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Thread: Adventurers Unlimited - The Factory Job

  1. #1
    Senior Member Commander Kalic's Avatar
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    Adventurers Unlimited - The Factory Job

    Currently closed, sorry if you where interested.

    IC here







    -Races-
    The races of the realms have all been forced to adapt to the times and some have taken to it in unique ways.
    *note: humans are not included because they’re an obvious one*

    Dwarves: These stout folk have taken well to the changes in the world (it’s not surprising since they brought to it guns, cars, and tanks). They are prized mechanical experts, industrious workmen, and are often soldiers or engineers.

    Personality: Dwarves have changed little with the new age; they are still the gruff, tough people they have been. They are especially adapted for the environments of factories, often becoming foremen because of their “shut up and do it” attitudes.

    Society: One thing that has stayed with the dwarves through their advancement is their societal organization. Clans and bloodlines still make a big part of standings and also what career fields are available. They still harbor some distrust for other races, never fully accepting them and keeping to their own communities.

    Elves:
    Acute senses and lightness on their feet are the two qualities that best describe elves. Even now in today’s world the elves can make good use of these skills, but of course their general affinity for magic and their long life spans help too. As a result they make especially good operatives and good soldiers in the new world.

    Personality: Most elves these days still believe themselves to be 'above' the other races and in high society their genetic predisposition towards grace and beauty help to reinforce this attitude.

    Society: As a whole though the Elves have adjusted well to the new world and while a few still hold to traditions of their forest born ancestors, most now live little differently than humans.

    Gnomes:
    The inventors of pretty much all the amazing technology of the day, gnomes are adept with both technology and magic, which pegs them as being good magic users, electricians, and engineers.

    Personality: Bubbly and curious, modern gnomes are still always trying to discover how things work and “make them better”. They are generally full of jokes and ideas on what to do next.

    Society: They have meshed well with the new age and are found working in many prestigious places because many of them are required to keep machines running properly.

    Goblins: (Recycled Human)

    Personality: Mischievous and enterprising. With their short appearance and knack at finding the full potential in everyday objects, Goblin’s are great at espionage as well as engineering..

    Society: At the dawn of the industrial age the Goblin’s found their ingenuity outmatched by the assembly line of Dwarven machines. Displaced from society they took to working in whatever menial task they could find, making their living as cab drivers and couriers. That is until their natural tribal affinity formed an unrivaled criminal syndicate. While technology may power the city, the Goblin’s rule the forgotten streets.

    Half-elves:
    The children of humans and elves, these hybrids gain the longevity of their elven parents and the imagination of their human parents. They tend to feel left out of most groups; elves treat them with a level of disdain for being part human and humans treat them more as if they were elven. This tends to drive them towards the operative class where they use their dexterity or the medic class where they fill an internal need to be accepted.

    Personality: Drawing from their human half, half-elves are imaginative and inquisitive though sometimes closed-minded to contradictory ideas. They try to find some way to make themselves useful in any situation.

    Society: Naturally adapting to this changing world, half-elves are found in all parts of society, performing tasks for all kinds of people. They now are coming into their own as Jacks-of-all-trades.

    Half-orcs:
    The brutish descendants of humans and orcs have done poorly with the changes. Whereas before their strength and size had kept them with work, the advent of guns and freight movers have put them out of work in civilized areas, though they still do make natural soldiers and shock troops.

    Personality: Slow and easy to anger, Half-Orcs are not very social and rely on others to do the talking for them. If confused, they tend to shoot first and ask questions later.

    Society: One of the few races to not accept the changes well, most half-orcs try to live outside the cities, moving in with their orc relatives. Those that are in city-states usually work for crime syndicates as muscle or as bouncers and manual labor for legitimate groups.

    Halflings:
    Halfings make effective operatives as they are sneaky, sometimes tricky, and, since they are half the height of most races, not very easily noticed sometimes. Most have a good nature and generally care for others making them good medics as well.

    Personality: Adaptive and pleasant, the halfings are always looking for ways to get rid of boredom. This gives them a natural affinity for the high-tension operative and medic roles.

    Society: The halfling race has adapted well to the new world since technology gave them a 'leg up' in areas where they might have previously been lacking. They have also integrated into modern society with a minimum of fuss, though there is still a little prejudice against them for their height and the stereotypical 'halfling thief' role.

    -Classes-
    Classes of this era have taken steps forward to adapt the changing format and now a number of options have appeared. Every class has a number of specializations they can take (although characters are limited to two) and these help define the character abilities In and out of combat.

    Engineer: The master of the mechanical, an engineer fills a supporting role in adventuring groups by knowing how to repair and operate most of the equipment they might cross and to disable or set up minor traps as well as being proficient in pistols and Sub-Machine guns.
    Specializations: Vehicles (repairs, operations, and customization of a wide range of vehicles)
    Demolitions (advanced explosives training)
    Sapper (complex traps, advanced camouflage)

    Magic-user: Changing little from their roles in the past, magic-users fill a vital support role in modern day adventuring groups. Most basic magic-users know a variety of low-level utility and combat spells. Due to the years required to become specialized in any one field, magic users can only take one specialization but can take a proficiency in hand guns, melee, or first aid.

    Specializations: Utility (minor teleportation, telekinesis, minor creation, etc.)
    Combat (destructive magic, aggressive summons)

    Medic: The healers are usually minor practitioners of divine magic (though not required) medics are a must in any adventuring party because they the only one capable of providing substantial healing. The basic medic is proficient in hand guns and melee weapons, receives advanced first aid training allowing them to treat grievous wounds and injuries.
    Specializations: Combat Medic (proficiency in rifles and melee)
    Alchemist (ability to create a variety of beneficial potions or poisons)
    Cleric (access to divine magic, turn undead, final rights)

    Operative: Trained in stealth and espionage, operatives know their way around cloak-and-dagger operations. They have a basic training in stealth and deception, lock picking, and a proficiency in melee combat and hand guns.
    Specializations: Intrusion (advanced lock picking and melee, climbing and rappelling)
    Black Ops (proficiency in SMGs, Sniper Rifles, Advanced Camouflage)
    Espionage (Advanced persuasion training, sleight of hand, disguises)

    Soldier: the grunt, the man you want in a fire fight, a master of war. Soldiers come with proficiency in Assault rifles, Sub Machine Guns, and pistols as well as basic first aid.
    Specializations: Assault (Proficiency in light machine guns and shot guns, enhanced endurance)
    Heavy Weapons (Proficiency in heavy machine guns, rocket launchers)
    Spec Ops (intrusion skills, Camouflage, Advanced Melee) [

    -Equipment-
    Every class comes with basic equipment that is tailored to them. This can be customized by the players however much as they choose so long as it doesn’t affect actual performance of the equipment (For example ,picking a trench coat instead of a regular jacket.). Each class gets a starting kit tailored to its specializations and each character is allowed one magical item of choice, attachments are allowed. This is to be submitted to GM for approval before posting on the character sheet.
    Starting Kits:

    Engineer
    tools (wrenches, screwdrivers, pliers, nothing fancy)
    Pistol (moderate caliber, durable, non-magical)
    Sub Machine Gun (small caliber, full-auto, inaccurate, low recoil)
    4 grenades (choice of smoke, fragmentation, High explosive, incendiary)
    Vehicle:
    Vehicle tools (larger wrenches, mechanics toolbox)
    Small welding torch
    Demolitions:
    Satchel charges (moderate explosive force)
    2X land mines (anti-personnel)
    Tripwire
    Sapper:
    Tripwire
    50ft cord
    Spikes
    Utility axe

    Magic-user:
    Based on proficiency taken
    Pistol (moderate caliber, durable, non-magical)
    Light melee weapon (dagger, hand axe, short sword)
    First Aid Kit (capable of treating minor bullet wounds and cuts)

    Medic:
    First Aid Kit (capable of treating jaor bullet wounds and cuts)
    Pistol (moderate caliber, durable, non-magical)
    Melee Weapon (Mace, axe, sword)
    Combat Medic:
    Pick one
    Combat rifle (large caliber, semi auto, heavy and semi-maneuverable, high recoil)
    Carbine (medium caliber, semi auto, light highly maneuverable, accurate)
    Alchemist:
    Vials bottles
    Reagents (enough to make 20 potions)
    Cleric:
    Holy symbol
    Holy texts

    Operative:
    Lock picking tools (standard good enough for most modern locks)
    Pistol (moderate caliber, durable, non-magical)
    Light Melee Weapon (Dagger, Hand Axe, Short sword)
    Intrusion:
    Rope and Grapple (enough to scale a 20 foot wall)
    Advanced lock picking tools (tools to get through every non-magical lock in existence)
    Holdout melee weapon (knife, brass knuckles, sap)
    Black Ops:
    Pick one
    Submachine Gun (small caliber, full-auto, inaccurate, low recoil)
    Sniper Rifle (Large Caliber, bolt action, highly accurate, cumbersome)
    General
    Camo-Paint (adaptable for terrain)
    Camouflage Blanket (covers 2 square meters)
    Espionage:
    Disguise Kit (ability to change face, and race within reason)
    Forgery Kit

    Soldier:
    Pistol (moderate caliber, durable, non-magical
    Melee weapon (Mace, Axe, Sword)
    2 grenades (choice of smoke, fragmentation, High explosive, incendiary)

    Assault:
    Pick one
    Light Machine Gun (moderate caliber, full auto, heavy, bipod, moderate accuracy, high recoil)
    Shot Gun (12 gauge, pump action, moderate range, high recoil)
    General
    1 extra grenade
    Heavy Weapons:
    Pick one
    Heavy Machine Gun (Large caliber, requires setup on tripod, anti-light armor)
    Rocket Launcher (Mid range, “light” rocket, Anti Armor)
    General
    Sub Machine Gun (small caliber, full-auto, inaccurate, low recoil)
    Spec Ops:
    Pick one
    Combat rifle (large caliber, semi auto, heavy and semi-maneuverable, inaccurate)
    Carbine (medium caliber, semi auto, light highly maneuverable, accurate)
    General
    Camo-blanket (2 by 2 meters)
    Climbing gear

    *note: a multi specialized Heavy Weapons cannot take another weapon*


    Feel free to forge connections which can be incorporated into the story, if you know a guy, it can make the findings things section easier.



    ---------- Post added at 12:17 AM ---------- Previous post was at 12:08 AM ----------

    The City of Airxe
    History:
    One of the few cities to spring up after the Age of the Hunt, and even one of the fewer to achieve greatness, Arixe was founded by Baron Armand Arixe. The Baron was a pompous fool, fond of extravagant parties and over blown monuments (such as the 20ft tall marble statue of himself which still resides in downtown) and this made him unpopular with his swelling populace. The city reached prominence after the incompetent baron was killed by an angry mob and replaced with an elected minister. This minister and his successors led the city to it being established as a city-state with holdings covering a large area and keeping most of the barbaric races away from the towns and villages under its control.

    Current State:
    Arixe is currently a Parliament System of government, where representative are elected for the different districts and surrounding counties. The Parliament elects a prime minister who serves for a term of 5 years and then a new election is held. The population is mostly humans, dwarves, and gnomes though all races have found shelter in the industrial juggernaut


    Districts of Arixe
    Downtown: The big office area and home to City Hall and the House of Commons (the city state’s seat of government).It is also is home to Arixe’s keystone, a monument made of while marble, 20 ft depicting the city’s founder Baron Arixe pointing a sword towards the wild west lands “pointing the way to the future” as the inscription at its base reads. Mostly populated by elves, humans, and gnomes, representatives from all the districts are found here, often lobbying for their districts. Half-orcs, and “civil” barbaric racs are kept under a watchful eye here and any groupings are broken up quickly by the guard.

    The Hold: Also called “The Hole” by outsiders, is the dwarf district, considerably smaller than the other districts, the hold is where almost all the dwarves live and is a very closed community which polices it’s self and, though they don’t deny other races, has little to no non-dwarves residents and most of those are gnomes. The hold is protected by three huge gates, which during times of extreme civil unrest are closed and bared, allowing only access through small dwarf sized doors. There are rumors that the district was built upon and ancient dwarf fortress and that there a number of tunnels underneath it.

    Black district: Named both for the ever present cloud of smog and the crime permeating it, the Black district is the industrial sector and is the largest of them all. It contains all the factories and industrial warehouses as well as the ghettos and apartment complexes for the workers. This is also home to most the crime, many lowlifes doing their business from the dark alleys and poorly patrolled streets at night. This district is home to a high number of humans, Halflings, half-elves and also boosts the largest population of half-orcs whose numbers and influence in the black district seem to be growing.

    Market District: Though the term isn’t entirely accurate, the market district houses most the stores and storage warehouses as well as the majority of the middle class populace. It also home to the Adventuring Guilds who often head quarter out of this district in order to get good exposure to the populace. The stores in this district sell everything from cars to shirts and its populace is majorly human, elven, gnome, and Halfling.

    Military District: Essentially one large military base, the military district houses the machines of war and the barracks for Arxie’s guard forces. It is a highly regulated district and has limited access though adventure guild representatives are allowed into so they can purchase the military grade hardware required for heavy adventuring.


    ----Advisories----
    Weapons laws: Military, Downtown, and The Hold all ban anyone aside from guards form carrying weapons. All other districts demand some form of license be shown for them but for the most part over look the weapons. The Military district will actually search for weapons.

    Transportation: Most of the city is accessible by car or by train. Roads are usually four lanes across (two for both ways of traffic) though congestion is a problem and a majority of the populace seeks alternant means of transportation. Adventure guilds are not allowed military class vehicles while inside city limits requiring them to use a number of wall side garages to house their motor pools

    High Born Clubs: there are a number of clubs and private gardens spread out through the districts (except for the “The Hold” and the Military) which are labeled “Elf Only”. Most people write these clubs off as another futile attempt of elves trying to play off their superiority, but some must wonder what they discuss behind those closed doors.



    Characters
    A base character sheet is as follows.
    Name:
    Class: (base, specializations)
    Appearance: (physical)
    History:
    Personality:
    Equipment:
    Just a few notes on character histories:

    No royalty please, not much of an issue but most royalty wouldn’t be reduced to such a low level or be allowed to join in the adventuring guilds for publicity reasons (bad for business if someone with a title died in the line of duty).

    No poor. This sounds mean, but you need to be able to outfit yourself.

    No lone wolves. You are a team, not just a group of loosely attached individuals.

    Barbaric races (orcs, hobgoblins, ogers) are hostile. Those that are near civilized lands are in no way peaceful. Very few walk away from them unaffected.

    Accepted:
    Kadeaux with Erik Gundrik
    Qirin with Conrad Almerion
    Recycled human with Henry Spitz
    Hymusia with Naterii
    Blissex with Assaryn
    Loveless Dream with Arren “Shadowdancer” Trevelyan
    Commandersnow with Vaclovaunt Ven'den Sarchout
    Guiness with Bimpkee “Bimp Bimp” Zookwinkle
    Lustre with Arya Aranel
    Athera with Milori Da'Alvan
    Gat with Devran Skylark (& Rusty)
    Last edited by Commander Kalic; 01-28-2012 at 04:57 PM.

  2. #2
    Universal Architect Kadaeux's Avatar
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    Name: Erik Gundrik

    Race: Half Ogre/Half Human

    Age: About 35

    Class: Soldier, Assault, Spec Ops

    Appearance: Erik is close to seven foot three tall, his body is heavy set and covered in crude tattoos many would associate with gang markings, or military. His half-ogre heritage shone through in his bulk and the heavier armour he wears than most. His face is a brutish one but not so brutish as to garner unwanted attention, he has a scar cutting across one cheek where a bullet grazed it years ago. If pressed he claims not to know how he came by it, and possibly doesn't.

    History: Erik was born to a Blacksmiths wife, though the blacksmith was not the father, nor was he alive at the time, the father was an Ogre raider who liked his mother quite a bit more than she liked him he found her husband good enough to eat, literally.
    And so he was born into this family fatherless his heritage concealed from him until he turned sixteen and his Ogre heritage was simply too much to conceal and so he learned the truth leading to him spending some time running with low-street gangs until in on his eighteenth birthday he was conscripted into a militia where he did well.
    And as time went by he saved every coin he could not even spending on wine and women like others might have, settling himself for just taking what he wanted as he needed to. And so as he grew older he found himself getting the wanderlust and taste for adventure, by his thirtieth birthday he had an unquestioning thirst for adventure and battle and took his capital and equipped himself with the best he could afford and joined the Guild.

    Personality: Erik is a quiet man, not a loner but he doesn't waste words. Many mistake his silence for stupidity, but as time goes on most would realise it conceals a powerful cunning. When in peace he is a nice enough sort, but seems to lack a bit of empathy and kindness, he however has a real sense of humour, black as it is.
    But in times of anger he is cold and cruel with a truly nasty streak. For all his size he prefers to strike from ambush than strike directly. Though when he feels the battle is in his favour he strides forth with his strong armour into the fray with his machinegun screaming his hate at them.

    Equipment:
    1x MG-42 Light Machinegun.
    1x M1 Garand
    1x Lupara Shotgun
    2x Incendiary Grenades
    1x Frag Grenade
    1x Two-Handed Sword
    General:
    Camo Blanket, Climbing Gear
    Last edited by Kadaeux; 01-16-2012 at 07:36 PM.

  3. #3
    Wallbreaker Qirin's Avatar
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    I'll start on my CS this afternoon, though I have a few questions about the equipment:

    Are we supposed to pick one piece of equipment of each specialisation or are we to choose a specialisation and pick pieces of it's equipment?
    How many pieces of equipment are we allowed to choose?

    (if it might be of any help answering: I plan on making a special ops warrior-character)

    Edit: added my Character sheet here

    Last edited by Qirin; 01-14-2012 at 11:46 AM.
    Now it is known,
    Why the immortal the mortal scorn;
    Rejoice your life's end,
    For the dead needn't mourn,

  4. #4
    Universal Architect Kadaeux's Avatar
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    You pick a specialisation and pick equipment for it. Pieces of equipment limited to the those of your specialisation, one of each anything else you have to ask Kalic.

  5. #5
    Wallbreaker Qirin's Avatar
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    Aha, that makes things clear... Thanks
    Now it is known,
    Why the immortal the mortal scorn;
    Rejoice your life's end,
    For the dead needn't mourn,

  6. #6
    Never Look Back Recycled Human's Avatar
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    Name : Henry Spitz
    Race : Goblin
    Class : Engineer - Demolitions
    Appearance : Spitz is rather tall for a Goblin standing at a slouched height of 3'4". When compared to others of his race, he's fat. Still a Goblin with meat on his bones just looks filled out instead of the usual malnourished. He keeps his large head shaved and fits a tan fedora snugly between his long pointy ears, each pierced with a thick, gold loop at the base. His nose is long and thick, bending down into a slope just a little below the center. He has the green complexion of the forest natives and their racial trait for unnaturally large dark eyes and row of pointy teeth for riverside fishing.

    Henry is covered in several inkings which is typical for a Goblin; one on his face, one on his arm and third which is concealed on his chest. The face marks his birth name, spitz in old Gibbrish which is administered by branding and only later inked to avoid infection. The arm marks the exact time of his Yid and the passage read from the Spire (an ancient unifying text) in all numerals : 083184-12892154. The markings on his chest mark the tribe he joined, the design is of a chained winged beast the Spire refers to as the 'Rook'. He sticks to the usual Tribal attire, dark tan trench coat over a white button down shirt and matching slacks held up by suspenders.



    Personality : Henry is charismatic, a smooth talker with a big mouth. He's loud and sometimes obnoxious but that just adds to the salesman persona. Years working for the tribe has earned him a foul mouth and when mixed with his overreaching ego makes for a quick and sometimes violent temper.

    The most frightening thing about Spitz is when he goes silent and gets down to business. His short size and racial affinity for stealth make him seem to disappear when he shuts up.

    He tends to be a little slow when trying to understand other races. He assumes everyone is just like him, only they don't talk about it. Henry has also developed the bad habit of wanting to stick around and view his handiwork when he sets off an explosion.

    Equipment :

    Tools - Wire cutters, flat head screwdriver, adjustable wrench, alligator pliers, vice grip and assorted tools like insulating tape, screws, bolts, nuts etc.
    Barretta Modello 1934 handgun
    Thompson sub machine gun .45 caliber
    4X high explosive grenades
    Satchel charges (moderate explosive force)
    2X land mines (anti-personnel)
    Tripwire
    Last edited by Recycled Human; 01-11-2012 at 08:42 AM.


    Thank You Contra Fates <3


  7. #7
    Senior Cthulu Hymusia's Avatar
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    Name: Naterii (Nah-tear-ee)
    Class: Elf, Operative-
    Intrustion Primary Skill.
    Espionage- Secondary Skill.

    Appearance: Lithe and willowy, a stand up example of her race. From her fair complexion and high cheekbones to the clear blue eyes and pale blonde hair always meticulously pulled up into a tight high ponytail. It easily; while up, reaches the middle of her back. Her fair looks stand out further more by her choice of attire. Close cut pants under black strapped corset, a dark grey shirt beneath, she wears dirt stomper boots and on her days off a bomber jacket and sunglasses.

    History: Born and raised in the city, she was taught from a young age the etiquette and manners which would become her life. Within her family's circle she learned her elven arts. While her 'other' arts come from the socialising rampant in mixed race schools. When it came time for her test she passed with flying colours as an Operative. That was good, it's what she wanted.

    Before she came of age; in elven terms, she was hired by a man who had need for her skill set, she became his personal informant and guard and for many years saw to his safety and his prosperity. However as all humans do he grew old and died, his children having no need for the services of an 'assassin', and ugly word she'd hoped never to associate with.

    For a while she was unemployed and came under the wing of a guild, running jobs with various people and the odd half creature. After a brush with a rather disgusting half orc named Svenka; the details of which she'd rather sanitise from her mind, she developed a distaste and distrust for the old enemy of her kin. However she was in luck and bought into the service of a noble elven lord.

    He was a man of the old times, and very much sits upon the throne of supremacy, member of most of the all elven clubs about the city he found himself in need of protection. It was by chance while passing on one of her 'jobs' that he spotted her and thought to hire her forthwith. They did not always see eye to eye in the begin but regardless she is loyal to him and so she ought to be for the money he pays her.

    She still serves him today, and is still part of the guild, given leave by Lord Ashwood when it is necessary for her to do so.


    Personality: Initially she seems cold and suspicious, of course that is because she is, at first. Once you've warmed to her you'll find she is quite the chatty person, rather loyal and fixated on completing tasks set before her. She does not get involved with the 'who is better than who' racial conflict that her kind are known for but she seems like the type to secretly know who the superior race are. She does not work well with half orcs/ogres due to racial differences. However her professionalism means she usually only grumbles to herself about their company.
    Equipment: Rope, grappling hook, lock pick tools -in canvas roll advanced, dagger,
    Bag to put it all in. She also carries a pair of colts- six shots each, tucked into her belt. Magical artefact- Gifted to her by her first employer, it is a small gem that sits on a chain about her neck, it's blood red in hue and allows her to 'modify' her appearance as a disguise kit might.

    Extras:
    Part of Arixe -Downtown
    Main Employer/ source of Income:- Noble elf, Lord Bentaim Ashwood.
    'abilities': Fleet footed, a natural 'camoflauge' technique*, keen hearing and sight.


    *Camoflauge works only when completely still and amongst shadows or nature liens (trees, hills, tall plants), if she moves the camo is broken, if she is walked into it's broken. (Works with gem)



    Let me know if anything needs editing in this, I'm quite unfamiliar with guns and the like so not sure if this is okay/right.
    Last edited by Hymusia; 01-12-2012 at 12:05 AM.

  8. #8
    Alright, I'm working on a halfling profile, but I won't be able to get it up until later, tomorrow at the latest. can there be more than one character with the same class specialization?

  9. #9
    Senior Member Commander Kalic's Avatar
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    Yeah, go for it.

    by the way:


    @Recycled Human and Qirin: Accepted as is but just a reminder you get a second specialization and a minor magic item (if you choose).

    @Hymusia: looks good but you can't have the magical root ability unless you where a magic user and the camouflage bit only works if it s part of your gem (I would consider that part of the gem's abilities).
    Last edited by Commander Kalic; 01-11-2012 at 07:42 PM.

  10. #10
    Ponies in Wonderland Warmonger's Avatar
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    I'm interested in this. I'll type up a CS tomorrow.




    Nadaste con mi gato?
    Kudos to those who know what this means without consulting outside help.

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