Hidden 6 yrs ago 6 yrs ago Post by Versa
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Snobby Students are Summoned as Heroes?






Before your ultimate demise...



The students of class 14-A from Kurtzpel University are the cream of the crop, elite students handpicked from multiple countries in light of their academic prowess. Often they are shipped around the globe, pitted against other gifted youths from rival organizations to establish the University’s dominance in the modern world. Today was just another one of those occasions, recently landing in Glasgow via plane flight though their ending destination would be another short trip on a local bus. There were a few strangers on that bus, thought the majority of it had been occupied by these lovely students. However, there students were quite reputable and while it was a nuisance to them while in public it was more dangerous while alone. This bus ride was one of those rare situations, and with the assistance of some criminal underbelly the strangers today on that bus were sent to hijack it. The driver has great resolve in not wishing to turn over these youths easily and while he did put up a good fight, the scuffle resulted in a head on collision with an eighteen-wheeler killing all occupants in the aftermath. Usually with such a traumatic story you would think that this is where the story ends. But truthfully, this is only the beginning to a far greater story to be told.


A new beginning for you humble students...



You are one such student of the prestigious Kurtzpel University, and in some cruel twist of fate have died along with the rest of your classmates in a bus accident. You don’t quite recall everything about your death, but you do remember most of your life on Earth. Unfortunately you are no longer living the pompous life, and have been summoned by the deity of Twintania to that very world. You will not recognize your classmates, and you will not recognize yourself as you are being remade entirely by the goddess for her world. Whatever misadventures unfold thereafter are up to the players whims, though they do have some form of responsibility on their shoulders. Their summoning was foretold, The Heroes of Light have once again returned to the forces of Darkness. Twintania is made up of two continents, the one which carries the majority of the world’s races “The Holy Continent”, and another that is rarely visited and is host to numerous otherworldly dangers and hostile climate dubbed “The Land of Darkness”. The Holy Continent is greatly favored by the goddess and because of this the land greatly prospers, droughts are rare, storms are only frequent along the coastlines, and famine is rarely a problem for the numerous civilizations. That doesn’t mean that there isn’t problems however as prejudice runs rampant among the numerous races, those with different beliefs and practices are witch-hunted by the Order of Holy Fire, wars while not often do occur. Though the biggest threat arises from the Land of Darkness, a great calamity said to occur every one hundred years. Armies of demonspawn, rows upon rows of unspeakable monstrosities coming to reap distraction on the holy land in defiance of the goddess.


Info Dump



The Heroes of Light

Numerous legends exist about the heroes summoned by the goddess of Twintania. Claiming one or creating one is as simple as showing the crest on your hand that proves you were summoned by the goddess rather than being native to the world itself. A legend does not really need to define the hero in their entirety, though the legend does decide what the goddess has bestowed upon you. For example:

• The Theif Who Stole the Sun - Legend states that a cunning rogue would be summoned to assist in the defense of the Holy Continent against the forces of darkness. His blade forever sharp, his wit like no other, and a sleight of hand so skilled that he could steal the sun from the very sky. The goddess would gift this hero with a blade that could turn day to night allowing them to hide beneath the cloak of night at their whim.

• The Heartseeker - There are already numerous famous archers and rangers across the Holy Continent, but none could compare to the one summoned to defend the Holy Continent against the forces of darkness. This bowman could strike any foe in the heart regardless of circumstance with perfect precision. Legend states that they would be gifted with a bow crafted by the goddess herself that would grant the archer the ability to fire an arrow once a day that would without a doubt strike their enemy in the heart.

The feats a hero is capable of depends entirely on the class they were summoned as. While there are a multitude of different classes already in Twintania, that does not restrict a new type to be summoned by the goddess. While guns are not nearly advanced enough for a “Gunner” to be available as a class to the natives of Twintania, it is entirely possible for one to be summoned with modern day pistols on their person should their legend permit it. Heroes are also capable of understanding and speaking every language, this includes texts and ancient scriptures normally unintelligible. Each Hero is summoned with the mark of the goddess somewhere on their body, whether it be their hand, their back, their forehead, and upon this marking is three chevrons that indicate the amount of times they may take fatal damage.


The Races

• Huma : The default race, and the most favored by the goddess, are also known to be the most cruel of the races. Their affinity for Light Magic and their closeness to the goddess herself has fueled the ego of Huma over generations to the point that they believe themselves to be superior to the other races of Twintania. Faith comes before all for the Huma, and if you are not faithful the Order of Holy Fire will shortly find you and burn you at the stake.


• Elfa : The elves are the eldest of the races and have recently retired their worship of the goddess and instead have made pacts with various Elder Beasts within their great forests. While their lives may be longer than that of the Huma they are not as plentiful, and struggle to maintain their population and as a result rarely leave their borders. Their affinity for Wind Magic and keen senses have only assisted in their xenophobic state for the past few centuries.


• Dwema : The Dwema race are descendants of the golems that built the first cities of Twintania. These golems scattered the world after their purpose was fulfilled, and as they disappeared for hundreds of years new creatures emerged from their disappearance. These earth descendants are the dwarves, gnomes, and giants. They maintain their ancestors talents for shaping the elements being master builders, smiths, and inventors unlike the word has ever seen.


• Bestia : The newest race to Twintania are the Bestia, a diverse people with rich culture and little to no belief in the goddess. They are mostly animal-like in appearance, ranging from what would be seen as a anthropomorphic wolf to a beefy bearded man with dog ears. Their beliefs are in the stars and the sky, having more faith in astrological forces than some woman in the sky. They are known to have a strong affinity with Lightning Magic, and senses that rival even elves.


• Orca : Orcs, goblins, oni, these are all classified into the Orca race. Hundreds of years ago they lived peacefully with the Dwema, living alongside them in the mountaintops and trading amongst eachother. However the Orca belief system changed at some point, and warfare became their new way of life, this destroyed the peace between the races. Their natural affinity for fire magic only made this change easier for the warbound race, now they are mostly broken into tribes scattered across he Holy Continent.


• Lizardmen : The Lizardmen believe themselves to be older than the elves, and perhaps even the goddess herself? Believing themselves to be descendants of dragons, the progrenitors of Twintania and worshipping a dragon god with the world’s very name. They are an eccentric people, and they have a strong calling to discover new magic, being ruled by a council of Archmages. Most Lizardmen are peaceful as they do not have the longest of lifespans, though they are hardy, with an innate resistance to poisons and an affinity for water magic in particular.


The Progression System

Our newly summoned heroes will not be summoned into this world as weak underdeveloped tadpoles. They will have their strengths at the start, the ability to survive in the conditions of this world, though they will be nowhere near where they need to be for that final battle. To reach that point there will be an incredible amount of hard work that can’t be cheated, or perhaps it could? To these heroes and these heroes alone, a system is in place to allow them to progress themselves in ways normal denizens of Twintania cannot. Swinging your sword and striking an enemy will raise your strength, sprinting will raise your stamina, landing a blow with careful precision will raise dexterity, speaking to the goddess will raise your faith, and reading texts from the world will raise your intellect. The amount of effort placed into simple tasks required to survive in this world are calculated by some otherworldly algorithm within the universe, and then at dusk when the sun falls from view your status points are dispersed accordingly. A level numero uno Hero Class character starts with twenty-five stat points to distribute among their starting parameters.

The Magic of Twintania

Magic occurs when someone with apt knowledge to do so harnesses mana from the leylines of Twintania and within themselves to cause a reaction that by normal means would be impossible. Spells being the more structured form of doing so, as they have set expectations and formulated occurrences, though basic manipulation of elements could also be classified as magic though such simplific use does not require spells. The elements that can be formed with mana are many typical from your run of the mill fantasy world: Fire, Water, Wind, Lightning, Earth, even some more complex elements like Blood and Shadow. The limits of this magic aren't really well known even by the denizens of Twintania themselves, though the heroes are rumored to be the most capable in doing so.

Character Skeleton


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Hidden 6 yrs ago 6 yrs ago Post by Versa
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The Map




Skala - The Country of Wolves is predominant occupied by Dwema races, though it also harbors Huma, Bestia, and scarce Orca tribes. Skala is known for its rolling hills, beautiful green mountainscapes, and a bustling coastline optimized for mercantile. There are numerous settlements to the western regions of Skala that are called home by refugees of the Huma Countries that have fled for one reason or another. The capital of Skala is Aura and it is known as the City of Wonders. Aura is built on a man made structure off the coastline and is fueled by hydro generators.

Norda - The Country of Statues is the Dwema Homeland, it is rich in their history and evidence of this is apparent across the land as a whole. Norda is well-known for the smiths and architects that call the country their home, their cities are works of art made of stone and steel, their streets patrolled by war golems and sentient statues that give the country its name. The capitol or Norda is Monga, in the Dwema tongue it means “Life to art.” and within the major city, that is very much the case. Stone constructions shift and turn, bridges are formed between towering pillars, tunnels trail beneath buildings into labyrinthine paths traversable only by those who know it’s inner workings.

Melodia - The Country of Song is seemingly a paradise of meadows, prosperous farmland, and friendly people. It is the religious capital of the Huma people, and faith is law in Melodia, so much so that those who refuse to adhere to the worship of her holiness are subject to imprisonment. The Order has an ever ominous presence and they patrol towns, settlements, and cities indiscriminately seeking out blasphemers to purge from the world.

Vol - The Country of Spires is a strange case when it comes to the regions of Twintania. It is not the most hospitable of lands being hot and dry with only the ocean breeze carrying cool winds into the expanse of brown stone needles. The Spires that offer this region its name are littered with small peepholes and spiral stairs to their summit, traces of the orca races that once occupied the land before their dispersion. While the land is currently unclaimed, Dwema have begun excursions here and have begun to populate the area heavily.


FAQ

What do stats really distinguish if there aren’t any real numbers?
• For every point spent in a single attribute, you’re closer to reaching godhood. A person with ten points in strength will be able to confident ahold and swing a sword with ease, where as someone with fifty points in strength would be able to rip a tree out of the ground. A person with ten points in stamina could sprint in armor for about five minutes before reaching exhaustion, where as someone with fifty could run from one region to another without braking a sweat. Dexterity is a weird one because it’s more of an increase of skill and talent threshold, but it also allows the person to move their bodily more efficiently so ten points you can climb a tree at above average speed, and fifty you are able to balance a dagger on your nose while climbing a tree gracefully. Ten points in intellect you’re reading a book from Twintania and learning a spell but it’ll probably take some time before you master it. Fifty points your skimming the book all the while absorbing every bit of information on the spell. Faith is a bit unique where your faith distinguishes how much favor you have with the goddess, you’re essentially going from a believer, to a practitioner, to a conduit.

What are the limitations on legends? Does a hero need to be inherently good, or can that be ambiguous?
• The Holy Goddess is not picky when it comes to summoning heroes to her world, she is a whale rolling a gatcha and praying for some SSR heroes to make her investment worthwhile. Whether your legend is a horrible necromancer with a dagger that holds one-hundred souls, or a just Paladin whom rides in on horseback, as long as you’re fighting on her team she will summon you.

How much knowledge do the characters have of this world?
• Zero, null, and I’m sure we will get some characters who have sunk hours into a fantasy mmo who will be like “Wow, I know what to do, I used to be a raid leader in my favorite game which this reminds me of.” it brings me joy to say they are surely mistaken.

What are the limits to a character’s abilities?
• There aren’t really any limits, I am fully confident that I will be able to nerf whatever broken or incomprehensible ideas some players may have. Rather than that is more so the fact that you start off as a low-tier Hero Class. And while you are gifted a tool based on your legend, you have no idea if that item will work as gracefully as you intended. If you want to be Gilgamesh and have your legend involve some sort of mage that summons weapons to fire at your enemy, sure, but with your 5 Intellect you’re gunna summon two swords before exhausting yourself. If your character is gifted a quiver that never empties, good luck landing all of those shots with 5 Dexterity. Always strive for improvement.

Will my character learn more abilities as time goes on?
• Yes, so if you give yourself twenty abilities from the starting line you probably won’t learn anything for a long time. This isn’t some VRMMO Roleplay where you need to time your cooldowns and min/max your spells, having simple blanket abilities that are useful and diverse are the way to go.


What do you think the posting speed for this roleplay will be?
• Once per week is what I was thinking, and I work full-time as well so I am capable of working around schedules. Should you go MIA for an extended time however, a GM is puppeting your character so we can get a move on.

How about the actual post substance themselves?
• Three well written paragraphs at the minimum for single person posts, six for collaboratives.

As more questions are answered I’ll add on this, but until then~
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Hidden 6 yrs ago Post by Vega7
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@Versa
Quick question before I try to make a character, does the Bestia race encompass solely canine humanoids or can I go for something like a dude with horns or a bird-man?
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@Vega7
Those are fine too, Bestia blankets most animal-like fantasy races besides Lizardmen and that is only because Lizardmen descend from a specific ancestor.
Hidden 6 yrs ago 6 yrs ago Post by DocRock
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Note: I might have adapted a D&D character of mine by accident, kind of. Half-way through I realized I was basically making a version. If this needs to be nerfed or fixed up, I can do so. Hell, didn't even consult the Artificer playguide when making this, I just went off what I remembered. Plus, I love the class, they're so much fun, who doesn't love being able to carry a portable boat with you? Hope this is fun to read!

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If you don't have a good Lizardman picture, at least describe it, cause he definitely doesn't look like a blond punk right now. XD

And heh, we've tried to differentiate so hard from normal geniuses that now we have three completed CSes and none of them are STEM.
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Hidden 6 yrs ago 6 yrs ago Post by Versa
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@DocRock
Clicky

Here are some more to look through.

I would suggest you take away some of your utility and put efforts into actual magical capability. With Intellect that high you will do the most damage with spells at the get-go. I don’t see really anything “wrong” but I would suggest buffing him combat wise, not fully, having an item character is fine and dandy. Just a tiny bit of more combative skills though, take away the boat cause you won’t be needing that for a long while?
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Hidden 6 yrs ago 6 yrs ago Post by nichinichisou
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better
original appearance



𝓣𝓲𝓴𝓲
née Fae Jilan


Legend
Out of all the legends passed down through the ages, none are as elusive or feared as the traveler who people claim to be one with the forest itself. They say the traveler has an affinity with wind magic that is unheard of, which rivals most Elfa. Allegedly a righteous individual, different versions of the legend give the hero different allies and rivals. The one rival all legends have in common is the forces of Darkness. Their face is rarely ever shown. This hero would be blessed by the Goddess with a cloak that allows them to burst into leaves.


Name
Fae Jilan (original), Tiki (current)
Age
Biologically 19
Gender
Female
Race
Elfa
Determined | Autonomous | Confident | Cunning | Resourceful
Rebellious| Obstinate | Spiteful | Hateful | Isolated | Secretive | Itinerant
Background
Fae was born to be the head of the Jilan Fashion Company, one of the most famous and glorious brands. Everyone of her class would have heard of this brand. The connections her and her family members had were invaluable, all due to her incredible stepfather. Her father was a benevolent man. He was adaptable, strong-willed, compassionate, courageous, generous, passionate, sympathetic, sensible, even witty! Everyone else knew him as one of the most cunning businessmen in the world. The Jilan family was nothing without him, and the workers would be even less! Any ordinary person would kill to be in the family. They were nothing short of perfect. If someone had the luck to be born under their family name, they would be set for life. They wouldn't have to work for anything! Even education would be handed to them on a silver platter if their stepfather paid enough!

...is how those on the outside would describe her family. To understand how the family is now, though, you also have to understand how they were before her father appeared.

Although the family wouldn't be as prestigious, rich, or powerful without her father, it'd be false to insinuate that they would be nothing. Before Fae's stepfather married into the family, there were only three members. Fae, her mother Maria, her grandfather Léon, and her sister Lydia. The company was not world renowned as it is today, but it was known. Trustworthy and reliable, with fair work conditions and decent business practices. That was what the company was known for. Somewhere along the line, things changed. Of course, the sudden shift in business practices or the new and shady business partners that the company began to have wasn't common public knowledge. But the company's workers were well aware of it. The company began to use strategies such as cheap labor, allowing dangerous working conditions, and doing whatever it takes to destroy the competition.

This shift started because of Fae's stepfather. When her grandfather's health started to deteriorate, he needed someone to inherit the company. Fortunately for him, her mother had just married a new man, one that already had a business of his own. Her husband had more knowledge of running a business than she did, meaning that it was fairly simple for the husband to convince Léon to allow him to inherit the company. Not only was there a shift in the company's practices, there was a shift in the family as well.

The moment her stepfather inherited the company, he had changed. Until then he was a kind and loving father. He did whatever he could to support his children. He provided the family with whatever they needed. Spending time with him was fun for Fae and her sister, oftentimes it was the favorite part of their days. But as soon as the company was his, he turned cold. Arrogant. Manipulative. He paid little to no mind to how his children actually felt, nor did he spend time with them. To make his children stop talking about him, he paid them. When money didn't work, it turned to threats of disownment. When even that didn't work, it would escalate to harming them. Anything to force them to like him. Anything to win.

Her mother also changed, but not in the same way. She became scared. Scared of what would happen if she tried to stop him. The company was more powerful than it ever was before. If she attempted to get rid of her husband, what would happen then? All of the safety her family had would come crashing down. And if her husband wasn't afraid to do anything to win, what would he do to her? His own wife? This stress began to build up. She couldn't take it anymore. She had to do something about him, she couldn't just sit and watch her children suffer because of his actions!

So she tried.




Fae was born to be the head of the Jilan Fashion Company, one of the most famous and glorious brands. Her childhood, however, wasn't as simple as being trained to inherit the company. This was due in part to the condition of her family. It started out with her mother and stepfather arguing at night, when they thought their daughter wouldn't hear. Then the two became increasingly distant. Dinners turned from a lively, carefree occasion to being tense and full of spite. Enjoyable times spent with her father became scarcer and scarcer. The time spent with her mother ceased to exist. Instead, it turned to finding empty alcohol bottles everywhere. The more Fae found, the more her mother disappeared. If Fae wanted to see her, she started having to go to the hospital rather than simply going to her mother's room. Soon, there were no more chances to visit her.

Anguish, confusion, and feelings of melancholy all turned to anger. Anger directed to her stepfather, for taking her mother away from her. Anger directed to the company, for taking the father figure she used to know and turning him into a villain. Anger directed at herself, for being too weak to stop him. As a result of this anger, she began to reject the thought of inheriting the company. Her habits of angrily talking back to her stepfather and wandering the manor were answered with guards watching her bedroom door, prohibiting her from getting out of her room unless it was for school or if her stepfather requested it. Unfortunately for her stepfather, she had no place in her heart for fear. No matter what he would do to her, she refused to comply with her. As a result, she lost quite a bit of monetary support from her father.

This made her work harder. This made her different from all of the prestigious, gifted students. Everything that she has, she's been forced to work for. Many of the opportunities that she found in school weren't just given to her because of her name, but because of her accomplishments that she's sacrificed so much blood, sweat, and tears for. What people saw as a natural gift in sciences and athletics were, to her, a result of her venting out her anger. Being an exceptionally high-scoring student in several fields, it was no surprise that Kurtzpel was the University she was accepted into. To many, she was simply chosen because of her name. She was determined to prove them wrong.

When she had died, her last thoughts were more of disappointment rather than sadness or regret. How would her stepfather be able to see her succeed if she was dead?

If anything, a name change was in order.
Extras
Often wants to prove to others that she can do things by herself.
Has trouble working with a team.



Notable Items
Forest's Cloak - A forest green hooded cloak. Allows the hero to temporarily disappear in everything else's eyes, at the cost of the hero's stamina. The hero must first flourish the cloak before its use is activated. When used, it leaves three green leaves at the spot of use. Duration of invisibility is based on both stamina and intellect.

Mask of the Wanderer - A black mask that covers the space around the eyes. The right side is made of snakeskin.

•••
Sta: 4
Str: 2
Dex: 9
Int: 9
Fai: 1
•••

Physical Abilities
Reflexes - Tiki has the ability to sense things much better than most others. She can also react to changes in her surroundings incredibly quickly. This is what makes up for her less-than-legendary physical strength, and also is what buys time for her to plan her moves. A high degree of concentration is required to fully make use of this ability.


Magical Abilities
Wind Blast - Allows her to create a gust of wind from her hands or feet. The amount of power the gust of wind has can be controlled. This ability can be used to augment the force of their punches of kicks, change her momentum, and accelerate their movement.

Sensitivity - Tiki is capable of sensing the subtle changes in the air currents, which also allows her to detect approaching threats and ambushes.

Wind Blades - An move that has Tiki make a focused, slicing, crescent-shaped air wave using her arms, legs, or items like sticks, knives, and staves. The cutting power is dependent on how focused the air wave is. A weapon such as a staff will result in more precise and focused air movement, meaning it would be able to cut through things like timber. Using something like the arms or legs will result in a wave that has more striking power rather than cutting power.

Appearance
In her reborn state, Tiki is a thin, athletic woman with pale skin. Her attire consists of a cuffless, long-sleeve, black undershirt. Over top of the black shirt is a light green, décolletage short-sleeve tunic. She also wears a pair of thick black stockings and brown laced combat boots. Leather gauntlets cover not only the hands and forearms to act as arm guards, but they also cover the mark of the goddess on her right hand. Her outfit is topped off by the Forest's Cloak.


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Hidden 6 yrs ago Post by Epsir
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Picking the folding boat over the haversack is the mark of an Artificer of culture.
Hidden 6 yrs ago 6 yrs ago Post by Versa
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I’ll have a guide to the map and some extra world building stuff up later tonight!
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Sorry about the delay guys, finally started working on my CS.
I was going to use the stalker concept but since we already have a magic using, rogue-like character I didn't want to make another one with a similar theme XD

Still uncertain about what to use, but currently making a full caster character. Physically weak (quite literally worthless with a blade or any type of weapon on its hands) , incredibly strong magic abilities.
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Hidden 6 yrs ago Post by ERode
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Gonna go for the legendary Int 22 set up, with 0 Fai because literally everyone is a heretic asking for a purging?
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Almost! XD

Sta 2
Str 1
Dex 2
Int 20
Fai 0

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And then Mr. 0/0/0/25/0 walks into the room and steals yo girl.
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With 0 stamina, str and dex he probably wont be walking that much XD

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That's what the 25 Int is for: magical walking. (・ω< )★
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Hidden 6 yrs ago Post by Versa
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Stuff like permanent levitation could probably be accessed at 20 Int, it’s just more so getting access to that spell.
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Oh yah, Versa, do you intend there to be a cap on how high stats can be? Something like a hundred or something?
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First cap is actually 50.
There’s additional progression that’ll come up IC but you don’t get to hear about that in the OOC.
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