -1 agility for their girth. I might decide on a slower movement rate. But that is up in the air still.
· Outcast: Dwarves who are found guilty of crimes against their own kind. Are cursed to loose all their hair, and in return are branded with tattoo’s upon their scalp. Many outcasts are evil. The Outcast suffers a -2 to bluff & diplomacy tests with everyone.


Unique Dwarven Traits
Sometimes dwarves may possess uncanny abilities and powers. Though these gifts are uniquely rare.

One with the Earth: These dwarves have an uncanny ability to detect the presence of precious metals and gemstones within the earth around them. Senses 4 (Detect Gems (radius), Detect Precious Metals (radius)) * Add 4 pts to the cost

Set in Stone: Dwarves who possess this trait, are harder to budge. Then can root themselves, making it harder to Trip them. They gain a +2 bonus to resist trips. * This costs 1 point.

Deep Ones: A rare circumstance, or those that hide themselves much deeper than others. Their skin is almost as dark as the earth itself. Their ability to survive has only increased, and their senses enhanced to a greater degree. Senses 3 (Darkvision, Detect Direction (underground)) * Add 3 points to the cost. Complication: Light Sensitive. (Deep Ones however are sensitive to light, and suffer a -1 penalty to all actions in bright light, or -2 to sunlight).

User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington
Contact:

The Artillerist

Postby JoshuaDunlow » Tue Apr 15, 2014 11:57 am

Artillerist (PL 4/46pp)
An artillerist is a stronghold retainer whose specialty is siege weapons. This person is usually a decent fighter, who also advises the ruler on some military details. The artillerist is a sub-ordinant of the castellan.

Abilities (30pp): Str 1, Sta 2, Agi 0, Dex 2, Fgt 4, Int 3, Awe 3, Pre 0
Advantages (0pp): Equipment 2
Skills (5pp): Athletics 2 (+3), Expertise: Military Tactics 3 (+6), Perception 4 (+7)
Powers (4pp):
Siege tactics (trained): Enhanced Ranged Attack 3 (limited: Siege weapons) + Enhanced Advantages 3 (Improved Critical, Precise Attack: Cover, Precise Attack: Concealment; limited to Siege Weapons; Requires a Tactics Check 11+) · 3pp cost
Defenses (7pp): Dodge 4, Parry 4, Fortitude 4, Toughness 4, Willpower 4
Equipment: Reinforced Leather (Protection 2), Sword (Strength based Damage 3, Dangerous)

Siege Weapons:
Ballista: Blast 5 (Penetrating 5; Slow to load*: Every 2 rounds) – Crew of 4
Catapult, Light: Blast 6 (Penetrating 6; Slow to load: Every 3 rounds) – Crew of 6
Catapult, Heavy: Blast 7 (Penetrating 7; Slow to load: Every 5 rounds) – Crew of 8
Trebuchet: Blast 8 (Penetrating 10; Slow to load: Every 5 rounds) – Crew of 12
Bore: Blast 7 (Penetrating 5, Area: Burst; Slow to load: Every 2 rounds) – Crew of 10
Battering Ram: Damage 5 (Penetrating 3; Every Man it takes*; improved reach 1) – Crew of 10.

* Slow to Load: This is a flat rate flaw modifier. Every round this takes to load, reduces the cost by 1 pp.
* Every man it takes: This is a flaw, that requires a full crew to make useable. Otherwise it cannot inflict maximum damage. Every man cost reduces the effectiveness of the weapon, by 1 pp. Starting with Penetrating ranks first, then damage.

User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington
Contact:

Re: Shield Agent: Typical

Postby JoshuaDunlow » Thu Apr 17, 2014 9:46 pm

Minor update to the Shield Agent. I modified the Agent shield outfit slightly.

JoshuaDunlow wrote:Image

Shield Agent: Standard - PL 6

Abilities
Strength 2, Stamina 2, Agility 3, Dexterity 4, Fighting 6, Intellect 2, Awareness 2, Presence 2

Advantages
Benefit, Security Clearance: Shield Agent, Benefit, Wealth (well-off), Defensive Roll, Equipment 7, Quick Draw, Ranged Attack 2, Teamwork

Skills
Acrobatics 3 (+6), Athletics 4 (+6), Deception 4 (+6), Expertise: Psychiatry 3 (+5), Expertise: Streetwise 2 (+4), Intimidation 4 (+6), Investigation 5 (+7), Perception 4 (+6), Persuasion 4 (+6), Technology 3 (+5), Vehicles 4 (+8)

Equipment
Cell Phone, Computer, New Constructed Item (Blaster Pistol, Flash Grenade, Flash-bang, Fragmentation Grenade, Garotte [Strangulation: Affliction 4, 1st degree: Impaired, 2nd degree: Prone, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Grab-based], Knife, Machine Pistol, Smoke Grenade, Tear Gas Grenade), Saw-belt 1, Shield Uniform [Fire Resistance: Immunity 5 (Fire; 1/2 save), Kevlar enforced Beta Cloth: Protection 3 (limited to ballistics)]

Offense
Initiative +3
Blaster Pistol, +6 (DC 20)
Flash Grenade, +6 (DC Dog/Fort 14)
Flash-bang, +6 (DC Dog/Fort 14)
Fragmentation Grenade, +6 (DC Dog 15)
Grab, +6 (DC Spec 12)
Knife, +6 (DC 18)
Machine Pistol, +6 (DC 18)
Smoke Grenade, +6 (DC 19)
Strangulation: Affliction 4, +6 (DC Fort 14)
Tear Gas Grenade, +6 (DC Dog/Fort 14)
Throw, +6 (DC 17)
Unarmed, +6 (DC 17)

Languages
English

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 6/2, Will 6

Power Points
Abilities 50 + Powers 0 + Advantages 14 + Skills 14 (40 ranks) + Defenses 10 = 84


Builders Notes:
I had been wanting to stat up some of the Shield stuff, since I rather like playing the Marvel Avengers game on Facebook. lol. And this is a nice break from the uber powerful builds I have been doing lately. So.. This is your typical shield agent, ready to play as a PL 6 character. And with 6 points to spare. Of course you could fiddle with the abilities, skills, and advantages, to tailor your own specific character.

User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington
Contact:

Re: Marvel: Cpt. America

Postby JoshuaDunlow » Thu Apr 17, 2014 9:50 pm

Update to Cap. Strength goes up to 5.. Speed goes down to 2.

JoshuaDunlow wrote:Image

"Truth, Justice, and the American way. Words to live by. "

Captain America - PL 11
Real Name: Steve Rogers
Identity: Public
Affiliations: Avengers, & Shield

Abilities
Strength 5, Stamina 6, Agility 7, Dexterity 7, Fighting 11, Intellect 3, Awareness 4, Presence 5

Advantages
Agile Feint, All-out Attack, Assessment, Benefit, Security Clearance 2: Avengers, Shield, Diehard, Equipment 5, Improved Defense, Improved Initiative, Improved Smash, Improved Trip, Inspire 3, Interpose, Leadership, Teamwork, Weapon Bind

Skills
Acrobatics 10 (+17), Athletics 10 (+14), Expertise (AWE): Survival 6 (+10), Expertise: Tactics 10 (+13), Insight 4 (+8), Intimidation 4 (+9), Investigation 7 (+10), Perception 8 (+12), Persuasion 9 (+14), Ranged Combat: Shield Throw: Strength-based Damage 3 8 (+15), Technology 4 (+7), Vehicles 5 (+12)

Powers
Shield Training (Advantages: All-out Attack, Improved Defense, Improved Smash, Improved Trip, Weapon Bind; Limited to using the Shield)
Star Spangled Shield (Removable (indestructible))
. . Impenetrable: Immunity 80 (Custom: Dodge & Parry attacks 80; Sustained; Concentration, Limited: not against surprise or sufficient Area attacks)
. . Shield Bash: Strength-based Damage 3 (ballistic, DC 22)
. . Shield Throw: Strength-based Damage 3 (DC 22; Increased Range: ranged, Ricochet 4: 4 bounces; Diminished Range)
. . Shield up: Enhanced Trait 4 (Traits: Dodge +2 (+12), Parry +2 (+13))
. . Shields Edge: Strength-based Damage 3 (slashing, DC 22; Penetrating 8)
Super Soldier (Multiple Powers as One; Innate)
. . Immunity: Immunity 3 (Disease, Environmental Condition: Cold, Poison; Limited - Half Effect)
. . Speed: Speed 2 (Speed: 8 miles/hour, 250 feet/round)
. . Superior Healing: Regeneration 2 (Every 5 rounds, Advantages: Diehard)
. . Superior Senses: Senses 2 (Extended: Hearing 1: x10, Extended: Vision 1: x10)

Equipment
Binoculars, Commlink, Flashlight, Lock Release Gun, Mini-tracer, Motorcycle, Star spangled Costume [Fire Retardent: Immunity 5, Damage Effect: Fire; Limited - Half Effect; Protection: Protection 3, +3 Toughness]

Offense
Initiative +11
Grab, +11 (DC Spec 15)
Shield Bash: Strength-based Damage 3, +11 (DC 23)
Shield Throw: Strength-based Damage 3, +15 (DC 23)
Shields Edge: Strength-based Damage 3, +11 (DC 23)
Throw, +7 (DC 20)
Unarmed, +11 (DC 20)

Complications
Enemy: The Red Skull, and probably a lot more!
Man out of Time: Steve still sometimes has problems coping in the new millennium
Motivation: Patriotism
Power Loss: If the captain misses badly, or if someone catches his shield, he could be withouot it.
Responsibility: To his country, a member of shield and the avengers

Languages
English

Defense
Dodge 12/10, Parry 13/11, Fortitude 10, Toughness 9, Will 7

Power Points
Abilities 96 + Powers 39 + Advantages 16 + Skills 29 (85 ranks) + Defenses 10 = 190

Builders Notes:
Finally getting some Inspiration, I couldn't believe I hadn't done up my version of Captain America. On my PL chart I gauged him a PL 11, only one step lower from his 2nd Edition version. Props goes to Thorp, for the basic shield design. Which I only slightly adjusted for my own use, by adding another alt. effect .

User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington
Contact:

Re: JD's 3E Thread: More fantasy NPCS ?

Postby JoshuaDunlow » Wed Apr 30, 2014 8:54 pm

Gonna try and back up my important stuff.. But I don't know if I'll be transfering this stuf over onto the new forums. Just yet, if at all. I ahve a place holder right now.. But we shall see. So far i got my LOTRO stuff saved to a document.


Return to “Roll Call”



Who is online

Users browsing this forum: No registered users and 9 guests