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Woodclaw's 2E - Hercules, Iolaus, Xena, Gabrielle

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#248 Historia Maris: Fomorians

Postby Woodclaw » Sat Aug 14, 2010 1:37 am

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Fomorian

Power Level: 9 (98pp)

Abilities: STR: 30 (+10), DEX: 10 (+0), CON: 28 (+9), INT: 6 (-2), WIS: 10 (+0), CHA: 6 (-2)

Skills: Climb 8 (+6), Intimidate 6 (+10), Language - (Native: Jotun [corrupted]) Notice 6 (+6), Search 6 (+4), Stealth 8 (+4), Survival 8 (+8), Swim 6 (+4)

Feats: Attack Focus (melee) 6, Blind-Fight, Crushing Pin, Distract (Intimidate), Dodge Focus 11, Fearsome Presence 6, Improved Critical 1 (Unarmed Attack), Improved Grab, Rage 3 (10 rounds)

Powers:

Fomorian physiology (Container 10 [Passive]; PF: Innate; 51pp)
- Growth 12 (Gargantuan size; PF: Quient Giant 2, Extra: Duration 1 [continuous]; Flaw: Permanent)
- Immunity 6 (Disease, Environmental Conditions [all]; Flaw: Half-Effect)
- Regeneration 9 (Ability Damage [5 hours], Bruised/Injured [1 round], Staggered/Disabled [20 minutes]; Flaw: Source [fresh meat of sentient beings])
- Super-senses 3 (Direction sense, Distance sense, Scent; Flaw: Limited [Direction & Distance to his lair])
- Super-strength 0 (Heavy Load 6.5 tons/20 while raging; PF: Groundstrike, Super-breath)


Combat: Attack +0 (+6 melee); Damage +10 (Unarmed); Defense +7 (-2 Flat-footed); Initiative +0

Saves: Toughness +9, Fortitude +9, Reflex +0, Will +4

Drawbacks: Disability (see notes)

Abilities -6 + Skills 12 (48 ranks) + Feats 32 + Powers 51 + Combat 8 + Saves 4 - Drawbacks 3 = 98

Complications: Addiction (sentient beings meat)

Lifespan: continental Fomorians can live up to 200 years, they island cousins are a little more short lived maxing at 150
Native Language: Fomorians speaks various corrupt dialects of the Jotun

:arrow: my first proper monster for Historia Maris (Gother and Sailsnake were both just unusual animals), the Fomorian (also known as ogres or trolls) are the corrupted cousins of the Fir-Bolg giants. According to the legends Fomorian are the descendant of those giants who indulged in cannibalism in ages pasts. Their diet of sentient being flesh made them larger and stronger but corrupted their minds and souls

:arrow: Fomorian are quite rare in Eanide and almost unknown of in Ifran. Peasants have learned to consider them like thunderstorms or earthquakes, something awful that happens from time to time and that they have no control over. Some of them have settled in the islands of the Middle Sea and shown a less aggressive behaviour respect to the their land relatives, these are usually a little more amicable and decent at handling animals (Cha 8, switch Climb and Swim scores and Replace Intimidate for Handle Animal), but they are known to be ready to shift back to vannibalism if a decent lunch (like the crew of a small vessel) walks into their territory

:arrow: considering their absurdly large size Fomorians can be awfully quiet when their bloodthristy nature and their hunger doesn't get the best of them and enraged Fomorian is an almost unstoppable engine of destruction carving a path of devastation where he pass

:arrow: all the fomorian seem to display some kind of malformation from birth, some have misshapen legs or arms, some have just one eye in the middle of their foreheads, others are hunchbacked from birth. The value of this drawback is up to the GM to determine, but it's usually worth at least 3pp
"Yes, it's a bloody flying alligator setting fire to my city!"

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#249 Historia Maris: Vampires

Postby Woodclaw » Mon Aug 16, 2010 5:01 am

Vampires

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Vampires are among the most feared and well known undead of the known world. No legend reports how the firsts of this vile kind came into be, but their power have grown ever since. The first known reference to vampirism can be found in a old dwarf chronicle dating at least a century before the founding of Lanitia.
While the common races have experienced the rise and fall of many powerful vampires, few known that many of their extraordinary abilities aren't in-born, but rather the result of a long a careful scouting of the limits of their own power. For this reason their abilities are usually linked to the vampire's personality, background and previous knowledges. This makes the vampire one of the most powerful and dangerous opponents anyone can face, there is no telling which kind of tricks a new vampire may know.

Still, all the vampire shares some common traits, abilities and weaknesses. The transformation alters the vampire body on a deep level, unconcerned with physical needs and limits of his past self the new vampire can tap into new reserves of strength and speed. The transformation seem also to polish the person look, making him look like a embelished version of his past self, usually this effect is impaired by the unnatural skin tone and cold appearence of the creature. But there's a sort of countermeasure, all vampires can use a part of the stolen life-force that powers their bodies to make them look living again, in this state the vampire skin has a normal temperature, a detectable - albeit a little faint - heartbeat, they can eat and digest normal food and they seem to be breathing again. Another use of their blood magic is to grant a living being a temporary form of immortality, a person who drinks vampire's blood on a regular basis will age at a slower rate, became resistant to disease and generally heal faster, unfortunatly there is a side effect: the subject will also became partially enthralled to the vampire, becoming extremly compelling to the donor's orders.

There are lost of legends and tales about how to kill a vampire: decapitation with a shovel, a stake through the heart, fire, holy water, silver and more. The truth is less fascinating, vampires are vulnerable to normal weapons - albeit their flesh can be extremly hard to injure - still they can regenerate at phemomenal speed when they taste blood. Several elements can damage them, first of all they are vulnerable to running water. All the waters ultimatly run from this world to the afterlife, dragging along the souls of the departed, sentient undeads challenge this natural order of things by pitting their own will and their power against Death itself. As such, when a vampire- or another sentient undead - enters a body of running water he has to commit all his will and power to fend off the onslaught of the departed souls trying to drag him along into the afterlife.
Sunlight has a similar effect but at a slower rate, allowing a vampire to remain active for some times during the day. Another final weakness, common with some other supernatural creatures, is the inability to enter a warded house without an explicit invitation. The minor rite of Warding is quite well known - albeit under the guie of superstitions or religious cerimonies.

The transmition of vampirism requires a that someone recently death from a massive blood loss - including another vampire drain - is fed a certain amount of vampiric blood. Given that it's usually a voluntary act, but there are reports on involuntary creation of vampires, usually resulting from a wounded vampire wandering near a corpse. It's unknown if vampirism can afflict all the Common Races or not. Humans, dwarves and orcs all displayed cases of vampirism. The simple idea of a Fir-Bolg vampire causes both laugh and shives, on one side the simple technical difficulties are enormous (a giant body contains approximatly 30-35 liters of blood), but the simple thought of the mass of blood needed to feed such a beast is terrifying. As far as it's known no vampire ever tried to infect a lizardkin.

Regardless of the race, all the accepted religions of Eanide and Ifran fuelled a deep hate toward undeads, the inclusion of one form or another of Rite of Warding into the accepted cerimonies is just an example of it.

Lifespan: immortal.
Language: all those known in life.


Vampire Template (35*pp):

Ability Modifiers (4*pp): +4 Strength, No Constitution score

Feats (6pp): Dodge focus 2, Fearsome Presence 3, Improved Initiative 1

Powers (55*pp):

Bite (Drain 2 [Constitution]; PF: Slow Fade 5 [5 hours]; Flaw: Requires Grapple; 6pp)
Nocturnal Predator (Super-senses 2 [Low-light vision, Scent]; 2pp)
Regeneration 16 (Recovery bonus 10, Bruised [1 round], Injured [5 minutes], Staggered [20 minutes], Disabled [1 hour]; PF: Diehard; 9pp)
Undead (Immunity 30 [Fortitude saves]; 30pp)
Protection X (see notes)
Blood Magic (Array 5; Alternate power 1; Drawbacks: Power loss [when immersed in running water; -3]; 8pp)
- Base power: Living Guise (Morph 4 [living version of himself/herself]; PF: Attractive 1, Precise)
- AP: A Taste of Eternity (Container 1; PF: Slow Fade 6 [1 day]; Extra: Affect Others [only], Independent, Total Fade; Flaw: Limited [target must drink blood], Requires grapple)


A Taste of Eternity (5pp of effects)
- Immunity 3 (Aging, Disease, Starvation)
- Regenration 6 (Recovery Bonus +2, Bruised [1 round], Injured/Staggered [1 minute], Disabled [5 hours])
adds the Weakness (Donor's orders [Very Common, +100%]; -5pp) to the recipient


Drawbacks (-20pp):
  • Disability (Can't enter a Warded House, unless invited [Common, Moderate]; -3pp)
  • Vulnerable (Fire [Very Common, +1 DC]; -3pp)
  • Weakness (Running water [Very Common, -1 Toughness every round]; -8pp)
  • Weakness (Sunlight [Very Common, -1 Toughness every 20 minutes]; -5pp)
  • Weakness (Need for Blood [Common, -1 Strength per day without blood]; -1pp)

:arrow: after the trasformation a Vampire con score will be reduced to 0, at the same time he will acquire a Protection effect with a rank equal to his past CON bonus (e.g. a vampire with CON 14/+2 will acquire a Protection 2 effect). So the final cost of the Template will be 35pp plus half of the original CON bonus

:arrow: a thrall created with the Taste of Eternity power will be granted the Container Effects for 10 days, after that all the extra abilities and drawback will vanish. The Weakness drawback extends to both the mundane and supernatural orders, as such the target will also be more prone to believe a vampire lies (doubling the result of Bluff Checks)

:arrow: having no CON score vampires react to Toughness loss as objects, a vampire reduced below TOU -5 will crumble into ashes; contrary to objects a vampire regain lost toughness as a living being does through rest and feeding

:arrow: vampires aren't immune to critical hits, but they react to them slightly differently from mortals. At GM discretion a critical hit against a vampire with a slashing or piercing weapon might cut the heart open causing a blood spill, in this case the vampire wouldn't suffer the normal +5 damage, but rather a Drain 10 [Strength] effect resisted with Toughness

Ancient Vampires

With the passing of time vampires tend to grow in strength, refining the control over the power of blood and becoming less vulnerable to his weaknesses. An ancient vampire might add new abilities to his blood magic array and reduce the time interval of his weakness to running water or sunlight (or both) by one step.

:idea: UPDATE: revisioned the Taste fo Eternity effect
Last edited by Woodclaw on Mon Aug 30, 2010 4:16 am, edited 5 times in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

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#250 Record of Lodoss War: Parn

Postby Woodclaw » Mon Aug 16, 2010 5:32 am

So here we are, 2 years of membership and 250 builds under my belt. To celebrate, and keeping coherent with my recent fantasy theme, I decided to build what I consider the perfect example of a D&D game: Record of Lodoss War.

Before starting I have some note, Lodoss suffers of a heavy case of adaptation decay, mr. Mizuno - the original author - worked hard to put together a well defined western fantasy setting, but unfortunatly many of the people that worked on his ideas weren't able to keep the feeling.

My builds are an attempt to negotiate between the original versions of the characters (from Mizuno's books) and the various renditions from manga, OAV and TV serie.

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There once was a boy, who dreamt of living in a world of light. But light and shadow are the same and where once exists, so too must the other. When the boy learned this, he took the first step to becoming closer as a hero.

Parn

Power Level: 7 (96pp)

Abilities: STR: 18 (+4), DEX: 14 (+2), CON: 16 (+3), INT: 14 (+2), WIS: 12 (+1), CHA: 16 (+3)

Skills: Climb 3 (+7), Concentration 3 (+4), Diplomacy 5 (+8), Intimidate 3 (+6), Knowledge (history) 4 (+6), Knowledge (tactics) 6 (+8), Knowledge (theology & philsophy) 3 (+5), Language - (Native: Lodoss Common), Medicine 2 (+3), Notice 5 (+6), Ride 4 (+6), Sense Motive 6 (+7), Stealth 2 (+4), Survival 3 (+4), Swim 3 (+7)

Feats: Attack Focus (melee) 2, Benefit 1 (status: knight), Cunning Fighter, Equipment 2, Improved Initiative 1, Inspire 3, Lionheart, Rallying Cry, Stunning Attack

Swordfighter (fighting style): Accurate Attack, Defensive Attack, Flurry of blows, Improved Block 1, Improved Critical 1 (Sword), Improved Disarm 1, Improved Trip, Power Attack, Takedown Attack 1, Weapon Bind

Equipment: Breastplate (Protection 4; 4ep)

Sword (+3 slashing damage; crit 19; Mighty; 5ep)

1ep in adveturing gear

Combat: Attack +5 (+7 melee); Damage +4 (Unarmed), or by weapon of choice; Defense +5 (+3 Flat-footed); Initiative +6

Saves: Toughness +7/+3 without armor, Fortitude +6, Reflex +4, Will +6/+10 (Lionheart)

Abilities 30 + Skills 13 (52 ranks) + Feats 23 + Powers 0 + Combat 20 + Saves 10 + Drawbacks 0 = 96

Complications: Honor (knight code), Love (Deedlit), Rash, Responsibility (village of Zaxon)


:arrow: the unlikely leader of the first Lodoss party, Parn was described as a first edition Fighter which became a Paladin (remember the old 9th level rule), but lacked the proper Wisdom to use clerical spells

:arrow: overall Parn is the character that matures more during the book, passing from rash hot-blooded young warrior, to a reliable and solid man - althought still capable of crazy stunts

:arrow: the equipment is a concession to his animated version, in the books Parn acquired a magical chainmail during the events of "The Blazing Demon" (the only part of Lodoss that never got animated) and stitched to that for the rest of his career. He laso used a shield quite frequently, by consequence I decided to leave him undercapped by 2 points on his defense
Last edited by Woodclaw on Thu Aug 19, 2010 8:13 am, edited 1 time in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

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#251 Record of Lodoss War: Deedlit

Postby Woodclaw » Mon Aug 16, 2010 5:41 am

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I don't understand you humans at all. But then, maybe that's what makes you so fascinating!

Deedlit

Power Level: 7 (104pp)

Abilities: STR: 14 (+2), DEX: 18 (+4), CON: 14 (+2), INT: 16 (+3), WIS: 14 (+2), CHA: 14 (+2)

Skills: Bluff 4 (+6/+10 [Attractive]), Climb 3 (+5), Concentration 4 (+6), Diplomacy 4 (+6/+10 [Attractive]), Handle Animal 4 (+6), Knowledge (arcane Lore) 4 (+7), Knowledge (history) 3 (+6), Language 1 (Lodoss Common; Native: Elven), Medicine 2 (+4), Notice 3 (+5), Perform (singing) 3 (+5), Ride 2 (+6), Sense Motive 3 (+5), Stealth 2 (+6), Survival 3 (+5), Swim 3 (+5)

Feats: Attack Specialization 1 (Rapier), Attack Specialization 2 (Shaman magic), Attractive 1, Defensive Roll 2, Dodge Focus 4, Equipment 2, Uncanny Dodge 1 (Auditory)

Powers:

Elven physiology (Container 1 [passive]; 5ep)
- Immunity 3 (Aging, Disease, Sleep)
- Super-senses 3 (Low-light vision, See Invisible; Flaw: Limited [spirit invisibility])


Shaman Magic (Array 8; Alternate power 3; Drawbacks: Power loss [If unable to speak or gesture freely; -3]; 16ep)
- Base Power: Sylph Sleep (Fatigue 5; PF: Sedation; Extra: Range 1 [ranged], Sleep)
- AP: Arms of the Gnomes (Snare 5; Extra: Area [burst, general])
- AP: Fire of the Salamanders (Dazzle 5 [visual]; Extra: Area [burst, general])
- AP: Veil of the Undines (Concealment 4 [all visual senses]; PF: Close range; Flaw: Passive)


Equipment: Leather armor (Protection 1; 1ep)

Rapier (+2 piercing damage; crit 18; Mighty; 5ep)

4ep in adveturing gear

Combat: Attack +5 (+7 rapier, +9 magic); Damage +2 (Unarmed), or by weapon/spell of choice; Defense +9 (+3 Flat-footed); Initiative +4

Saves: Toughness +5/+4 without armor (+3/+2 Flat-Footed), Fortitude +4, Reflex +6, Will +6

Abilities 30 + Skills 12 (48 ranks) + Feats 13 + Powers 21 + Combat 20 + Saves 8 + Drawbacks 0 = 104

Complications: Love (Parn), Responsibility (great shaman), Woman out of her world


:arrow: the resident team chick of Lodoss first party, Deed was afirst edition elf (a.k.a. a warrior-wizard) which means she was bound to came overpoited respect to the rest of the party

:arrow: I tried to trim her down to essential, but she is still quite powerful (PL7 with magic, PL6 with Rapier)

:arrow: the equipment is quite a guesswork, in the first Lodoss novel her armor was described as made of an unnamed violet metal, later this was retconned in a violet magical leather armor, her sword was never given a full description

:arrow: being an high elf, Deed is more used to summon Air and Water spirits (Sylphs and Undines), rather than Earth and Fire (Gnomes and Salamanders), but after the events of "The Blazing Demon" she sealed a pact with Ifrit, Lord of Fire Elementals, and Jinn, Lord of Air Elementals. This marked her transformation into an Great Shaman and the end of her reluctance

:arrow: the ability to summon Ifrit and Jinn is quite problematic, the Lord of Elementals are practicly demi-gods, the deal allows Deed to summon them, not controlling them. As a rule of thumb I prefer to consider them an extraordinary effort power stunt
Last edited by Woodclaw on Thu Aug 19, 2010 8:14 am, edited 1 time in total.
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#252 Record of Lodoss War: Ghim

Postby Woodclaw » Mon Aug 16, 2010 5:51 am

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Only humans would let their feelings get in the way about other's capabilities.

Ghim "Starseeker"

Power Level: 7 (103pp)

Abilities: STR: 18 (+4), DEX: 14 (+2), CON: 20 (+5), INT: 16 (+3), WIS: 16 (+3), CHA: 14 (+2)

Skills: Climb 2 (+6), Concentration 3 (+6), Craft (artistic) 5 (+8), Craft (blacksmith) 5 (+8), Diplomacy 3 (+5), Disable Device 3 (+6), Gather Information 2 (+4), Intimidate 3 (+5), Knowledge (arcane Lore) 1 (+4), Knowledge (history) 3 (+6), Knowledge (tactics) 3 (+6), Language 1 (+1), Medicine 1 (+4), Notice 3 (+6), Search 3 (+6), Sense Motive 3 (+6/+10 [Dedication]), Stealth 2 (+4), Survival 2 (+5)

Feats: Assessment, Attack Focus 1 (melee), Dedication (find his Star), Diehard, Dodge Focus 1, Endurance 1, Equipment 3, Last Stand, Rage 1 (5 rounds), Set-Up, Veteran Fighter

Axefighter (fighting style): Accurate Attack, Finding the Weak Spot, Improved Block 1, Improved Critical 2 (Dwarven Battleaxe), Improved Sunder, Power Attack, Takedown Attack 1, Weapon Break

Powers:

Dwarven physiology (Container 1 [passive]; 5ep)
- Immovable 1
- Longevity (Features 1)
- Super-senses 4 (Darkvision, Direction sense, Distance sense; Flaw: Limited [Direction and Distance only underground])


Equipment: Chain-mail (Protection 3; 3ep)

Dwarven Battleaxe (+3 slashing damage; crit 20; 20' [thrown]; Adaptable, Mighty, Penetrating [4 ranks]; 10ep)

2ep in adveturing gear

Combat: Attack +5 (+6 melee); Damage +4 (Unarmed), or by weapon of choice; Defense +6 (+3 Flat-footed); Initiative +2

Saves: Toughness +8/+5 without armor, Fortitude +7, Reflex +4, Will +6/+10 (Dedication)

Drawbacks: Disability (Short Stride [calculate movement like he was one size smaller]; -1pp)

Abilities 38 + Skills 12 (48 ranks) + Feats 22 + Powers 5 + Combat 20 + Saves 7 - Drawbacks 1 = 103

Complications: Debt (to Neese and the temple of Marfa), Obsession (finding his Star)


:arrow: poor old Ghim, one of the two victims of the first Lodoss campaign, while hardly original as a character Ghim provided the most needed voice of experience, being more wordly than Slayn

:arrow: according to Mizuno's notes Ghim was able to throw his axe because it was magical (+2 returning Battle Axe, or something like that), but I prefered to keep magical items out of the equation and make it a superior quality weapon (10 ep)

:arrow: the "finding his star" element was very prominent in the books, but never included in the other versions, Ghim was obsessed to find his star or, as he explained, the only thing worth dying for. Slayn mocked him a little for this and nicknamed him "Starseeker", in a plot twist it was Slayn to find his star when he felt in love with Leilya
Last edited by Woodclaw on Thu Aug 19, 2010 8:15 am, edited 1 time in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

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#253 Record of Lodoss War: Slayn

Postby Woodclaw » Mon Aug 16, 2010 6:04 am

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There are safer paths to travel, but we haven't got the time.

Slayn

Power Level: 7 (95pp)

Abilities: STR: 12 (+1), DEX: 12 (+1), CON: 14 (+2), INT: 18 (+4), WIS: 16 (+3), CHA: 14 (+2)

Skills: Bluff 3 (+5), Climb 2 (+3), Concentration 4 (+7), Diplomacy 5 (+7), Gather Information 3 (+5), Knowledge (arcane Lore) 3 (+7), Knowledge (current events) 1 (+5), Knowledge (history) 2 (+6), Language 1 (Ancient toungue of Kaastul; Native: Lodoss Common), Medicine 2 (+5), Notice 2 (+5), Ride 3 (+4), Search 2 (+6), Sense Motive 3 (+6), Stealth 2 (+3), Swim 2 (+3)

Feats: Attack Specialization 1 (Magic), Benefit 1 (status: Wizard), Dodge Focus 3, Equipment 1, Fascinate (Diplomacy), Improved Aim, Master Plan, Power Attack, Ritualist, Teamwork 1, Trance

Powers:

Arcane Magic (Array 9; Alternate power 4; Flaw: Tiring; Drawbacks: Power loss [If unable to speak or gesture freely; -3]; 10ep)
- Base Power: Magic Missile (Blast 4; Extra: Autofire 2)
- AP: Fireball (Blast 6; Extra: Area [explosion, general])
- AP: Blinding Lights (Dazzle 6 [visual]; Extra: Area [burst, general])
- AP: Hold Person (Paralyze 6; Extra: Range 1 [ranged])
- AP: Wall of Light (Force field 6; Extra: Affect Others, Independent, Total Fade)


Arcane Senses (Super-senses 3 [Magical Awareness (Mental), Detect 2 (Magic, Mental)]; 3ep)

Wizard Staff (Device 4 [easy to lose]; 12pp)

Devices:

Wizard Staff (18pp of effects)
- Arcane Light (Environmental control 2 [Light]; Flaw: Range 1 [touch])
- Magical Defense (adds Slow Fade 1 to Mystic Shield)
- Magical Focus (adds Accurate 1, Affect Insubstantial 1 to Arcane Magic)
- Magical Sustain (Features 9 [Removes the Tiring flaw from Arcane Magic]; PF: Alternate power 2; Extra: Total Fade; Flaw: Fades)
- Strike 2 (PF: Alternate power 1, Extended reach 1, Mighty)
-- Strike 2 (PF: Mighty, Split Attack 1)


Equipment: Leather armor (Protection 1; 1ep)

Short sword (+2 piercing damage; crit 19; Mighty; 4ep)

Combat: Attack +4 (+6/+8 magic); Damage +1 (Unarmed), or by weapon/spell of choice; Defense +6 (+2 Flat-footed); Initiative +1

Saves: Toughness +8/+3 without Wall of Light/+2 without armor, Fortitude +4, Reflex +3, Will +6

Abilities 26 + Skills 10 (40 ranks) + Feats 13 + Powers 25 + Combat 14 + Saves 7 + Drawbacks 0 = 95

Complications: Love (Leylia), Fame (great wizard), Responsibility (village of Zaxon)


:arrow: despite his claim of the opposite Slayn is quite a powerful magician. Lodoss' wizards rarely used very powerful spells (Karla aside) and usually seem to rely more on intelligence and lore than raw magical power

:arrow: I gave his main array the tiring flaw, and removed it through the staff to justify his constant use of it as a focus

:arrow: someone might think that his equipment his odd, considering he is supposed to be a D&D wizard but, in the books, after a while Slayn started to pack armor and sword regularly, just in case hi magic failed him
Last edited by Woodclaw on Thu Aug 19, 2010 8:18 am, edited 1 time in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

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#254 Record of Lodoss War: Etoh

Postby Woodclaw » Mon Aug 16, 2010 6:14 am

Image
Are you all right?

Etoh

Power Level: 7 (91pp)

Abilities: STR: 14 (+2), DEX: 12 (+1), CON: 14 (+1), INT: 14 (+2), WIS: 18 (+4), CHA: 16 (+3)

Skills: Climb 2 (+4), Concentration 2 (+6), Diplomacy 3 (+6), Handle Animal 2 (+5), Knowledge (arcane Lore) 2 (+4), Knowledge (history) 4 (+6), Knowledge (theology & philsophy) 5 (+7), Language - (Native: Lodoss Common), Medicine 2 (+6), Notice 1 (+5), Perform (oratory) 2 (+5), Ride 2 (+3), Search 3 (+5), Sense Motive 2 (+6), Stealth 2 (+3), Swim 2 (+4)

Feats: Attack Specialization 2 (Mace), Benefit 1 (Clergy), Defensive Attack, Diehard, Dodge Focus 3, Equipment 2, Fascinate (Diplomacy), Improved Defense 1, Leadership, Set-Up, Skill Mastery 1 (Climb, Diplomacy, Medicine, Sense Motive), Stunning Attack, Teamwork 1

Powers:

Faith Magic (Array 6; Alternate power 3; Drawbacks: Power loss [If unable to speak or gesture freely; -3]; 12ep)
- Base Power: Exorcise Demons (Exorcism 6 [demons])
- AP: Cure Wounds (Healing 5; PF: Stabilize)
- AP: Shield of Faith (Shield 2; PF: Slow Fade 1; Extra: Affect Others, Independent, Total fade)
- AP: Turn Undead (Ward 6 [Undead])


Equipment: First Aid kit (1ep), Studded Leather armor (Protection 2; 2ep)

Mace (+2 blundgeon damage; crit 20; Mighty, Unbalancing strike; 4ep)

3ep in adveturing gear

Combat: Attack +4 (+8 with mace); Damage +2 (Unarmed), or by weapon/spell of choice; Defense +10/+8 without Shield of Faith (+3 Flat-footed); Initiative +1

Saves: Toughness +4/+2 without armor, Fortitude +5, Reflex +3, Will +6

Abilities 28 + Skills 9 (36 ranks) + Feats 17 + Powers 12 + Combat 18 + Saves 7 + Drawbacks 0 = 91

Complications: Honor (priest of Pharis), Pacifist, Responsibility (to the church of Pharis), Responsibility (Village of Zaxon)


:arrow: of all the members of the first party Etoh is the one who went the longest way out of scene, after the rescue of princess Fianna of Valis at the beginning of the thrid novel, she and Etoh married and he became the new king of Valis (a position he didn't enjoy too much, being forced to used the Holy War rite)

:arrow: this is a very early build of Etoh, a later version will trade the responsibiluity of Zaxon for the whole kingdom of Valis

:arrow: being a priest Etoh has access to certain unique privileges and the help of his church (simulated through the use of Benefit and Connected)

:arrow: Etoh is undercapped on defense unless he wear an heavier armor or use his Shield of Faith spell. He is also undercapped on offensive given his peaceful nature
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#255 Record of Lodoss War: Woodchuck

Postby Woodclaw » Mon Aug 16, 2010 6:22 am

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I'm an honorable thief Parn, and I'll repay my debt.

Woodchuck

Power Level: 7 (94pp)

Abilities: STR: 14 (+2), DEX: 16 (+3), CON: 14 (+2), INT: 16 (+3), WIS: 14 (+2), CHA: 16 (+3)

Skills: Acrobatics 2 (+5), Bluff 4 (+7), Climb 4 (+6), Concentration 2 (+4), Diplomacy 2 (+5), Gamble 5 (+7), Gather Information 3 (+6), Knowledge (civics) 1 (+4), Knowledge (current events) 1 (+4), Knowledge (streetwise) 3 (+6), Language 1 (Thieves Code; Native: Lodoss Common), Notice 4 (+6), Ride 1 (+4), Search 3 (+6), Sense Motive 4 (+6), Stealth 4 (+7), Survival 2 (+4), Swim 2 (+4)

Feats: Attack Specialization 1 (Knives), Blind-Fight, Defensive Roll 2, Distract (Bluff), Dodge Focus 4, Dual Wielding 1 (Knives), Equipment 3, Improved Feint, Luck 1, Power Attack, Redirect, Skill Mastery 1 (Bluff, Disable Device, Notice, Stealth), Sneak Attack 2

Challenges: Accelerated Stealth 1

Powers:

Equipment: Burglar kit (1ep), Caltrops (1ep), Thief Leather armor (Protection 1 [subtle] + Hidden scabbards; 3ep)

Blades (array; 9ep)
- Paired Knives (+1 piercing damage; crit 19; 10' [thrown]; Mighty)
- Throwing Blades (+1 piercing damage; crit 20; 20' [thrown]; Autofire 1)


1ep in adveturing gear

Combat: Attack +8 (+10 knives); Damage +2 (Unarmed), or by weapon of choice; Defense +9 (+3 Flat-footed); Initiative +3

Saves: Toughness +5/+3 without armor (+4/+2 Flat-footed), Fortitude +5, Reflex +6, Will +5

Abilities 30 + Skills 12 (48 ranks) + Feats 21 + Powers 0 + Combat 22 + Saves 9 + Drawbacks 0 = 94

Complications: Honor (always repay his debts), Reputation (thief and scoundrel)


:arrow: poor, poor Woodchuck, when he met the party in Alania he had just finished to serve a 10 years sentence in the local prison. He joined the party to repay Parn, who saved his life, and ended up being the new host of Karla... talk about being the butt monkey

:arrow: anyway there isn't much to say about Wood, he is pretty much your standard thief, fast, stealty and deadly

:arrow: being the oldest human member of the group (not to mention the more worldly) Wood has some knowledges that the rest of the team lacks, plus he has access to the Guild of Thieves network
Last edited by Woodclaw on Sat Apr 28, 2012 3:34 am, edited 1 time in total.
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Re: Woodclaw's [Historia Maris: Vampire; #250 Welcome to Lodoss]

Postby JoshuaDunlow » Mon Aug 16, 2010 10:36 am

It's nice to see the folks from Lodoss. I remember it quite fondly, being one of the few Anime's i could actually watch half way through.
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Re: Woodclaw's [Historia Maris: Vampire; #250 Welcome to Lodoss]

Postby catsi563 » Mon Aug 16, 2010 12:16 pm

Loved Lodoss war great work on those.

want a challenge? Try the Heroic Legend of Arslan. thats a classic fantasy anime for you.
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Re: Woodclaw's [Historia Maris: Vampire; #250 Welcome to Lodoss]

Postby Arkrite » Mon Aug 16, 2010 4:01 pm

Ah Lodoss.

I always end up watching that when I pine for a good D&D game...
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Re: Woodclaw's [Historia Maris: Vampire; #250 Welcome to Lodoss]

Postby Woodclaw » Thu Aug 19, 2010 7:15 am

JoshuaDunlow wrote:It's nice to see the folks from Lodoss. I remember it quite fondly, being one of the few Anime's i could actually watch half way through.

catsi563 wrote:Loved Lodoss war great work on those.

Arkrite wrote:Ah Lodoss.

I always end up watching that when I pine for a good D&D game...


Thanks guys I'm glad you enjoyed the little trip down memory lane. I'm pondering about building the rest of the characters - the second and third party, Ashram and the "evil team" - but for the moment I'll go back to my own setting.
By the way if anyone has comments/critics/other stuff on my vampire please send it.

catsi563 wrote:want a challenge? Try the Heroic Legend of Arslan. thats a classic fantasy anime for you.


This is something I've never had the chance to watch, thanks for the tip.
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#256 Marvel Essentials: Lady Sif

Postby Woodclaw » Sun Aug 22, 2010 9:33 am

While I'm still working on my fantasy builds I've decided to make a little change of pace and finish my Asgardian builds. After all it's still fantasy in a sense. So here we go.

Image
I say thee nay, God of Thunder! Though my form be female, I do fight for Asgard... and if need be, so shall I die!

Sif

Power Level: 11 (180pp)

Abilities: STR: 30 (+10), DEX: 22 (+6), CON: 26 (+8), INT: 14 (+2), WIS: 18 (+4), CHA: 18 (+4)

Skills: Acrobatics 2 (+8), Climb 3 (+9), Concentration 4 (+8), Diplomacy 4 (+8/+12 [Attractive]), Handle Animal 4 (+8), Intimidate 5 (+9), Knowledge (arcane Lore) 5 (+7), Knowledge (tactics) 9 (+11), Language 1 (English; Native: Asgardian), Medicine 1 (+5), Notice 4 (+8), Perform (oratory) 7 (+11), Ride 4 (+10), Sense Motive 4 (+8/+12), Stealth 2 (+8), Survival 6 (+10), Swim 3 (+9)

Feats: Accurate Attack, Assessment, Attack Focus 1 (melee), Attractive 1, Beginner's Luck, Benefit 1 (Status: Shieldmaiden), Cunning Fighter, Dedication (protect Asgard), Diehard, Dodge Focus 5, Follow-Up Strike, Improved Block 1, Improved Initiative 1, Inspire 4, Light Sleeper, Quick Draw 1, Rage 1 (5 rounds), Takedown Attack 2, Teamwork 1, Track, Uncanny Dodge 1 (Visual)

Powers:

Asgardian physiology (Container 6 [passive]; PF: Innate; 31pp)
- Density 4 (PF: Buoyant; Extra: Duration 1 [continuous]; Flaw: Permanent)
  • Immovable 1 (Extra: Unstoppable)
  • Super-strength 5 (Heavy load: 25 tons; PF: Alternate power 1; Bracing)
  • --- AP: Leaping 2 (jumping distance x5)
- Immunity 5 (Aging, Disease, Enviromental condition 2 [heat & cold], Starvation & thirst)
- Speed 1 (10 mph)


Enchanted Sword (Device 2 [easy to lose]; 6pp)

Devices:

Enchanted Sword (10pp of effects)
Strike 2 (PF: Alternate power 1, Improved critical 2, Mighty; Extra: Penetrating [4 ranks])
- AP: Super-movement 2 (Dimensional 2 [to the Nine Worlds]; Extra: Portal)

Combat: Attack +9 (+10 melee); Damage +10 (Unarmed), or by weapon of choice; Defense +12 (+4 Flat-footed); Initiative +10

Saves: Toughness +10 (Impervious 2), Fortitude +10, Reflex +6, Will +7/+11 (Dedication)

Abilities 60 + Skills 17 (68 ranks) + Feats 29 + Powers 37 + Combat 32 + Saves 5 + Drawbacks 0 = 180

Complications: Enemy (Amora), Love (Thor), Responsibility (Shieldmaiden to Odin), Rivalry (Brunhilde and/or Amora)


:arrow: Sif is monster of a warrior, she might not be as good as Thor, but surely she come very close after him

:arrow: unarmed Sif and Thor will probably be equal, with him beiing slightly better at offensive and she is little better on defense

:arrow: Obviously when need arise she can still make good use of some extra from the arsenal of Asgard
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#257 Marvel Essentials: Amora the Enchantress

Postby Woodclaw » Sun Aug 22, 2010 9:50 am

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I have failed. But if my power cannot move you, what of my beauty?

Amora the Enchantress

Power Level: 10 (198pp)

Abilities: STR: 28 (+9), DEX: 16 (+3), CON: 24 (+7), INT: 18 (+4), WIS: 16 (+3), CHA: 24 (+7)

Skills: Bluff 5 (+12/+20 [Attractive]), Concentration 6 (+9), Craft (chemical) 4 (+8), Diplomacy 5 (+12/+20 [Attractive]), Disguise 3 (+10), Gather Information 5 (+12), Intimidate 3 (+10), Knowledge (arcane Lore) 8 (+12), Knowledge (behavioural science) 4 (+8), Knowledge (current events) 4 (+8), Knowledge (popular culture) 6 (+10), Knowledge (technology) 2 (+6), Language 5 (English, 4 at GM choice; Native: Asgardian), Medicine 5 (+8), Notice 4 (+7), Perform (dance) 1 (+8), Perform (singing) 3 (+10), Sense Motive 9 (+12), Sleight of Hand 3 (+6), Stealth 3 (+6)

Feats: Attack Specialization 3 (Magic), Attractive 2, Beautiful Voice (Diplomacy), Beginner's Luck, Benefit 2 (wealth), Bishonen 2, Connected, Distract (Bluff), Distracting Looks 3, Dodge Focus 2, Fascinate (Bluff), Luck 1, Master Plan, Ritualist, Skill Mastery 1 (Bluff, Diplomacy, Knowledge [arcane lore], Perform [singing]), Ultimate Seduction

Powers:

Asgardian physiology (Container 5 [passive]; PF: Innate; 26pp)
- Density 4 (PF: Buoyant; Extra: Duration 1 [continuous]; Flaw: Permanent)
  • Immovable 1 (Extra: Unstoppable)
  • Super-strength 4 (Heavy load: 10 tons)
- Immunity 5 (Aging, Disease, Enviromental condition 2 [heat & cold], Starvation & thirst)


Magic (Array 18; PF: Alternate power 7; Drawbacks: Power loss [all powers but Hypnosis when unable to speak or gesture freely; -3pp]; 40pp)
- Base power: Enchanting Kiss (Mind Control 10; PF: Slow fade 5 [5 hours], Subtle 1 [mystic sense to detect]; Extra: Conscious, Duration 1 [sustained], Effortless, Independent, Total fade; Flaw: Range 2 [touch], Requires Grapple)
- AP: Bed of Clouds (Flight 4 [100 mph]; PF: Slow fade 3 [20 minutes]; Extra: Affect Others, Independent, Total Fade; Flaw: Platform)
- AP: Eldricth bolts (Blast 10; PF: Accurate 1, Indirect 3, Variable Descriptor [any magical])
- AP: Hypnosis (Mind control 10; PF: Mental link; Extra: Instant Command, Penetrating; Flaw: Sense-dependent [eye contact])
- AP: Illusion 8 (all senses; PF: Progression 4 [area; 100'])
- AP: Paralyze 10 (Extra: Range 1 [ranged])
- AP: Teleport 9 (900'/20000 miles; PF: Change Direction, Change Velocity, Dimensional 2 [to the Nine Worlds], Easy, Progression 3 [mass, 1000 lbs]; Extra: Accurate)
- AP: Transmutation (Transform 7 [Any inorganic to any inorganic])


Equipment: lots of luxury stuff, usually thanks to a very wealthy slave

Combat: Attack +4 (+10 magic); Damage +9 (Unarmed), or by power of choice; Defense +7 (+3 Flat-footed); Initiative +3

Saves: Toughness +9 (Impervious 2), Fortitude +8, Reflex +5, Will +8

Abilities 58 + Skills 22 (88 ranks) + Feats 24 + Powers 68 + Combat 18 + Saves 8 + Drawbacks 0 = 197

Complications: Enemy (Sif and Brunhilde), Hedonist, Obsession (win Thor's love), Responsibility (somewhere deep down cares for Skurge)


:arrow: Amora was really a relief to build, for one simple reason she is a magician without Force Field. While her Asgardian heritage made her more expensive than a common magician, it also makes her tough enough to withstand common threats without magical aid

:arrow: over the years Amora used lots of trinkets to boost up her magic, but none of them have become a permanent feature of the character so I left them out of the equation

:arrow: about her magic, like 99.9% of comic book magicians her powers are quite open-ended, she had displayed many one-shot tricks and abilities

:arrow: speaking of powers and skills, Amora is practicly one of the poster girls for manipulation (the other is Emma Frost), given her level of expertise in seduction, bluff and manipulation she hardly need her powers for one shot tricks. Generally Amora possess two forms of mind control, her famous kiss that gave her roughly a week of control (theoricly multiple kisses make the effect permanent) and her hypnotic powers which are useful for short term tricks
Last edited by Woodclaw on Mon Aug 30, 2010 3:53 am, edited 1 time in total.
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#258 Marvel Essentials: Skurge the Executioner

Postby Woodclaw » Fri Aug 27, 2010 8:00 am

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They sing no songs in Hel, nor do they celebrate heroes... for silent is that dismal realm and cheerless... but the story of the Gjallerbru and the god who defended it is whispered across the Nine Worlds. And when a new arrival asks about the one to whom even Hela bows her head... the answer is always the same... he stood alone at Gjallerbru... and that answer is enough.

Skurge the Executioner

Power Level: 12 (187pp)

Abilities: STR: 32 (+11), DEX: 16 (+3), CON: 30 (+10), INT: 10 (+0), WIS: 14 (+2), CHA: 10 (+0)

Skills: Climb 5 (+8), Craft (mechanical) 3 (+3), Handle Animal 4 (+4), Intimidate 8 (+10), Knowledge (tactics) 8 (+8), Language 1 (English; Native: Asgardian), Notice 4 (+6), Ride 3 (+6), Stealth 6 (+5), Survival 5 (+7), Swim 5 (+8)

Feats: All-Out Attack, Attack Focus 2 (melee), Dedication (to Amora or to his honor), Diehard, Distract (Intimidate), Dodge Focus 2, Dual Wielding (Paired Assault Rifles), Equipment 7, Fearsome Presence 5, Finishing Blow, Follow-Up Strike, Improved Critical 2 (The Bloodaxe), Interpose, Power Attack, Rage 1 (10 rounds), Startle, Takedown Attack 2

Powers:

Asgardian/Frost Giant physiology (Container 9 [passive]; PF: Innate; 46pp)
- Density 4 (PF: Buoyant; Extra: Duration 1 [continuous]; Flaw: Permanent)
  • Immovable 1 (Extra: Unstoppable)
  • Super-strength 5 (Heavy load: 60 tons/115 while raging; PF: Bracing)
- Growth 4 (Large size; Extra: Duration 1 [continuous]; Flaw: Permanent)
- Immunity 5 (Aging, Disease, Enviromental condition 2 [heat & cold], Starvation & thirst)


Asgardian Armor (Device 2 [hard to lose]; 8pp)
The Bloodaxe (Device 5 [easy to lose]; 15pp)

Devices:

Asgardian Armor (10pp of effects)
- Protection 3
- Impervious Toughness 7

The Bloodaxe (25pp of effects)
- Mystic fire (Blast 10; PF: Alternate power 3, Variable Descriptor 2 [any energy])
-- Repulsion field (Deflect 9 [all attacks]; Flaw: Distarcting)
-- Strike 3 (PF: Adaptable, Incurable, Mighty; Extra: Penetrating 10)
-- Teleport 9 (20000 miles; PF: Dimensional 2 [to the Nine Worlds], Easy; Flaw: Long-range only)


Equipment: Paired Heavy Assault Rifles (+6 ballistic damage; crit 20; 60'; Autofire 1, Lethal only, Full power; 32pp)

3ep in mission equipment

Combat: Attack +5 (+7 melee); Damage +11 (Unarmed), or by power/weapon of choice; Defense +9 (+4 Flat-footed); Initiative +3

Saves: Toughness +15 (Impervious 9)/+12 (Impervious 2) without armor, Fortitude +12, Reflex +6, Will +6/+10 (Dedication)

Abilities 32 + Skills 13 (52 ranks) + Feats 32 + Powers 69 + Combat 32 + Saves 9 + Drawbacks 0 = 187

Complications: Honor (warrior code), Love (Amora), Rivalry (Thor)


:arrow: Skurge is something of mixed bag, for years he was Thor's personal punching-ball: not smart enough to be a major villain, not dumb enough to be written out as a simple jobber. True he was one of the few villains capable of facing old goldilocks one-on-one, but aside from that he was usually written of as Amora's bodyguard. Then Walt Simonson gave him one of the most badass death sequences in the history of comics and a legend was born (why publishing companies can't understand that a good death scene without resurrection is better than bringing back a character for crappy reasons)

:arrow: anyway I build Skurge to be almost on par with Thor, the good old Goldilocks his one PL higher on offensive, but Skurge compensate having a penetrating strike as main attack and being more prone to use Rage. He is also larger and better at Grappling

:arrow: the assault rifles aren't a too iconic part of the character, but I included them for those who want to renact his epic death at Gjallerbru
Last edited by Woodclaw on Mon Aug 30, 2010 1:09 am, edited 3 times in total.
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