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Author Topic: 3008 AD: The Guild Chronicles - Guild Home Base - Theorycrafting!  (Read 72193 times)

_DivideByZero_

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Important Edit: The way the game works has been refined since it started. As of this edit:
-The game is mission based, so six players will be selected for a mission and then sent on that mission.
-Up to 6 players can still play during the Main Roll that isn't timed with Mission Rolls. <Edited on 12/24/2014>
-If you wish to join the game, feel free to make a character and post that you are interested. New characters are prioritized for missions.
-Otherwise, mission slots are randomly filled in.
-If for whatever reason you don't want to join any missions, you can swap places with someone of your choosing.

Go out and blow stuff up.



Introduction



Once upon a time, on a pale blue dot far far away, a human said 'Everything that can be invented has been invented.' This was said about eighteen hundred ninety-nine years after the birth of Christ.

...

Welcome to the Guild Chronicles, a game set in the far reaches of space. As elite mercenaries, your characters will be tasked with completing various missions against corrupt miners guilds, totalitarian governments, mad scientists, and more.

The general setting is as follows:
-FTL travel is done via large structures known as Worldgates. They require a gravity well in order to maintain, and as such they are usually located on the surfaces of planets. The largest worldgates are built in orbit of astronomical bodies such as neutron stars and white dwarfs. These larger gates can send more stuff through without becoming unstable due to space-time fluctuations.
-Space is really really big. You can pretty much suggest any kind of character you want, human or alien, and are free to design your backstory as much as you want. The only think I don't allow is demigod-type characters, unless there are some sort of controls on that power to balance it out.
-Some societies are incredibly advanced. Others aren't. There isn't really much consideration for scientific accuracy, although my own worldbuilding tends to use real scientific concepts. You are free to do your own worldbuilding as necessary for your character, but there's no requirement. This isn't too formal.



How to Play



All rolls are done with a d6, with the following outcomes:
[1] You fail horribly, worsening the situation.
[2] You fail to accomplish what you intended.
[3] You succeed partly in what you were doing.
[4] Your results mostly fall in line with expectations.
[5] You are extremely successful, exceeding expectations.
[6] You exceed expectations so such a margin that it results in collateral damage of some sort.


When you roll a 1 or a 6, a second roll will be used to determine the magnitude of the side-effects. Modifiers are carried over and become negative. So a 6+1 with an exploded value of 2 becomes a [6/2-1]
Some actions have a minimum roll subject to the discretion of the GM. Anything below this roll becomes a [2], unless it's a [1].

Whenever an action or event harms another player, a reaction roll is used to determine how much it affects that person.

For combat, each participant rolls an initiative dice to see who goes first. Afterward, attacks consist of two rolls, one for the attacker and one for the defender. If a person does not strike first, the attack counts as a 'counterattack' and is subject to bonuses or penalties. If a character does not actually want to participate in the fight, that character dodges.

Revision as of turn 5: Actions directed at a character who manages to dodge will receive a penalty equal to the value of the target's initiative die.

Revision as of turn 6: Actions directed at a character who manages to dodge will receive a penalty equal to the difference between initiative dice.



The Plot



This will be a fairly flexible game. I don't expect players to stick to the plot at all... so feel free to derail it as much as you want.

You are members of an Elite Space Mercenary Organization™ known as the Guild. The Guild generally aligns itself with governments it deems responsible, but she primarily fights for gold. As a self-sufficient military organization, most of the Guild's members are noncombatants. As such, she maintains a Colony Fleet of O'Neal cylinder vessels that carry the bulk of her personnel, including living spaces and manufactories.

The Colony Fleet is currently orbiting planet Askarian, a cool oceania tidally locked to its parent star, von Hapsburg. Even closer to the sun is Ulysses, your prime target for your current mission.

Askarian is a quite temporary base of operations. Its mineral resources are slim, covered in massive and eternally dark ice sheets on one side and a huge raging ocean on the other, stirred by a raging vortex in the center of the warm hemisphere. The planet's atmosphere is currently thin and unbreathable, composed mostly of water vapor, carbon dioxide, and oxygen. Over time, however, it is believed that the planet will warm and lose its ice sheets, becoming a warm ocean planet with a thick atmosphere, although not thick enough to trigger a runaway greenhouse effect.

The Guild isn't planning to stay for long. The planet's inhabitants are content living in vertical structures built into the edge of the ice sheet, living off of coastal fishing and exporting one of two key resources needed for space travel: Deuterium, filtered from the tides. The world's meager gravity well makes it a prime spot for a worldgate built into the icy plain leading to the more populous von Karling system, from which a spacefaring vessel will occasionally emerge and slingshot out of the atmosphere in a great envelope of plasma. Askarian's meager gravity (3.8 m/s˛ on the surface) makes it relatively inexpensive to ship supplies taken from the planet's surface into orbit.

Ulysses is entirely owned by SpaceInc, a local megacorp that controls trade and monopolizes all helium-3 harvesting in the von Habsburg and von Karling systems. A wealthy family from the desert world of Milan in the von Karling system has asked the Guild to put an end to the SpaceInc monopoly... and what better way to do it than an assault on the orbital megacity around SpaceInc's most valuable asset? The atmosphere of Ulysses frequenly blooms out during increased solar activity, making it a prime site for helium skimmers to do their work. SpaceInc also benefits from the study of the gas giant's unique native lifeforms, swarms of exotic palm-sized floaters that create energy with an as-of-yet unknown process. SpaceInc's orbital defenses are suicidal to attack head-on, but the city welcomes corporate executives and new employees with open arms...

Your mission, therefore, is to enter the orbital megacity posing as civilians looking for a job. Once docked, you have several options. You can pass customs, or you can break in guns blazing. Either way, regulations prevent the Guild from sending more support unless you are able to disable the orbital railguns that guard the city. If you can do that, the Guild can proceed to storm the structure, take most of SpaceInc's executives hostage, and free its workers from the near-slavery conditions they are forced to work in.

You can see the planets here.



Sign-ups



Character sheets are simple. Just copy the code below and fill it in. You honestly don't have to write much, just a sentence or two will suffice for each field. However, more creative characters will probably be funner to play. Go wild.

Code: [Select]
[b]Character Name: [/b]
[b]Origin: [/b]
[b]Bio: [/b]
[b]Specialties: [/b]

Name: Just your character's name
Origin: What kind of world is your character from? What race is he/she/it? How long did your character exist?
Bio: What stands out about your character? What is their occupation (or lack therof?)
Specialties: What is your character good at? Retrofitting weapons on the fly? Jetpack maneuvers? Deception? Pretty much any trope from space operas will do here.

Remember, any sufficiently advanced technology is indistinguishable from magic! Good luck!
« Last Edit: April 05, 2015, 06:43:26 pm by _DivideByZero_ »
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_DivideByZero_

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« Reply #1 on: November 08, 2014, 11:48:19 pm »

This is a mission-based game, with intermissions between missions. During intermissions, anyone can insert their character into the fray and interact. At the end of the intermission, a number of players (usually 6) will be picked for the mission. Players who have not had a turn yet will be prioritized, as are players who have interacted a lot during the intermission.

Every character starts off with two traits assigned based on their specialties. After completing a mission without dying, a character gains a level, in which that character can go on to pick a trait based on what they've learned.
Every time a mission begins, the lowest-level characters are picked first, then higher-level characters from people who want to join the next mission are randomly used to fill in.

Trait Legend:
Intellect: Intellect negates the complexity of certain higher-level actions, such as hacking or piloting spacecraft.
Stealth: Reduces observation rolls against you and gives you bonuses to sneaking around.
Diplomacy: A stat which grants bonuses when persuading other characters or bartering.
Strength: Reduces weight penalties for having heavy items, and also grants a bonus to attack and defense rolls in melee combat.
Defense: Increases your defending rolls in combat and while taking damage from traps, accidents, etc. Generally supplied by items.
Accuracy: A positive or negative value applied to your initiative rolls with a certain weapon.
Weight: A stat which reduces your initiative roll in combat and reduces your Strength. Weight adds up with multiple items.
Complexity: Some weapons, items, and actions have a Complexity associated with them, which is a penalty much like Weight. Having sufficient intellect will negate this.
Power: A property of a weapon which indicates the bonus it gets to combat rolls, but not initiative.

Strength and Weight cancel each other out. The total weight you have on you is the net difference, or Strength - Weight. Positive values grant melee and physical bonuses, while negative values give initiative penalties.

Weapons have a tag next to them following the format [P# A# W#], telling the power, accuracy, and weight of the weapon.

Character Pool:


Spoiler: HEN (WARDEN) - Level 0 (click to show/hide)












Mission 1: Operation Gate Crash
WARDEN
Ziggo the Great
Nidoma
Nerin and Valrak
Deuce Holag
McMarlo



DATABANK

Starting Roll 9, I'll store random snippets of lore here via links and spoilers.

Spoiler: Von Hapsburg System (click to show/hide)
Spoiler: Inertial Dampening (click to show/hide)
Spoiler: Piracy (click to show/hide)
Spoiler: Corvo (click to show/hide)

Spoiler: Corvans (click to show/hide)

Spoiler: Amor (click to show/hide)
Spoiler: Amorians (click to show/hide)



Spoiler: Rtalis Lore (written by HugoLuman) (click to show/hide)
« Last Edit: March 24, 2015, 01:52:00 am by _DivideByZero_ »
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Toaster

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Re: 3008 AD: The Guild Chronicles - Space Opera - 0/6 Players
« Reply #2 on: November 09, 2014, 12:17:52 am »

Hmm!

Character Name: Deuce Holag
Origin: New Golania, a relatively new farming colony planet in a remote arm of the galactic spiral.  This world is mostly settled by humanity, though there are always more agrarian aliens settled on human farm worlds.  Those who desire a pioneer life are typically willing to trade and work with the "locals."
Bio: Deuce grew up in a farming family on the colony world his parents moved to after they were promised a simpler life there.  Deuce, unfortunately, didn't want a simple life; he wanted a more interesting life.  He was the champion of the local wrestling league, and used the money he earned to buy a one-way ticket off the world.  He brawled his way across several worlds until a chance encounter in a barroom brawl impressed a Guild recruiter, who offered Deuce a job for his tenacity and ability in combat.
Specialties: Close combat, especially unarmed, and double especially wrestling.
« Last Edit: November 10, 2014, 09:06:29 am by Toaster »
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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_DivideByZero_

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Re: 3008 AD: The Guild Chronicles - Space Opera - 0/6 Players
« Reply #3 on: November 09, 2014, 12:33:09 am »

You can't colonize the outer galaxy because the stars there don't have enough heavy elements to form planets...

Sorry, that's just... my subconscious speaking. Carry on. :P
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Re: 3008 AD: The Guild Chronicles - Space Opera - 0/6 Players
« Reply #4 on: November 09, 2014, 12:46:35 am »

I figured it was clear enough that Mr. Holag lived on a planet there d=

But I will clarify in the interests of your subconscious!
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

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Re: 3008 AD: The Guild Chronicles - Space Opera - 0/6 Players
« Reply #5 on: November 09, 2014, 01:01:31 am »

Character Name: Wolfram Arachnid Robotic Deception and Execution uNit(W.A.R.D.E.N)
Origin: A prototype drone created by Wolfram Inc., W.A.R.D.E.N was designed as an intelligent infiltration unit, capable of operating in zero gravity and low atmosphere conditions. The project was eventually scrapped. The corporation, however, had a sense of decency, and allowed WARDEN to go free as a normal citizen. After all, there are weirder things in the universe then a deadpan robot spider that speaks English.
Bio: Aside from being a robot spider, WARDEN generally offers his services as a freelance mercenary, working for the highest bidder. Recently, he has been working extensively with the guild, almost the the point of being a member of it, though he doesn't really understand the idea of affiliation.
Specialties: WARDEN, being an infiltration drone, is capable of scaling walls and steep surfaces. in addition, he has jump jets for zero-g mobility, and is outfitedwith a prism laser, mounted on top of the body.
« Last Edit: November 09, 2014, 01:41:34 am by HighEndNoob »
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Quote
(5) You manage to struggle free of the guards and sprint to a safe distance before tossing a knife at one! (5 + 1 = 6) The throwing knife zips through the air, slitting a guard's throat! It then travels around the group of guards like a boomerang. It (5) Slits another throat, (Three 6's in a row!) decapitates three more (!), (4) slices open the last guard's arm, and (2) narrowly misses a random bystander. It then flies back into your hand. Holy crap.

_DivideByZero_

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Re: 3008 AD: The Guild Chronicles - Space Opera - 0/6 Players
« Reply #6 on: November 09, 2014, 02:09:05 am »

Character Name: Wolfram Arachnid Robotic Deception and Execution uNit(W.A.R.D.E.N)
Origin: A prototype drone created by Wolfram Inc., W.A.R.D.E.N was designed as an intelligent infiltration unit, capable of operating in zero gravity and low atmosphere conditions. The project was eventually scrapped. The corporation, however, had a sense of decency, and allowed WARDEN to go free as a normal citizen. After all, there are weirder things in the universe then a deadpan robot spider that speaks English.
Bio: Aside from being a robot spider, WARDEN generally offers his services as a freelance mercenary, working for the highest bidder. Recently, he has been working extensively with the guild, almost the the point of being a member of it, though he doesn't really understand the idea of affiliation.
Specialties: WARDEN, being an infiltration drone, is capable of scaling walls and steep surfaces. in addition, he has jump jets for zero-g mobility, and is outfitedwith a prism laser, mounted on top of the body.

This is more or less acceptable.
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Cheesecake

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Re: 3008 AD: The Guild Chronicles - Space Opera - 2/6 Players
« Reply #7 on: November 09, 2014, 04:52:07 am »

Character Name: Ziggo the Great (not really great, but that's how he styles himself)
Origin: Ziggo is a Hafman, a humanoid resembling mice. Hafmen stand at most 3 and a half feet tall. He and his race hail from the planet Haffa, a vast urban jungle of pipes and concrete, hiding from their warlike neighbors in the massive sewer cities.
Bio: Ziggo was renowned in Haffa to be one of the greatest sneak thieves. He stole countless treasures from the larger races on Haffa, and many a time vanished from patrolling foes. When all the treasures seemed dull and boring, he sought more valuable goods, finding himself sneaking on a spacecraft and travelling to new worlds. Eventually he found himself working for the Guild, promised with loot and plunder.
Specialties: Ziggo can hide in any nook and cranny that he can fit in, and has no trouble crawling through tight spaces. He is skilled with daggers, and even more skilled in using them quietly. He is quiet, with deft hands that leave no traceable prints. However, Ziggo, like the rest of his race, is quite stupid, and has no grasp on tactics or diplomacy.
« Last Edit: November 09, 2014, 05:16:46 am by Cheesecake »
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Suppaidaman!

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Re: 3008 AD: The Guild Chronicles - Space Opera - 2/6 Players
« Reply #8 on: November 09, 2014, 10:43:29 am »

Character Name:Advaasye Duima
Origin: Eendeerpist from the planet Goeuan which is a planet poor in natural resources. Despite, or perhaps, because of this, the Eendeerpistians live in peace and harmony, with the scarce resources there are being distributed based upon talent and need. 
Bio: Volunteered to become a mercenary in order to support his community. He has never enjoyed his work, and mostly keeps to himself.
Specialties: Stealth combat. Advaasye is skilled in keeping himself hidden from enemies, sniping, and close combat.
« Last Edit: November 09, 2014, 05:01:56 pm by Suppaidaman! »
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Nidilap

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Re: 3008 AD: The Guild Chronicles - Space Opera - 2/6 Players
« Reply #9 on: November 09, 2014, 01:03:26 pm »

Character Name: Ulysses
Origin: Combat Droid originally intended for the extermination of Newwerthian people. Was reprogrammed after the Plutonium Rebellion for assassin work. Is independant now.
Bio: A slick looking Terminator now bounty hunter.
Specialties: Gunslinging, Rifles, intimidation.
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Nidilap likes Adamantine, Bituminous Coal, Garnets, Cats for their aloofness, Dwarves for their stupidity, and Swords for their Spikes and edges. When possible, he prefers to eat pizza, ramen noodles, and sushi. He absolutely detests elves and spiders. He needs MTN DEW to get through the working day.

A medium- sized creature prone to great ambition, but only when he feels like it.

_DivideByZero_

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Re: 3008 AD: The Guild Chronicles - Space Opera - 2/6 Players
« Reply #10 on: November 09, 2014, 02:09:02 pm »

Character Name:Nathan Sheepherder
Origin: Human from the barren planet of Earth, which now primarily serves as a population dump.
Bio: Grew up desperately poor on the dying planet Earth, and desperate for escape. When he became of legal age he signed up for a mercenary company. Obviously the mercenary company wouldn't simply hire anyone off the street, but he passed the exams, skill tests, and trial runs with flying colors.
Specialties: Stealth combat. Nathan is skilled in keeping himself hidden from enemies, sniping, and close combat.

Typically any race's homeworld is poised to be one of the richest places in the galaxy, with a huge population (and tax) base and already existing infrastructure. If something really bad happened that you have in mind, that's acceptable, but nobody would willingly toss away a Terran world. They're just too rare and valuable.
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Re: 3008 AD: The Guild Chronicles - Space Opera - 5/6 Players - Still open
« Reply #11 on: November 09, 2014, 03:08:39 pm »

Character Name: "Busy Bee" Hal Grizzly

Origin: A human born on a merchant vessel from a servant mother and an unknown father, Hal never acknowledged he has no place to call home. He develops new accents to make himself fit the planet he will consider his motherland, his newest pick was Sirius. He does not have even the slightest idea about it, though, just a nice name.

Bio: Grizzly was at first a large hindrance on the ship, but when the crewmen and the captain decided that they probably shouldn't dump an infant into space, adopted the child as their own. Not really educated, Hal never set foot on land until he was fifteen and generally trained to work onboard. He never imagined a life on land, but as a certain git shot down his home ship, he had to find himself a new way of making cash. Turns out being a handyman was useful on a planet full of idiots without any useful skills, and he prospered by fixing their water collectors, cars and other machinery. But he got bored of staying still and enlisted in the local Guild building and got an assignment as a Ship Engineer. He couldn't express more happiness about this whole ordeal.

Specialties: Hal is a well skilled technician who feels very well without gravity, and he feels very well while traveling in space. He is quite uncomfortable on ground, and he lacks any combat training, but a life of being the deckhand taught him how to punch or whack people with a wrench. He also has a great talent with various languages and accents, mostly due to him making those up to fit his stories.
« Last Edit: November 09, 2014, 03:12:13 pm by SaberToothTiger »
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Dwarmin

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Re: 3008 AD: The Guild Chronicles - Space Opera - 5/6 Players - Still open
« Reply #12 on: November 09, 2014, 03:49:43 pm »

Character Name: #9567, or "McMarlo the Crow"
Origin: #9567 was A Ravenian born from the Oort Cloud Republic, McMarlo was destined for obscurity from birth, assigned to lot #4537 in the Ravenian Eternal Work charter-i.e, infiltration of Mammalian societal structures for monetary gain. In the Terran year 2993, ten thousand nearly indestructible spherical orbital entry spheres were "accidentally" discharged from passing Ravenian freighters onto Terran worlds-containing a new batch of young Ravenians, in the idea that they could achieve the 4537th benchmark of the Ravenian people, which was to conquer a species through their economy.

A Ravenian is an avian humanoid, that looks something like a Ravenman with an attitude, about four feet high and less then a hundred pounds. They are a very productive race, and prone to making somewhat grandiose plans-they are firm believers in central planning, and believers in self determination-whenever a Ravenian has a grand idea, he is cloned about ten thousand times, and all his progeny is set to that specific task. They call these lots, and they have quite a few of them. They are not always successful, as even minor personal flaws magnified times ten thousand can become whoppers of disaster-making with little effort.

#9567 is about 15 years old.


Bio: ...Of course, most of the spheres died on impact-Lot #2457 of the Ravenian Eternal Work charter was a batch that was supposed to design and manufacture ten thousand indestructible orbital entry spheres for this purpose. They are still working on that.

#9567 and his hundreds of surviving Lot brothers-clones, every one-were quickly found to be quite delicious by Humanity as a whole, and formed the core of a popular mega-franchise brand of snack meat.

#9567 was spared when the Guild performed a hostile takeover on the franchise, with plasma grenades and energy rifles. He found himself given the new spokesraven for "McMarlo's Wonderful Birdburgers", by chance, and a corporate guerrilla in his off-season-there's always more clones.

He still considers his mission paramount, and hopes Humanity is still pliable for economic takeover


Specialties: McMarlo is a trained in all arts of persuasion and can sell nearly anything to anyone. He excels in looking rich and spiffy, charming employees, and making customers hungry for Birdburgers-even if he owns nothing, is not charming at all, and is himself liable to be turned into one. It's hard to tell if he's lying, since the Ravenian mind has no differential between lie and truth-only the binary distinction of PROFIT and LOSS.

He can fight, but prefers to lead, rather than shoot. He doesn't like to look like he's breaking a sweat, but is good with tiny, fashionable pistols.

Ravenians can't actually fly anymore, but are amazingly adept at moving in zero-gravity.
« Last Edit: November 09, 2014, 04:04:02 pm by Dwarmin »
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_DivideByZero_

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Re: 3008 AD: The Guild Chronicles - Space Opera - 6/6 Players - Not yet started
« Reply #13 on: November 09, 2014, 03:57:43 pm »

I'll write up the first post in a matter of hours. A reminder to anyone that wants to join but hasn't posted yet: if you have a good idea I might... change the player order a little bit. Dwarmin posted his sheet as I was typing this post. And his sheet is quite impressive. So I suppose I'll have to wait and then decide who to accept.

My suggestions to the current players:
@Toaster: Character's a bit simplistic, but I suppose we need some 'generic humans' anyway.
@HEN: This and Cheesecake's suggestion are probably the most unconventional characters here, so they're definitely in.
@Cheesecake: See above. Also I assume Ziggy's not an anthropomorphic mouse, but rather a creature that looks kind of like a giant mouse.
@Suppaidaman: I mentioned the issue with Earth being barren a while back. Other than that, another 'generic human' for NPC's to discriminate against.
@Nidilap: I personally like HEN's suggestion more since it's more unconventional and averts some 'evil robotics corporation' tropes.
@SaberToothTiger: This is probably the best 'generic human' sheet so far. Just a clarification: The Guild doesn't have any dedicated buildings on any planets. Their loyalty is to their brethren aboard the colony fleet, nothing more. I'll just take it that a Guild fleet was nearby when your character found an opportunity to get recruited.
@Dwarmin: Well, this is exactly what I had in mind when I said 'exceptionally creative.' I applaud, you sir.
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Dwarmin

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Re: 3008 AD: The Guild Chronicles - Space Opera - 6/6 Players - Not yet started
« Reply #14 on: November 09, 2014, 04:02:59 pm »

I am applauded!
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