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vaxx01

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 And actually, he said:

vaxx01 said:


I'll send you the backstory it's just to big to post here, **** fine arts degree. lol

 

 

 

He didnt specify a page count. :)

I had forgotten he had said this. My bad.

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No offense taken and meant maelstrom. My bad if it came out wrong. Also in his 1st character post at the bottom he said:


Background is currently up 12 pages, on Microsoft word, if you want read it send me a message

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I was going to build unique character using a sheele familiar but it was not cost effective at low levels, now at higher levels it can be quite cool but it would take between 5 and 6 levels to be what I wanted.  Now working on a giant Mentalist Warrior.  Will post when done, background story is always seperate I have a tendacy to write long backstories.  Sorry,

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New Build

[info]
Name: Korvon
Age: 24
Country: Varja Mountain Range
Race: Human (Jayan)
Social Status:
Height, Weight: 6’ 10” 299 lbs.
Hair, Eyes: Dark Granite grey
Appearance: 5
Exp: 100
Level: 2
Class: Warrior Mentalist

[build]
Attributes:
At Psychic Power rolls of 50
Str: 9(11) Dex: 9(11) Agi: 9(11) Con: 9(11)
Int: 6 Pow: 8 WP: 10 Per: 6(8)
= character creation type 5
Legendary Character 65 points

Advantages:
Been Around 2
Martial Mastery 3
Access to one Psychic Discipline 1
Amplified Sustained Power 1
Disadvantages:
Optional rule from the Game Master’s Tool Kit to allow characteristic points can be used to remove disadvantages, or by other advantages.

Total DP to spend: DP700
5 points remaining

Primary Abilities:
Combat Abilities: (Limit: 50% = 350 DP)
- (2/1) Attack: 75 = 150 DP
- (2/1) Block: = DP
- (2/1) Dodge: 75 = 150 DP
- (2/1) Wear Armor: = DP
- (2/1) KI: = DP
- (25/1) Accumulation Multiple 2(Willpower) = 50 DP
Total DP:350
Supernatural Abilities: (Limit: 50% = 350 DP)
- (3/5) Zeon: = DP
- (70/10) MA Multiple: = DP
- (3/1) Magic Projection: = DP
- (5/5) Magic Level:
- (3/1) Summon: = DP
- (3/1) Control: = DP
- (3/1) Bind: = DP
- (3/1) Banish: = DP
Total DP:

Psychic Abilities: (Limit: 50% = 350 DP)
- (15/1) Psychic Points: 4 (2 from level, 2 30 DP)
Psychic Potential: 100 (60 willpower/40 introvert)
Free Psychic Points: 1
- (2/1) Psychic Projection: = DP
Total DP:30

Secondary Abilities:
- (2/1) Athletic:
- (2/1) Social:
- (2/1) Perception:
Notice: (60/30)
- (3/1) Intellectual:
- (2/1) Vigor:
Feats of Strength: (60/30)
- (2/1) Subterfuge:
Hide: (40/20)
Stealth: (40/20)
- (2/1) Creative:
Total DP:200

Total MK:190
Ki Abilities:
Use of KI 40
Kiai 10
Improvised Combat Techniques 50
Presence Extrusion 10
Energy Armor 10
Armor of Greater Energy 10
Armor of Arcane Energy 10
Aura Extension 10
Destruction by KI 20
Elemental Attack 10 (Earth)
Increased Damage 10
= MK spend in Ki Abilities
Techniques
Total MK Spent:190

Natural Bonuses:
Giant + 2 to size
Withstand Fatigue + 1 to fatigue
Resistance to Damage + 15 PhR
Uncommon Strength + 1 Str
Spiritual Vision: Special
Susceptibility to Magic: - 10 MR
Immortal Soul: - 3 exp
+ 5 Attack per Level
+ 5 Block per Level
+ 5 Dodge per Level
Natural Abilities:

Special Bonuses:
Agon: Limit of War 20 DP
Martial Arts
Shotokan 10 DP (Basic)
Muay Thai 10 DP (Basic)
Kempo 10 DP (Basic)
Tai Chi 25 DP (Advance)
Kiai 10 DP
Introvert Mental Pattern 30 DP
Total DP: 115 DP
Innate Psychic Slot
------------------------------------------------------------------------------------------------------

[Final Values]
LP: 140 (120 Base, 20 from Class)
Regeneration: 9(4)
MV: 9(11)
Fatigue Points: 10(12)
Presence: 35
PhR:60/70 | DiR:60/70 | VR:60/70 | MR:35 | PsR: 50
Ki Pool: str:1/2, dex:1/2, Agl:1/2, Con:1.2 , int:1 , pwr:1 , wlpwr: 2

Attack: 100(110)/110(120) (90(100) w/o Char Mod)
Block: (w/o Char Mod)
Dodge: 95(105) 985w/o Char Mod)
Initiative: 70(90)
Max number of actions: 3(4)

Secondary Abilities
Notice: 35/40 (30 w/o Char Mod)
Feats of Strength: 40/50 (30 w/o Char Mod)
Hide: 30/40 (20 w/o Char Mod)
Stealth: 40/60 (20 w/o Char Mod)

Attack roll of 50, a full power

First attack 170 damage 80 plus resistance 85 or take extra damage equal to failure,
Second Attack 155 damage 70
Third Attack 140 damage 70
Fourth Attack 125 damage 70
[Equipment]


Pitt.jpg

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Seems better, but there are a few things I don't understand.

1) How comes the character has 7 Advantages and no Disadvantages. Even considering you gain 1CP for being a Level 2 character, I can't still see how you get from 3CPs to 7.

 

2) He is a NEPHILIM Jayan, isn't he?

 

3) What is Legendary Character 65 points?

 

4) Since this character couldn't spend on Secondary Abilities and has no Jack of All Trades, how comes that he has positive values in any secondary ability?

 

5) You cannot buy that huge number of martial arts for reduced cost, but obly the first. Also, where do DPs spent on martial arts come from? They should be from the Combat Primary Abilities pool.

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Since I really enjoy reading other characters I post mine hoping others also enjoy this. I’ve translated her into English. Because I’m german there may be many errors (grammar, wording and content). There are more information about Sofia, her family and her mentor, but I want to keep it readable. Her true father is an ingame-plot, but his identity remains hidden so far (our GM thought it would be nice to implement it in the game – I still have no idea about him). Sadly we haven’t played since half a year, so I don’t know if we’ll ever play this game again.

 

Description:

Sofia is a young woman of 20 years. She tops most of the people since she is 1.95 meters tall. Although she is tall, weighing 99 kilograms, she looks rather athletic and muscular than skinny. She has a straight but not stiff bearing.

Her reddish to reddishly blond hairs lay till her shoulders and are properly combed. It seems that her haircut is something in between good-looking and combat-suitability. Almost emerald-green eyes complete her nice although not beautiful face (Appearance 6). Her lips are fine and show a real nice smile which can mostly be seen, when she’s looking at playing children. At these moments her eyes are sparkling of joy. There are times she seems to look at something other people can’t see. But maybe she’s just daydreaming.

She has a fine and quiet voice which sounds calm and smooth. But there are times she raises her voice and then it reaches a great distance. You can see that she is familiar in giving and following orders. Her whole manner inspires confidence. In the way she behaves there’s something that most people are more open-minded and less reluctant that other times they meet strangers (Charm).

Her body is well-groomed. She is an extraordinary warrior since she has no apparent scars – not even sword calluses. The only special mark is a birth mark in form of a horse on her right shoulder blade. It’s probably a freak of nature.

Her equipment and her clothes are fitting like a second skin. Everything seems to be tailor-made for her. The only jewelry she’s wearing is a small and simple necklace with a cross made of silver. It’s a keepsake of her mother. She proudly wears the sign of Tol Rauko on her shield and the back of her cloak.


History:

Sofia grew up without a father as a daughter of an innkeeper. Her mother Anabelle Weisz never told her who he was. The inn was in a small and unimportant village named Corba in Helenia. Her stepfather Marek Rudy was the blacksmith of this village. She had a half-brother named Andrzej, who was seven years younger.

She was always tall. A twelve year old girl, rather skinny and awkward-looking girl naturally got bullied. But this was only the casual teasing children used to do. She had a very good childhood. She had to help in the inn, of course, but the work was not that much. There weren’t much traveller and the few visiting the inn only stayed for a night. The rest of the time she secretly watched her stepfather taking care of the horse shoes of the beasts. It was forbidden to help, because her stepfather didn’t like it to have a girl in the forge. Her mother never said anything regarding this issue.

The rest of the day she spent with rollicking and day-dreaming. Since she never met her real father she pictured him in her thoughts. In her mind he was a gigantic and strong man. Wearing a shiny armor he rode on a white horse all over the world fighting evil. He was friendly and helpful to the poor. He rescued damsels in distresses and other romantic things a young girl could dream of.

She was a young girl when she recognized that she could see things others couldn’t. Talking to her mother about the “Little Wind-Creatures” playing on the street, Anabelle thought this was only Sofia’s fantasy. But since Sofia didn’t stop talking about her playmates her mother became annoyed and talked with her husband. The following beating Sofia received taught her never to mention them again.

Sofia was ten years old when her stepfather died because of pneumonia. She felt kind of sad, not strongly – he wasn’t her real father more like a strict acquaintance. Her mother tried not to show her grieve before her children. But Sofia heard her sobbing in the night. She never told her younger brother – he was too young, anyway. But on this day she swore she would help her mother as good as she could. She never tried to sneak away anymore when she was supposed to help. Anabelle recognized this but never asked her daughter about the change of spirit.

Sofia always was a tough girl. Bruised knees, scratched legs and hands never took long to heal. In fact they healed faster than the scratches her acquaintances had. But nobody ever thought it strange – at least Sofia herself. It was just the way it was. The day her mother was very ill and had to stay in the bed – a luxury she couldn’t afford – Sofia took care about the household. Cooking a chicken broth she cut herself deep in the finger. She was right on the way to her mother – crying for pain and shock – as she remembered that her mother was ill and couldn’t likely help her. Sobbing she returned to the kitchen, wrapped some cloth around her finger and finished cutting the vegetables and making the soup. At the next morning there wasn’t a cut anymore. If it wasn’t for the bloodstained cloth there would be no evidence that the knife had tasted blood.
In the year 982, Sofia was twelve years old, the war came to Corba. Without any strategic or political importance it became victim of soldier’s greed. There was plundering, burning of houses and slaughtering the inhabitants. Anabelle hid her two children but was caught herself on the way to her own hideout. She was raped and killed afterwards. Sofia was in shock and wasn’t able to breath, walk or make any noise. This probably saved her life. Her younger brother began to cry and ran to the body of his mother. A casual hit with a mace stroke him down.
Then the soldiers left the remains of the village. Sofia staggered through the smoldering ruins of the former inn taking her mother’s small necklace. Without any clear thought she wandered through the village. The shock, the loss of her family, the smoking ruins – a dirty skinny girl covered with ash staggering around. Then her sight faded.

Intimidated. Helpless. That was the way she felt. Her first memories of the room she became awake were a barren room made of stone. She still had the smell of burned wood in her nose although there was no fire to see. She was alone in the room. A simple curtain hid what was outside. Every time she heart steps she closed her eyes pretending to be unconscious or asleep. As soon as she could be sure she was alone she reopened carefully her eyes. There was food and water brought to her bed. Her injuries were tended. Why would anybody treat her like this?

“Playing unconscious” continued for two more days. Then a deep voice of a man told her to stop playing dead and look to him. Scared to death and almost crying she opened her eyes. She never knew why she followed these instructions. The look at the man told her, that he had to be about 40 years old and a well-groomed appearance. Although he wore simple clothing there was something special about him. His whole behavior was something Sofia never had seen. He was sitting on the side of her bed. And although he was tall and muscular his presence wasn’t threatening. He said his name was Johann Luminos and asked her about hers. She told him shy. He smiled and ensured her she didn’t have to be afraid anymore. He wouldn’t allow anybody to harm her. There was something about the way he talked and looked at her that she felt confident and believed in his words. Then he stood up and left the room. At the doorway he looked at her once again.

It took some days till Sofia was allowed to leave her room. But she stood up and looked through the window. She was in a house a little apart from a small village. It seemed to be a house of an at least well-situated owner. But she never found out who the owner was. The day her rescuer and she left her eyes nearly popped out of her head. Johann wore a shiny armor and rode a white horse. She felt like in one of her dreams and secretly thought of him as his father who came back to take her with him. Everything would become alright. During the following days her shyness faded away and asked about him. With a lot of patience he answered most of them. But some questions he didn’t said anything else but: “You’ll find out, when the time is right.”

Johann hadn’t any family of his own. He said it wouldn’t be fair for them, since he is on the road most of the time. So he likely wouldn’t be a good husband and father. And god made him this way. So it would be his responsibility to act like this. He lived on his own principle: “ Be courageous when facing your enemies. Be brave and honest so god may love you. Always tell the truth even when it means your death. Protect the defenseless.” Sofia took the principles and made them her own.

At first she only helped in the kitchen, cleaned the equipment of others and learned to tend smaller injuries. Lower services but she completed them without complaint eager to please Johann. All she wanted to make him proud of her. She followed his orders without questioning them. She asked questions out of curiosity, of course. It didn’t tool long and she slipped out that she could see strange things and creatures. But in contrast to her mother who hadn’t believed her he only nod and told her that she was blessed.

She was a pupil true to Johann’s teachings. It surprised her that she learned handling a sword without many difficulties. It seemed she was born to hold a sword. Johann took care to give her a proper weapons training. The years passed by. And although Johann was on the road while she stayed in an outpost of Tol Rauko there were times they could meet. They formed a hearty quasi father and daughter relationship. She never sought a boyfriend in one of her comrades. Full of idealism, childish maybe blinded by Johann’s example she wanted to be like him. It was the time she gave herself a new name. She adopted the name Corba so that she would always remember and honor not only her family but her whole village and the harm it suffered.

The years flew by and Sofia became promoted step by step. As a former innkeeper’s daughter without any fortune she led half a hundred cavalry. Sure she mostly stood aside and rather kept other people out of harm’s way than to deal with the problem by herself. But her duty wasn’t less important. Filled with proud she travelled the land wherever she was sent. And in the back of her mind there was always the thought that she finally could protect the weak and fight injustice. On the spare occasions she was allowed to accompany Johann on his travels. If it became dangerous he ordered her to stay where it was safe. But her awareness of the supernatural was a tool he knew to use. So she enjoyed riding with him. Once he took her to a social party. He even bought her an expensive dress. And although she didn’t know any ball dances she managed not to embarrass herself and more important Johann.

There are times Sofia can’t believe how different her life became. As a Member of Tol Rauko she belongs to a privileged group of people. But she didn’t become spoiled and still does know what it means to suffer privations. But she also knows who nice it is to be able to buy herself a wonderful dress – and wear it, of course.

It hasn’t been long ago since her mentor died. The message of his death hit her real hard. She had never believed such a strong and kind man could ever been defeated. At first she demanded to know und what circumstances he died and who was responsible. But as soon as she regained control over her rage the only question she wanted to have answered was: “Is this death a death Johann would appreciate as a good one?” The rest of the day she stayed in her small room in mourning.
From time to time you can see the loss in her eyes. But there’s no sign of rage or grief anymore. Her facial expression shows determination but not grimness. All she wants to do is to live by the standard her patron Johann lived.

 

 

Charactersheet:

Name: Sofia Corba 
Class: Paladin
Level: 4
Age: 20
Gender: female
Race: human (Aion)
Hair: reddishly blond
Eyes: green
Height: 6’ 5”
Weight: 210 lbs
Appearance: 6

Build: 60 points distribution-system (+1 Power bought at Level 4)
Agility: 8
Constitution: 10
Dexterity: 8
Strength: 9
Intelligence: 5
Perception: 5
Power: 10
Willpower: 5

Fatigue: 10
Movement: (6) 8
Life Points: 235
Mental Health: 80
Threshold to Madness: 20
Zeon: 135
Gnosis: 10
Elan: unknown (GM keeps eyes on them)
Regeneration: Ups I lost my notes -> 8 iirc

Bravery: 11 | Honor: 7 | Cowardice: 0 | Infamy: 0 | Talent: 0

Advantages:
Charm (1)
Eternal Blood (1+1 for negating Level adjustment)
Hard to Kill (1) (bought at Level 2 instead of trait)
Heritage: Helenia (for free – some Skill-bonuses)
Regeneration (2)
See Supernatural (1)
= 7 (6 + 1 bought at Level 2)

Disadvantages:
Code of Conduct (1)
Easily Possessed (1)
Suspectible to Magic (1)
=3

Free Weapon skill = Long Bow

Level 1: (we use the Core Excet-changes regarding skill bonus)
Natural Skill = Feat of Strength + Leadership
Composure + 10 instead of Banish (Paladin-class)
Skill +10 = Ride, Composure, Notice, History + Tactics

Level 2:
No Trait instead Advantage “Hard to Kill”
Natural Skill = Feat of Strength + Style
Composure + 10 instead of Banish (Paladin-class)
Skill +10 = Ride, Composure, Notice, History + Tactics

Level 3:
Natural Skill = Feat of Strength + Leadership
Composure + 10 instead of Banish (Paladin-class)
Skill +10 = Ride, Composure, Notice, History + Tactics

Level 4:
Trait: Power +1 =10
Natural Skill = Feat of Strength + Style
Composure + 10 instead of Banish (Paladin-class)
Skill +10 = Ride, Composure, Notice, History + Tactics

DP-Distribution:
900 DP -> 540 DP (=60%) Combat Abilities + 360 DP (=40%) Non-Combat Abilities

200 DP = 100 Attack
250 DP = 125 Block
0 DP = 0 Martial Knowledge
0 = 0 Ki
40 DP = 20 Wear Armor
50 DP = Knight Module
= 540 DP

10 DP = 5 Athleticism
10 DP = 5 Climb
10 DP = 5 Jump
10 DP = 5 Ride
10 DP = 5 Swim
10 DP = 5 Composure
10 DP = 5 Feats of Strength
60 DP = 60 Withstand Pain
10 DP = 5 Notice
10 DP = 5 Search
10 DP = 5 Animals (Specialization: Horse)
10 DP = 5 Herbal Lore
10 DP = 5 History
10 DP = 5 Law
10 DP = 5 Occult
10 DP = 5 Tactics
5 DP = 5 Etiquette
5 DP = 5 Intimidate
15 DP = 15 Leadership
70 DP = 70 Persuasion
35 DP = 35 Style
10 DP = 5 Dance (Specialization: Ballroom)
5 DP = Housewivery (Invention of our GM)
5DP = 5 Banish
= 360 DP

Martial Knowledge: 80
40 Use of Ki
40 free (our GM wanted it to develop slowly and uses the Dominus Excet-table-> currently trying to concentrate the KI in her body for Presence Extrusion and Aura Extension)

Final Values:
Attack: 110 (Longsword) | Damage: 60 (Longsword) -> She almost never uses other weapons.
Block: 155 + 25 (Shield +5) | Dodge: 10 -> She blocks everything out of habit (it’s **** hurting to try this with magical attacks, but that’s some kind of reflex)
Wear Armor: 70 | AT: 4/3/2/3/2/2/0 + 2/2/1/1/1/1/0 (Partial Plate + Circlet)
Initiative: 60

Resistances:
Base Resistance: 45 | Physical: 60 (+ 80 special) | Disease: 60 | Poison: 60 | Magic: 60 (/2 -50 special) | Psychic: 45 (-50 special)

Athleticism: 25 | Climb: 25 | Jump: 15 | Ride: 75 | Swim: 25
Composure: 85 | Feat of Strength: 55 | Withstand Pain: 100
Notice: 55 | Search: 5
Animals (Specialization: Horse): 55 | Herbal Lore: 15 | History: 45 | Law: 5 | Occult: 5 | Tactics: 45
Etiquette: 5 | Intimidate: 5 | Leadership: 100 | Persuasion: 70 | Style: 100
Dance (Specialization: Ballroom) 55
Housewivery : 5
Banish: 20
 

I know I'm on the losing side fighting supernatural. I'm planing to develop more KI-Abilities and finally the technique I've posted here a long time ago. But the whole thing is a very slow process (learning table in DE used). Luckily this isn't a single player game and the rest of the group is quiet capable of dealing with strange creatures and enemies. In addition we rarely fight in our games.

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Elric of Melniboné said:

 

Seems better, but there are a few things I don't understand.

1) How comes the character has 7 Advantages and no Disadvantages. Even considering you gain 1CP for being a Level 2 character, I can't still see how you get from 3CPs to 7.

 

 

Agreed.  That makes absolutely no sense.  You have a total of 3CP at character creation, which you can add to by taking up to 3 disadvantages.  The MOST CP you can have to spend on Advantages as a starting character is 9, but that means you would've taken 3 different 2CP Disadvantages.  So at that stage your character is more or less Blind, with a Serious Illness, and Damned in a truly horrible way.

To have 7 CP on Advantages (even taking into account the extra CP at Level 2), you need to have 3CP worth of Disdvantages (either 3 x 1CP flaws, or a 1CP and a 2CP flaw).

Quite honestly, "Been Around 2" is a waste of an Advantage unless you're only planning on taking the character a couple of levels.  After that it becomes redundant.  I know that Jayan Nephilim gain less XP per session than humans, but if you're planning on using him long-term, you'd be better off taking "Learning 1" to counteract that, and letting the character develop to Level 2 naturally.

Elric of Melniboné said:

2) He is a NEPHILIM Jayan, isn't he?

 

 

 

Certainly looks that way.

Elric of Melniboné said:

3) What is Legendary Character 65 points?

 

 

 

That's one of the GM Toolkit Character Creation methods.  The "standard" build using that system is 55 points to spend on your characteristics, but you can flex it down to 45 points for a more mundane campaign, or up to 65 points for a Legendary campaign.

However, vaxx01, you've got your maths wrong.  A "10" in any stat actually costs 11 points, not 10.  So you've actually spent 66 points, not 65 (and then added your +1 to Strength for being a Jayan).

Elric of Melniboné said:

4) Since this character couldn't spend on Secondary Abilities and has no Jack of All Trades, how comes that he has positive values in any secondary ability?

 

 

 

Well actually it looks like he's only spent 30DP on Psychic Primaries.

Although why you'd create a Warrior Mentalist with only 30DP on Psychic stuff, I have no idea.

Elric of Melniboné said:

5) You cannot buy that huge number of martial arts for reduced cost, but obly the first. Also, where do DPs spent on martial arts come from? They should be from the Combat Primary Abilities pool.

 

 

 

Agreed.  10 & 25 points for your first MA (presumably Tai Chi, since it's the only one that you've taken to Advance level), and then the rest are at full price.

And they MUST come from Combat Primaries (as does your Limit of Agon).

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 I thought I might put my character in here, funnily enough his name is Adrassil also, coincedentally.

Adrassil is basically a Loki clone, scheming, manipulating and brilliant and for all intents and purposes, a villain if this was D&D his alignment would most likely be neutral evil. I'm having a brilliant time roleplaying him.

Name: Adrassil
Class: Shadow
Hair/eyes: Brown/hazel.
Level: 3
Age: 25
Gender: Male
Weight/height: 60kg/1.75m.
Appearance: 9
Size: 14.

AGI: 11 (+20)
CON: 6 (+5)
DEX: 10 (+15)
STR: 8 (+10)
INT: 9 (+10)
PER: 9/10 (+10/15)
POW: 9 (+10)
WP: 7 (+5)

Life points: 100
Fatigue: 6
Movement: 11
Attack: 105, Dodge: 160, Wear Armour: 10
Armour: +5 complete leather
Weapon: +5 long sword.
Initiative: unarmed: 125/with long sword: 115

Advantages
Re-roll: appearance 1
Jack of all trades 2
Starting wealth 1
Quick reflexes 1
Acute senses 1

Disadvantages
Addiction: smoking
will not hurt a child
Slow learner.

Special abilities/modules
Training: longsword and training Rapier.
Martial arts: Jeet Kune Do (just has same as Kung Fu in the core book)

Secondary skills

Acrobatics: 45
Athleticism: 65
Climb: 40
Jump: 30
Ride: 30
Swim: 30

Composure: 25
Feats of str: 20
Withstand pain: 30

Notice: 80
Search: 80
Track: 20

Intellectual all skills are 20 except for navigation which is 30

Intimidate: 15
Leadership: 40
Persuasion: 40
Style: 30

Disguise: 45
Hide: 50
Lock picking: 25
Poisons: 20
Theft: 25
Stealth: 70
Trap Lore: 20

Art: 30
Dance: 30
Forging: 25
Music: 20
Sl. of hand: 40

Resistances

All 55 except magic resistance which is 60

Here's a picture I drew of him.

522897_10150888418609268_1407924530_n.jp

As after the events of the story here is his Ki abilities
(he also gained a level in Martial Mastery because of his training in that year's time)
Use of Ki
Ki control
Presence Extrusion
Aura extension
Use of necessary energy
Ki concealment level 88
Elimination of necessities
Physical Dominion
Age Control

 

Anima Character profile: Adrassil

Personality: Melancholic/Choleric

  • The differences between this combination and its 'reverse' (Choleric/Melancholic) is that these types are much more reserved and 'shy', in a fearful kind of way; less confident and outgoing. They have many of the fears of the melancholic/phlegmatic, internally - they are scared of rejection by others, critical of their own flaws, etc - yet their choleric half leads to an increase in pride that may prevent them from making these inner doubts clear to others unless they know them intimately.
  • They may act strong-willed, and emotionally tough, and generally have a 'cold and cool' air about how they talk and act, but it could be said perhaps that they're 'crying inside' at times.
  • They have less of a problem compared to the melancholic/phlegmatic with hurting people, especially enemies. While melancholic/phlegmatics may submit, retreat and cry if hurt badly, melancholic/cholerics are more likely to retaliate, to hurt their aggressor, to seek vengeance.
  • They can derive amusement from the pain of others, inflicted by themselves or otherwise, but this may be because they feel so poorly about themselves that they need to see others belittled, hurt or miserable in order to feel good about themselves and to sate their choleric need for 'dominance'.
  • Melancholics tend to be 'competent', because they can focus and they're analytical, and melancholic/cholerics are no exception. They may be proud of what they can do, perhaps openly, unlike the melancholic/phlegmatic who would be averse to bragging.
  • Both melancholic and choleric are stubborn temperaments, so this combination leads to tenacity to see that their opinions are taken notice of or that their will is done. Like the choleric blends, they may have difficulty admitting that they're wrong… but tend towards self-deprecation when they know that they are.
  • Like the choleric/melancholic, they feel that they can analyse, define, and understand others but that they themselves are complex, mysterious and elusive, beyond the discernment of the other mere mortals who are below them.
  • They are bitter, negative and pessimistic by nature, and can lack tact when interacting with others. They give off 'leave me alone' and 'don't dare offend me' vibes.
  • They can be sadistic and hurt others, but they're also masochistic and hurt themselves just as much.
  • Unlike the melancholic/phlegmatic, they get angry and have outbursts, but they are moved to this rather slowly
  • They are calculating and manipulative, observing others and essentially looking down upon them, perhaps considering how they could use others or even wondering how others may be using them.
  • They are generally excellent at what they choose to do, if they choose to do anything at all, as they have a mind fit for planning and for controlling. This is the mind of many a strategic general throughout history, the mind of a conqueror.

Melancholic

  • Serious
  • Prone to misery
  • Emotionally sensitive
  • Analytical
  • Critical
  • Self-deprecating
  • Needs things to be RIGHT
  • Creative
  • Moved to tears by beauty
  • Bitter
  • Can have unrealistically high standards
  • Introverted
  • Stubborn
  • Selfish
  • Easily upset
  • Rejects others so then they aren't themselves rejected
  • Very emotional, but keeps emotions inside mostly
  • Passionate
  • Holds grudges
  • Unreliable
  • Pessimistic
  • Deep and thoughtful
  • Prefers planning to spontaneous action
  • May dislike more than they like
  • Intense
  • Corrects others
  • Reluctant to make friends
  • Takes ages for them to consider someone a friend
  • Suspicious; untrusting
  • Complains OFTEN
  • Tends to blame self

Choleric

  • Brash
  • Prone to anger; 'short fuse'
  • Proud
  • Confident
  • Forceful
  • Needs to see results
  • Gets things done
  • Doesn't show weakness
  • Strong
  • Makes things their business
  • Likes to be in charge
  • Likes things their way
  • Stubborn
  • Can't admit if they're wrong
  • Defiant
  • Demanding
  • More likely to fight than flee
  • Tends to show little emotion, other than anger
  • Passionate
  • Reliable; sticks by you and holds to promises
  • Vengeful; they will be your best friend if you stick by them, but turn against them and they'll make a point of making you regret it
  • Dislikes following
  • Contrary
  • Condescending, especially if you try to defy them
  • Likely to offer advice
  • Criticises others
  • Loves winning; likely to humiliate the one they defeated/dominated
  • Gives advice or help which isn't asked for
  • Tends to blame others.

Background
Adrassil was born in a large capital city, the son of a wealthy trader and his trophy wife he was brought up for the first two years of his life in a loveless marriage. This was until his father was arrested by the local authorities for the murder of a competing merchant and executed. The law man responsible for his father's capture forced Adrassil to watch, as it would teach the boy not to follow after his father, which traumatized him immensely. His family were stripped of their wealth and left out on the street. His mother insisting right from the start that the whole thing was a set up and that the merchant was still alive, he’d faked his death and framed Adrassil’s father for it. For six years Adrassil grew up on streets, during this time his mother became hopelessly addicted to drugs and the six year old Adrassil had to beg on the streets and eventually became a pickpocket to survive. He became incredibly agile and acrobatic by using rooftops to escape the guards and his victims. He did this for years, becoming very effective in his skills as a pickpocket and parkour practitioner. He became infamous in his city as the “Cut purse monkey.”

It was through his antics he supported his mother and they made a decent living. When Adrassil turned eleven his mother died from overdosing leaving Adrassil alone but he wasn’t truly alone he had plenty of friends, fellow urchins.

It was only a month after his mother’s death when he was tracked down and taken in by a beautiful, mysterious woman who far exceeded the ten year old’s skill in acrobatics easily despite Adrassil’s best efforts.

She turned out to be a woman working for a mercenary group called the Black Reach company, she’d heard of his skills and wanted to recruit him as her apprentice and her name was Glaitis.

He at first refused but she gave him an ultimatum either join with her or she’ll hand him over to the authorities. Faced with this he had no choice but to accept.

So they travelled north, to a whole new city in another country and he began his training under Glaitis. For thirteen years he travelled and was taught under her in the way of the blade, stealth, battle and intrigue as well as everything, from persuasion to the sciences. Young Adrassil excelled in blade work and martial arts which he both loved, but also used all his spare time learning to write stories and paint. When he was sixteen he performed his first true contract with his mistress, together they were sent to kill an entire bandit encampment.

Adrassil also showed a keen intellect, he was actually of genius level intelligence he was also a handsome charming and charismatic young man that was very much lusted after by the girls, which Adrassil enjoyed immensely. Glaitis taught him briefly also of how to use his Ki but she as well wasn’t so good at it either. They worked together for another seven years, Adrassil losing his virginity to Glatis when he turned eighteen. (lucky bastard)

Many, many battles they fought, fulfilling dozens of contracts and always to a high standard.

For their last few years together they were lovers, despite Glaitis being ten years his senior.

They went their separate ways and at twenty four Glaitis pronounced him good enough to be made into a full fledged Shadow and was sent on this assignment, to set up a small base for the Blackreach company in Kingsley.. Also he’s stumbled over evidence that his father may actually have been innocent of his crime, he isn’t too sure whether he wants to delve deeper or not yet but there maybe a conspiracy at hand within the governments and royalty. That his mother may have been telling the truth about his father being framed and his victim may still be alive.

He is keeping this find a secret, for now anyway.

 

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sorry about the primary thing thing and martial arts will fix it, two he has dis advantages 3 cp worth forgot to put them up there,  drop the Int by 1 point

actuall I sat and reread the martial arts and combat moduals and it is NOT counted as a part of you primary cost, the only limit is that you can have 1 style for every 40 pts of combat ability. 150/40=3. Niether are Limits but you are only limited to one unless you pick up the advantage that lets you get 2

Total MK:190(40 from Class, 120 from Martial Mastery 3, 30 from Tai Chi)

yes he is a Nephilim Jayan, the only reason I listed him as human is that it reads that these are humans with other races reincarnated souls

Disadvantages Insufferable 1, Exclusive Weapon 1(Unarmed), One Power at a Time 1

Psychic levels are so low becuase for how the build goes

With the Introvert Mental Pattern 1 he does not need a Projection IF he targetd him self ONLY, 2 any power placed in an innate slot is raised by 1 level, 3 any sustained power is raised by 1 level. the goal then with this character is to aquire the innate slots.  Which he has a free point and will get another at next level and another innate slot.

example he cast Total Increase at minimum 180 +1 to all Physical and Perception and puts in his innate slot it goes to 240 for introvert, then 280 for amplified sustained power, final boost + 4 on his stats Str: 9 plus half fover 10 11, Dex agil, con are all the same Percp however is a 6 +4 10

as for the secondary abilities

Secondary Abilities:
- (2/1) Athletic:
- (2/1) Social:
- (2/1) Perception:
Notice: (40/20)
- (3/1) Intellectual:
- (2/1) Vigor:
Feats of Strength: (60/30)
- (2/1) Subterfuge:
Hide: (40/20)
Stealth: (40/20)
- (2/1) Creative:
Total DP:180
 

which translates to

Secondary Abilities
Notice: 25/30 (20 w/o Char Mod)
Feats of Strength: 40/50 (30 w/o Char Mod)
Hide: 30/40 (20 w/o Char Mod)
Stealth: 40/60 (20 w/o Char Mod)
 

Limits cost MK not DP

so take out Kempo

you are right about the other 2 martial arts

 So the Martial Arts List reads like this

Tai Chi  25 DP( base 10 DP, 15 Advanced)

Shotokan 20 DP

Muay Thai 20 DP

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vaxx01 said:

 

sorry about the primary thing thing and martial arts will fix it, two he has dis advantages 3 cp worth forgot to put them up there,  drop the Int by 1 point

actuall I sat and reread the martial arts and combat moduals and it is NOT counted as a part of you primary cost, the only limit is that you can have 1 style for every 40 pts of combat ability. 150/40=3. Niether are Limits but you are only limited to one unless you pick up the advantage that lets you get 2

 

You're right about Limits - my bad, they're MK only.

But the MA and Modules stuff are definitely Primaries.

From the Core Rules (Dominus Exxet doesn't change this)…..

P56 - General Weapons Modules:  "These modules are listed as a Primary Ability for combat.  Therefore any DP invested in these modules count towards a character's point distribution limit."

P56 - The Archetypical Weapons Modules: "As with the foregoing, these are considered Primary Abilities for combat."

P57 - The Style Modules:  "As with the foregoing, these are considered Primary Abilities for combat."

P58 - Mystical Modules:  "These modules act as Primary Supernatural Abilities.  Therefore any DP invested in these modules count towards a character's point distribution limit."

P58 - The Psychic Module:  "This module acts as a Primary Psychic Ability. Therefore any DP invested in this module count towards a character's point distribution limit."

P58 - Martial Arts:  "… in a way, they are equivalent to an Empty-hands Weapons Module,…"

Now it doesn't explicitly STATE that MA cost Primary DP in either the Core Rules or Dominus Exxet (which, I'll admit, has surprised me).  But the implication of them being Empty-handed Weapons Modules is that they do.  This is generally accepted by everyone both here and at the Anima Forum (and everybody I know who plays the game).  I'm sure if you search hard enough, you'll find that this has been confirmed by Anima Studios somewhere on one or both of the forums, but unfortunately I don't have time to do this search.

It's a clarification that should have been made more obvious in Dominus Exxet, but it appears they forgot. Surprising, but there we are.

vaxx01 said:

Disadvantages Insufferable 1, Exclusive Weapon 1(Unarmed), One Power at a Time 1

 

 

 

I seem to remember that Anima Studios have ruled somewhere (and again, I forget where) that if you take "Exclusive Weapon: Unarmed", you get one "exclusive" Martial Art.  As soon as you use any others in conjunction, you start paying the -30 penalty.

Most GMs just say that you can't take Exclusive Weapon with an Unarmed character at all.

The limitation makes sense, because otherwise "Exclusive Weapon" is really no Disadvantage for an Unarmed character at all.  Every single Tao in existence would take that Disadvantage.  This is also the reason that the advantage explicitly excludes Mystic and Psychic archetypes (because they're not really suffering a penalty at all if they take it).

If you want a fairly "light" Disadvantage, do what a lot of players do and pick "Deep Sleeper".  At least it gives something that the GM can use against you, even if it doesn't crop up all that often (Now watch your GM make sure every attack on your party happens while you're asleep!).

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as far as the MA thing it should not be count towards the Primary DP limit for 2 reasons one your limited in MA due to your Combat ability i.e. 40 to 1 martial art, adding the primary limitation then means that paying for combat abilities twice. example level warrior 700 DP max 420, max in any combat ability 350 say you buy attack (unarmed) at 100 cost in DP 200 then you buy martial arts at full value 20, you now have only 200 left to put in the rest of your abilities.  Now for example lets say that our warrior has the 420 and burns 400 DP in Attack, and Dodge, with a value of 100 each a total of 200.  Divided by 40 that give you a limit 5 martial arts at 20DP each there is no way you could effectively use them in any long term character build.

I think martial Arts are like the Meta-Magics in AE, your limited by your combat abilities but they are a separate group

AS far as exclusive weapon your right I'll take light sleeper

to paraphrase Albert Einstaine if we can not prove something as false it must be true.

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I can confirm Martial Arts DPs are from combat pool. I asked it once in the spanish forum, where Anima Studios post regularly to answer such kind of questions (and was probably insulted for being the 100000000000000th person to make the same question without searching the forum first…).

 

To Sophia Corba:

Welcome back! It's been a while since you last posted! I remember you posted some interesting Ki Techniques back then, some where paladin-related if I'm not mistaken (elemental binding light-earth, if I remember correctly)!

Your character is very nice and your handling of rules is very nice (I really appreciated the Cultural Roots advantage granted for free, it's very flavorful, and not really worth 1CP)

Have you really no idea about Elan? Although the master should secretely track elan, players should notice if they developed some new power…

 

To Adrassil:

Nice character and welcome to the forum if you're new, by the way. For a TRUE trickster in full Loki-style I would have gone for a Thief (well…I created a Trickster variant class for Thieves, so I'd go for it, actually), rather than a Shadow, but a Shadow is surely more playable and combat proficient. Also Illusionist (with Illusion and Darkness paths and at the very least Sin Subpath) would be a perfect class for a "Loki character".

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what was their exact reply, and where in the books did they state it

until I see otherwise the standing house rule will be that they are separate.

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Oh, and you don't need to buy "Unarmed Combat" if you're only going to fight unarmed.

You get to choose one weapon (e.g Bastard Sword, Two-Handed Mace, Dagger, Unarmed) for free as default.

And if you're NOT going to fight unarmed as your first choice, then why get lots of Martial Arts? You're wasting DP. Even if you're expecting to have your weapon break every other fight, it's still pointless.

MA are not designed such that every class buys lots of them. That's why the Tao class exists in the first place.

With a Jayan Warrior Mentalist, the expectation is that you'll use a weapon. And probably a 2-handed one, with a Jayan. If not, you might have 1 or maybe 2 MAs.

If you don't want to do that, and especially as you don't want to spend much on the Psychic Powers anyway, you might as well build up a Jayan Tao. You can then buy all the MAs you want to, declare the intention to change classes as soon as possible, then switch to Warrior Mentalist when you can and pick up your Psychic stuff. If your GM is VERY kind, he might even let you say you declared at Level 0 (i.e. during character creation, as every character is assumed to have gone through Level 0), meaning you switch at Level 2 (although he might not). That way, if you still want to stick to your "Been Around" advantage, you'll still be starting the game the same way.

Be warned though, that this is kinda bending the rules a bit. But it's not strictly speaking breaking them. I'm just trying to help you accomplish what you're trying to.
 

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That's the thing, Martial Arts aren't exactly the specialty of non-Tao classes, which is why they usually limit themselves to 1 maybe 2 MA. but if you want to have a character which specializes in MA and have SOME psychic stuff, you might be better off with a Tao who has the same advantages. you would then save on MK since you gain 30 per level, and your MA would be cheaper. seeing as you dont have much in psychic anyways, i see this build working out better for you.

*edit* Beadle ninja'd me :o

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vaxx01 said:

 

what was their exact reply, and where in the books did they state it

until I see otherwise the standing house rule will be that they are separate.

 

 

It is, as I mentioned earlier, stated that MAs are Unarmed Weapons Modules.  Hence they work the same way.

In fact (in most ways that matter) they're actually better than Weapons Modules, because:

1) They give you pluses to Unarmed Attack / Defence, which count towards your total (until you max out your Class Bonus cap at 50, which is why Tao don't get +5 Attack or +5 Defend per level).  And these also count towards your total for calculating how many Martial Arts you can have.

2) They give you MK.  I've done a Tao build that had 170MK at Level 1, and that was with only taking Martial Mastery 2, not 3.

3) They give you other quirky bonuses, extra attacks, immunity to breakage when blocking, increased initiative etc, etc.  And when you start picking up the Advanced Martial Arts (you can actually get both Velez and Dumah at Level 1 with the right build), these quirks get even better.

4) They work together.  You can't get the benefit of using a Dagger and an Axe in the same attack, but you can get the benefits of multiple MAs working together.  Say (and this is a long way down the line, for an extreme example) you have Arcane Dumah, Arcane Selene, Arcane Suyanta, Arcane Lama Tsu and Arcane Emp.  You have infinite penalty-free defences per round, every time you successfully defend  you have a penalty-free chance to disarm your opponent, you have infinite counter-attacks (as long as you keep defending successfully), and every time you attack (or counterattack) you will almost always shatter your opponents weapon if they block, and take Ki points as well as LP if you do damage to them.  It gets crazy.

That Tao build I mentioned has Attack 140 (or 2 attacks at 130), Block 90, Initiative 80, 170MK, 2 penalty-free defences per turn, attacks as energy, with -2AT for the opponent and +10 to breakage on attack, and a crapload of other, weirder (and potentially even more powerful) stuff.  All at Level 1.

MA are made for Tao.  If you're wanting to fight unarmed, they're the best class BY FAR.

Oh, and one final note.  You happen to be using a class that has a 50% cap on Combat Primaries.  That's another reason why Martial Arts aren't as effective for you.  If you're using a "pure" combat class (Fighter, Domine, Novel, Prowler), you have a 60% cap on Combat Primaries, but can still only spend 50% on Attack & Defend.  The other 10% (60DP at Level 1) is for stuff like Ki, Ki Accumulation, Weapons Modules, Wear Armour, Ars Magnus, and Martial Arts.  In that situation, they don't detract at all from Attack and Defend.  In fact they add to them.

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2 things

first I can see where your going with the Tao thing and yes that is cool

BUT, secondly about MA and Primary Abilities pg. 58 of the core rulebook in the first paragraph it says "In a way the are equivalent to an Empty Hands Weapon Moduals."

now I know that this can be taken 2 ways

1 that they are the and by that logic that count as moduals as far as primary abilities go

2 is that they act the same as the module but that they are different

3 if you treat MA as weapon moduals then your first martial art is free, or at least should be, being that you don't have to pick up empty hands weapon modual if you have MA.

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actually, your 1st MA is half price if you weapon of choice is unarmed. otherwise, every MA gives the unarmed weapon weapon module.

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Elric of Melniboné said:

I can confirm Martial Arts DPs are from combat pool. I asked it once in the spanish forum, where Anima Studios post regularly to answer such kind of questions (and was probably insulted for being the 100000000000000th person to make the same question without searching the forum first…).

 

To Sophia Corba:

Welcome back! It's been a while since you last posted! I remember you posted some interesting Ki Techniques back then, some where paladin-related if I'm not mistaken (elemental binding light-earth, if I remember correctly)!

Your character is very nice and your handling of rules is very nice (I really appreciated the Cultural Roots advantage granted for free, it's very flavorful, and not really worth 1CP)

Have you really no idea about Elan? Although the master should secretely track elan, players should notice if they developed some new power…

 

To Adrassil:

Nice character and welcome to the forum if you're new, by the way. For a TRUE trickster in full Loki-style I would have gone for a Thief (well…I created a Trickster variant class for Thieves, so I'd go for it, actually), rather than a Shadow, but a Shadow is surely more playable and combat proficient. Also Illusionist (with Illusion and Darkness paths and at the very least Sin Subpath) would be a perfect class for a "Loki character".

Elric of Melniboné said:

To Sophia Corba:

Welcome back! It's been a while since you last posted! I remember you posted some interesting Ki Techniques back then, some where paladin-related if I'm not mistaken (elemental binding light-earth, if I remember correctly)!

Your character is very nice and your handling of rules is very nice (I really appreciated the Cultural Roots advantage granted for free, it's very flavorful, and not really worth 1CP)

Have you really no idea about Elan? Although the master should secretely track elan, players should notice if they developed some new power…

 

Thanks for remembering. Your quite right. It was the light+earth elemental binding Ki-Technique. I'm really astonished, since you've read all the Ki-Techniques and mine was only one of dozens (although the most were your own creations). I' ve never left, but since we stopped playing I had no reason to ask some questions,  so I really only lurked in the forum and was reading what all of you were discussing.

About Elan (as well an Sofias father) I can only speculate. He never gave me some power to write down. Since I haven't read the whole book (our GM wanted us to be protected of spoilers) I can only guess so far: It must be the Beryls and either MIkael and/or Azrael. But it can't be much I think. At least two angels, one beloniging to Mikael and the other to Azrael (Sofia still thinks about them as Archangels - Mikael and Azrael not the Maiden of Lights - is this the right name?) made contact with her. It really was quite shocking, since I never thought, that any prayers would be answered. It's fun not to know the game - you feel like a child and get candies from time to time.

And there was a situation where nearly whole Americh was in some kind of fear and they took sort of comfort of her presence. But I don't know if this has anything to do with Elan or was some kind of scheme of the gm to let Sofia feel special. ;)

But the GM has a gift to hide possible powers a player is evolving, so there may be much more / something different. I'm much more curious who Sofias father is. Lucanor Giovanni (Sofia got **** scared abou his pet - please don't tell anything about it) said he would know him, and that the family resemblance is quite obvious. He called a name of a fortress where I may find some clues. But since this evening our group has only met two times and I can't see any posibilty to solve this riddle during teh next months. :(

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but my point is that if they were treat was moduals then they would be in the weapon modual section, but their not in both books their placed seperately which leads me to believe that they are seperate things.

to have to pay multiple times is like have to take you magic level and not only buy your path, but each individual spell as you level up, as well as meta-magic feats. it would make a magic user useless and that is with magic level, now apply that principle to both attack and martial arts at max of a level 1 character with 360 points to spend in their combat abilities kind of penalizes a martial artist because they have to limit their main abilities, to have their MA.  Now if it was not a primary ability you can work with your DP and still have decent combat abilities.

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Sadly i don't find my link to the official statement. But if you may look at this: cipher-studios.com/AnimaBB/index.php


"2. Yes, modules, like martial arts and Ki, are paid for by Primary Combat. "

You have the right to disbelieve all our postings, but officialy MA are paid by Primary Combat DP. If you take your time and look in other forums you'll eventually may find a link to an official statement from Anima Studios.

With spending DP from your primary combat DP you may not have the max. Base and Dodge/Block Value possible, but you have other bonuses. Initiative, more damage, energy based damage, additional attacks, attack/block/dodge modifier….

I could also say that Wear Armor penalizes Fighter classes since they are paid with the primary combat DPs. A Wizzard for example has no problems with ist. And worse. With the rules of DE for purchasing MK with DP it's even more penalizing for "warrior-classes". A mentalist for example can spend his COmbat DPs (ok max. 10% of all DPs) in MK without penalizing his psychic  power. But think about a "warrior"-class. He can't use his 10% DP für MK and also maxing his attack/defense. But that's the way the rules work.

Of course you and your group have the possibility to create your own houserules.

 

If my posting looks agressive please be said, it isn't ment this way. But english is a foreign language for me and so I may make mistakes a natural speaker won't do.

 

Sofia Corba

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Yikes, just looked at page 10 Anima Rule Book:

 

"Combat Abilities are the following:

Attack Ability

Block Ability

Dodge Ability

Ki Abilities

Weapon Modules

Martial Arts

Wear Armor"

 

Here you have a rule clarification.

 

~Sofia Corba

 

 

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ok that's all I really needed to see where it was I can make adjustments acordatingly

p.s. it is ok about your post way are all human, and you can tell by my spelling not all of us are perfect at it anyway

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