Jump to content

[OOC: READ FIRST] Trespassers of the Multiverse: Gaiden^2 (Accepting Signups)


Chevaleresse

Recommended Posts

Mar of Stonerist Chi

 

Mana Types

 

Recipes

Spoiler

-

Hearty Humansafe Ale: It even keeps that antifreeze sweetness!

 

Remedy: Heals for 2d6+CON, removes 1 soft disable or debuff.

 

Requires Restorative (HP), Restorative (Status), Catalyst

-

 

 

Irons in the Fire

Spoiler

According to Little Sneak, some Fish Faced Scary Man and someone in a Black Hooded Coat set up the Heartless Factory.

 

Mar has a shipment of Blue Spinel and Various Tiny Gemstones incoming.

 

Eventually, someone is coming to help with Mar's Psychocite Problems.

 

--oo00OO0o~o0OO00oo--

 

Grant Baumann

 

  Hide contents

Name: Grant Baumann

Class: Wild Mage
Age: 27
Gender: Male
Race: Human
Sex: Male
Appearance: A young man, with a suitcase, fedora, and hopes, his pinstripe suit bears suits like those on a deck of cards.


Personality: With a smarmy sneer on his face at all times, this Gambling Addicted Fellow will do anything for a thrill, and bet his life on it too.

Level: 5

HP: 90/90
Init:

Craft Tokens: 3

Stats:
Constitution: 12
Dexterity: 0
Intelligence: 12
Strength:0
Synergy: 0

Perks:

 

(Perk) Gambling Addiction: The best drug around.

--Level 1: The user gains 3 Gambling tokens per combat, which can be spent to reroll items/tricks or groups of items/tricks.  They will either lose gambled items, or gain similar or equivalent ones in addition to that.  Crafting tokens may be used in the same manner as Gambling Tokens.

--Level 2: Gambling and Crafting Tokens may be spent during combat in order to force any roll to be a 50/50 chance for either it's highest or lowest result.

 

(Perk) I'd Bet my Life on it: Would you?

--Level 1: The user may spend a Gambling Token once per plot if they would take a wound.  If they pass the gamble, an enemy of their choice dies, and they take no wound.  If they fail the gamble, they instead take two wounds.

Bosses instead take heavy damage.


Actions:

 

Hedge My Bets: The best Luck is homemade.  The user rigs events to enhance an allied attempt.  Unusable outside of combat.

-Level 1: The user grants a roll they know will happen this turn an additional reroll, taking the better of two rolls

-Level 2-3: This action now grants two additional rolls, taking the best of 3

-Level 4-5: This action now grants three additional rolls, taking the best of 4

(5 Turn Cooldown)

 

(Passive) Roulette Rosen: The user gambles that they'll make the perfect attack.

-Level 1: The user may choose to add "Gambling" to the end of a Weapon Attack.  It gains a 50/50 chance to either deal maximum damage or minimum damage.

-Level 2: The chance is now 55/45 in Maximum Damage's favor.

-Level 3: The chance is now 60/40 in Maximum Damage's favor.

-Level 4: The chance is now 65/35 in Maximum Damage's favor.

-Level 5: The chance is now 70/30 in Maximum Damage's favor.

Equipment:

 

Weirdo Gloves: These gloves seem to let the user's hands become selectively intangible, along with anything they grab.

-Level 1: Add +1 to Crafting

-Level 2: Add +1 to Crafting


6 Barreled Roulette Pistol: A gun with 6 Barrels, only one chamber can be filled at a time, however.  By gambling that they will fire the pistol successfully, 5 other bullets join it.

-Gear Level 1: Roll 1d6, on a 6, deal 6d4+Dex damage, on any other result, deal 0 Damage.  This is unaffected by Roulette Rosen

 

Lucky Badge: It's held him through thick and thin.

-Gear Level 1: When used, 50/50 Chance to negate all damage this turn.  Pure Damage Bypasses this effect.

-Gear Level 2-3: This now has a 60/40 Chance, in favor of Negating Damage.


Digital Poker PDA: For Gambling on the Go. 

-Gear Level 1: Add +3 to Gambling Rolls.

-Gear Level 2: Add +3 to Gambling Rolls.

 

Rusty Gold Coin: What a story this one tells.

-Gear Level 1: The user may Gamble once per combat mid-combat.

 

--oo00OO0o~o0OO00oo--

 

Gozer and Dackly, the Absolute Coolest, Ever!

 

--

 

Laver

 

  Hide contents

Name: Laver

Class: Autoattack Healer
Age: 15
Gender: Male
Race: Human
Sex: Male
Appearance: A young boy, garbed in a red robe, too large for him.  He wears a gold crown, and underneath his robe, he wears a Tee-shirt with a silly lion logo on it, and a pair of cargo shorts.  He wields what looks like a toy, made of a plastic-like material, it features a swrod shape with two pullies at the tip and base, which house a rubbery loop strung taut around the entirety of the "Blade's" Edge.


Personality: A young buy who is too sentimental for his own good, he is highly empathetic, but often uncompromising when he shouldn't, his ability to see the Heart Strings that make up a person's being and his tool which lets him pluck them make him very rash and willing to act in what many consider to be private business. This makes him a bit of a Bunny-eared lawyer, as he is often only justified by the results he enacts, with few of his 'Patients' complaining after he has untangled their hearts and left their minds clear.  He has a playful side as well, which comes out among close friends.

Level: 4
EXP: 200

HP: 58/58

(Equal to 30+Level*(CON+Level). If your health reaches 0, you're taken out of combat, possibly with lasting injury.)
Init: Equal to your DEX score + 1d20 rolled at the start of each combat. Determines the order people move in.

Stats: You get 14 points to spend to start. Each stat is capped at a value equal to 1.5*Level + 5, and you gain 4 stat points per level by default.
Constitution: 6
Dexterity: 6
Intelligence: 3
Strength: 12
Synergy: 3

Complexity:

Perks: Perks are powerful bonuses unique or mostly unique to a character, differentiating them from the rest and often defining part of their nature. They can take many forms, from scaling stat boosts to summonable minions (or representing that one character is actually a pair) to bonus actions and more. Use your imagination; if you can put it into numbers, it can probably be a perk. Each character starts with two perks, and gains an additional perk every 5 levels. One more perk can be 'bought' with a Flaw; essentially a negative Perk. A flaw represents an innate weakness, such as a vulnerability to a certain kind of damage.

Perk: Heart Doctor: The user is able to see the emotional ties between people, giving them special "Reaction Commands" in combat.  Whenever an enemy uses their strongest attack, or is using it, he can use "React!" to perform a unique action to counter it, or even turn it back on enemies.

 

Perk: King of Hearts: The user is able to Receive a Heartstring from people who he has helped and interacted with personally, which takes the form of a powerful bauble called an "Accord".

 

Perk: The Power Within the Heart: The user gains +1 Str per Accord they have in their inventory or equipped, People he has received Heartstrings from have a very general idea of what he has been doing and his current state.

 

Flaw: Duties: The Hearts of people want to be happy, if a character(s) is emotionally stressed, and then affected by a sudden epiphany, emotional peak or trauma, Laver must fight their Heartstrings' Knot, a tangle of complex negative emotion between two or more people. If he is not present, encountering someone whose heartstrings are knotted will trigger this fight when appropriate. He cannot receive help from anyone who he has not received a heartstring from. A GM or Player can Call for a Knot Fight at any time, at their leisure.


Equipment: Each character starts with one weapon, one piece of armor, and one bauble. (By default, you have slots for one weapon, two pieces of armor, and three baubles.) You get three special qualities to assign to your equipment however you wish. Equipment should be formatted as such:

Name: Heart-strung Sword
Description: A strange tool which takes the form of an almost plastic looking handle attached to two pullies, upon which a rubbery loop of cord is attached.

-Level 1:

Deal 1d6+Str Damage

-Level 2: (Hot Blooded):

The user Strikes a chord, using a nearby ally's power to use their Syn in place of the user's Strength for a single basic attack, and changing the element of the attack to fire.

One turn cooldown.

-Level 3: (Miracle):

When a party member is in critical health, the user can attempt to Strike Accord with them, refilling their health once per plot.
-Level 4:

This weapon can strike an enemy's Heartstrings, Attacking an enemy has a chance to remove a status effect they have caused, based on the user's damage (I.E, if the user deals 10 Damage to the enemy, it gives them a 10% chance to remove a status).

 

Name: Battle Crown Royale
Description: A Mark of the Doctor, this crown is bound to the user for as long as they are The Doctor who soothes Heartstrings

 

Level 1: The user takes 6 less damage from Mental or Emotional Attacks.

 

Name: A Metal Sonic's Accord
Description: A loop of cable, made of grey segments with blue rounded bulbs periodically along it, the bulbs have small yellow jet engines in them.  It represents the resolved feelings of jealousy and hatred from a poor and ultimately forgotten and replaced model of machine, and the connection between them and Laver.
 

-Level 1

Fastest Thing: +5 Init.

-Level 2
This item enhances Laver's Heartstrung weapon with the "Metal Sonic's Accord" Special Quality, which grant's his basic attacks First Strike.

-Level 3

Black Shield: The user drops to the bottom of the initiative ladder, but makes a basic attack on the next enemy to attack them.

1 Turn Cooldown

-Level 4

Overdrive: The user gains first strike this turn.

3 Turn Cooldown.


Actions: You will take one (possibly more, with buffs) action per turn in combat. Actions can be active or passive, and are your primary means of resolving combat. An action is typically an attack or a buff/debuff of some variety, with some kind of special quality attached. You get 10 AP to start, and +2 per level; a new action costs 2 AP, while leveling an existing one costs 1. Leveling an action should increase its power or utility slightly without fundamentally changing it; basics cannot be leveled. Action level is capped at 2 levels higher than your own.


Basic Attack: One of two actions possessed by all characters; this is simply attacking with your weapon or some other basic fighting technique, and it deals either your weapon's damage or a value based on your primary attacking attribute if you do not use a weapon.
Basic Defense: A basic movement meant to reduce incoming damage by 50% after other reductions.

 

Basic Attack: Attack!: The user attacks with an equipped weapon, dealing weapon Damage + Strength.

 

Basic Defense: Sidewind: The user attempts to dodge an attack, shifting around the target while strafing, and gaining a 50% dodge chance for one turn.

 

Level 6: Raise/Release Tension: The user changes their basic attacks to heal instead of harm, by loosening the tension of their Heartstrung Weapon, to change harsh strikes into gentle plucks, this requires a full turn to change.

Level 1: Not too Loose I: The user's Damage is cut by 50% while Tension is Released (Healing Basic Attacks)

Level 2: Not too Loose II: The user's Damage is cut by 25% while Tension is Released

Level 3: Not too Loose III: The user retains their full damage while Tension is Released

Level 4: Harmony: The user gains the "Attuned" Status when changing Tensions, the next attack they make deals +5 Damage.

Level 5: Tuning Times: If they have not attacked since changing tensions, it does not cost a turn to change it again.

Level 6: Mood Whiplash: When changing tensions, the user may change out one bauble they have equipped for another.

 

Level 6: Vibes: The user gains "Vibes" when they Heal Allies or Harm Enemies, equal to the amount dealt/healed.  These can be used to buff a stat for 3 Turns, when another attack or heal is made, the Vibe Counter is reset.

Level 1: When used, the User loses all Vibes, and a target of their choosing either gains Vibes/10 to their primary stat, or loses Vibes/10 to their primary stat.

Level 2: Buff Upgraded to Vibes/9
Level 3: Buff Upgraded to Vibes/8

Level 4: Buff Upgraded to Vibes/7

Level 5: When Vibes are used, the User gains Vibes/5 Health.

Level 6: Buff Upgraded to Vibes/6

 

Level 1: Strike Accord: The user looks inward, at all the connections they have made.

Level 1: Heal the user for Syn+5 Health, if their health is brought down to critical or is critical, they cannot go below 1HP until it has gone off.

 

Inventory:

 

Name: Guardian's Accord

Description: A thin red cable, plain in sight. However, in dark areas, the cable turns into a luminous green, as if its true nature can only be seen in times of trouble. It has a golden message written over it. “Seek not a greater purpose, but to serve one’s own heart.”

 

-Level 1

Change damage of weapon to 3d6+Str

-Level 2

Rage of Fire (Active): Summon a powerful firestorm that attacks up to 3 targets for [basic damage].

Once per battle.

-Level 3

Hidden Potential: When the wielder goes below 50% HP, allow wielder to use a non-offensive action as free action.

 

Name: The Successor’s Accord

Description: A thick, white loop of cable. A charm hangs off the end on a thin, darksteel chain, of Overwatch’s black and gold symbol surrounding a red and white Boros signet. Embroidered into the cable is the phrase “See the world, not as it is, but as it could be.”

 

-Level 1

Increases the wielder’s initiative by [syn].

 

-Level 2

Counter-Strike: If the wielder has at least 15 strength, they can hit enemies so hard with basic attacks that all abilities that enemy has which are on cooldown now take 1 more turn to finish cooling down. This effect can stack with itself.

 

-Level 3

Ultimate Charge (4/12): Whenever you begin a combat turn with this item equipped, you gain 1 ultimate charge, to a maximum of 12. Charges are retained between battles.

 

-Level 4

Assemble the Legion: In order to use this ability, you must spend 12 Ultimate charges. Summons 5 Boros legionaries, who have an attack that deals 1d2 + [str] damage, and 1 hit point. The legionaries must each be given an order to attack target enemy or defend target ally. If ordered to attack an enemy, they will use their basic attack on that enemy during each of your turns until destroyed. If ordered to defend an ally, they will intercept attacks aimed at that ally with their lives, one legionary per incoming attack, until the defending legionaries are all dead. Either way, the summoning ends when combat does.

 

 

Name: Witch's Accord

Description: A loop of cable, made from a leather belt, every inch of it is covered with spell component pouches, all of which are stuffed to the brim with magical reagents.

 

-Level 1:

Witches Curse: The user now deals +5 Dark Damage with every attack.

 

-Level 2:

Witches Brew: The user may now apply a buff whenever they apply a heal. The buff can either be +3 RES, +3 Str, or +3 Syn, Only one buff can be applied at a time to only one person, and lasts 3 turns.

 

-Level 3

This item enhances Laver's Heartstrung weapon with the "Witch's Accord" ability, granting the user a gauge of (Syn) "Mana" which is refreshed every 2 turns. The user may spend Mana to boost their syn at any time.

 

-Level 4

The equipped weapon changes to 1d6+Syn Damage, replacing it's old Damage Formula.

 

-Level 5

Active Ability: Eternity Chains: The user wraps a target up in chains, stunning them for 1 turn.

3 Turn Cooldown

 

-Level 6

Dark Fire: The user blasts a target with a bolt of hellfire, using their Syn instead of the user's for one attack.

3 Turn Cooldown

 

Name: Dark King's Accord
Description: A loop of cable, made of White patterned fabric wrapped around an iron chain.  It represents the release of complex emotions tied to the last moments of sanity for the Gerudo Tribe's Lost son, and the connection between them and Laver.

 

-Level 1:
This item enhances Laver's Heartstrung weapon with the "Dark King's Accord" Special Quality, which grant's the user +5 RES for one turn if the next attack would kill them, if this happens, all of their actions for this combat take on the Dark element.

 

-Level 2:

The equipped weapon changes to 1d10+Str Damage, replacing it's old Damage Formula.

 

-Level 3:

Dead Man's Volley: The user attacks an enemy attack, deflecting it and adding their damage to it.  The enemy may choose to do the same.  This continues until the attack is not responded to, at which point the loser takes the full damage of the attack, plus the attacks added to it.  This may be subverted with Defenses or Dodges, however.  The attack is considered to have come from the last person to hit it, for buff and status calculations.  The user deals half damage while a Volley is out.

Once per Battle Cooldown.

 

-Level 4:

Nature of Power: The user takes on an immutable posture,  Stuns are delayed until they are hit with a critical or powerful attack for 3 Turns, or when this wears off.

Once per Battle Cooldown.

 

Ancient Wiretap: An ancient metal soup can, carved with powerful runes, with a glowing blue string floating from it.  It can listen in on heartstrings, and communicate verbally along them.

 

Link to comment
Share on other sites

Huh, I thought (assumed) that we were delegated coin or just used coin we were carrying.

That means 'stealing' isn't stealing :/ Not very fun.

 

*Also* Changed flaw and perk.

Mortal Condition - Every 3rd offensive ability he uses has 25% recoil.

Watcher of Fire - (Same as Tenacious, but now with aesthetic changes. All lightning attacks become fire attacks)

Edited by AGuyPassingThrough
Link to comment
Share on other sites

I'm not planning to play this character at this time, but once I thought of the concept I had to share it.  May you feel inspired.

 

Warboss Nik Klaws:

 

 


Name:  Warboss Nik Klaws
Age:  Orky
Gender:  Orky
Race:  Orky
Sex:  Orky
Class:  Father Squigmas
When da yearz changez, Father Squigmas rides hiz space hulk all ‘round da galaxy wiv hiz gretchin ‘elperz, an gives squigz an’ dakka ta all da good, violens, orky boyz.  Ho-ho-ho-WAAAAUGH!

Level: 1
EXP: 0

HP: 35
Init: 5 + 1d20

Cons: 4
Res: 0 + 1
Dex: 1
Int: 1
Str: 4
Syn: 4 + 2

Equipment:

Power Klaw
An armored, cybork pincer sharp enough to cleave an astartes in two.  Painted red and purple, with yellow and black stripes on the blades.  Primary kolor:  red.
Weapon
1d4 + str melee
Requires at least 3 cons
Weight 8
Every 4 points of [str] the wielder has adds a d4 of damage to the weapon (currently 1).
Cybork arm:  This weapon acts like a bound weapon, except that it can be replaced with a better cybork appendage if one is available.

Looted Laspistol
Arguably better than throwing rocks.  Primary kolor:  black.
Weapon
1d4 + dex ranged
No minimum stats.
Weight 1

Squigmas Hat
A snazzy, red squigmas hat trimmed with purple.  Primary kolor: red.
Bauble
Grants the wearer a +2 morale bonus to [syn].
Weight 1

Perks:
Spirit of Squigmas (Flaw):  An’ you get a squiggin!  An’ you get a squiggin!  Everybody getz a squiggin!  Whenever Nik Klaws uses a [psyker] power on somebody, they have a 25% chance to be transformed into a squig for 3 rounds.  Squigs receive no benefit from weapons, perks, or armor.  But, they keep their stats, hit points, and any ongoing magical effects, and gain a 1d8 + str basic bite attack, which they must use every round if able.  A successful [int] check against Nik Klaws’ [syn] negates this effect.  [Psyker] powers are magical effects that could not be accomplished using Nik Klaws’ equipment alone.

Choppa an’ Shoota:  No ork would go into battle without one of each!  Nik Klaws can carry two weapons at once, as long as one is a choppa and one is a shoota.  However, since he’s an ork, he can’t use them both in the same basic attack.

Orky Kolorz:  With the right kolorz, an ork’s gear will perform far better than it reasonably should.  Every piece of red gear grants +2 to initiative.  Every piece of black gear grants +1 [res] as though it were armor.  Every piece of yellow gear grants +2 to all damage dealt.  Every piece of blue gear grants a 5% dodge chance against targeted enemy actions.  Every piece of purple gear grants a 5% chance for the wearer to go unnoticed this round, and not be targeted by enemies.  Every piece of white gear grants a 5% chance for the wearer to spontaneously drop dead each round.  Only the gear’s primary kolor applies a bonus, and only when worn by Warboss Nik Klaws.

Squig Beer:  Celebratory orkish squig beer is the same substance used in their flamethrowers and rocket engines, if slightly watered down.  Nik Klaws has drunk so much of the stuff that he’s become immune to damage from cold and radiation-based attacks.  However, he takes double damage from explosives.

Actions:
Basic Attack:  Nik Klaws lashes out with his power klaw or fires a shot from his laspistol, dealing damage.
Basic Block:  What’s thiz blokkin busniz?  Soundz loik a humie trick!  Dun trust it!

Warpy Stuffz [psyker]:  Nik Klaws fires off a bolt of warp lightning at an unfortunate party pooper, dealing damage.  If the target is squigged, this action cannot be used again until the squigging wears off.
           -Level 1:  The lightning bolt deals 1d6 + [syn] damage to the target.

Merry Squigmas [psyker]:  Nik Klaws attempts to transform the target into a squig, as though his flaw had triggered.  It’s not always an unwelcome effect.
            -Level 1:  A single target is squigged unless they succeed in an [int] check against Nik Klaws’ [syn].
            -Level 2:  Targets squigged by this effect now remain a squig for 4 rounds.  Their bite damage is increased to 1d10 + [str].

Squigmas Feast [psyker]:  Nik Klaws attempts to summon a delicious roast squig to heal the party’s wounds.  If the target is squigged, this action cannot be used again until the squigging wears off.
            -Level 1:  Heals the target for 1d4 damage.  Also provides a number of squig drumsticks equal to Nik Klaws’ [syn], which can be split among party members.  Each drumstick heals 1 HP of damage.
            -Level 2:  Heals the target for 1d6 damage.  Each squig drumstick restores 2 HP of damage.

Slay Bellz Ring:  Nik Klaws runs the target(s) over with his rokkit-powered squig-drawn sleigh, dealing area of effect damage.
            -Level 1:  Deals 1d6 damage to each of up to 3 target enemies.  Once used, it takes 6 rounds for Nik Klaws’ gretchin drivers to get the sleigh turned around and calm the squigs down.

Inventory:
An endless decanter of squig beer (mildly warpy).
A squig-drawn rokkit sleigh with gretchin drivers.
1 looted Astartes-grade krak grenade
A looted, solar powered laspistol charger

 

Edited by Zoe_Walker
Odd formatting from the copy/paste.
Link to comment
Share on other sites

Actually I posted after it, I figured that I shouldn't touch the I guess, "evidence" so to speak.

 

And yes, while making my second post, I encountered the exact same error. And my third post as well. Guess I'm three for three now.

Edited by Empiricist
Ruined everything forever for the third time in a row. Do I get an achievemnet? :3
Link to comment
Share on other sites

Also fair warning, to everyone who has a char in the meeting hall, Moon River as sung by Frank Sinatra is currently playing in their heads due to a team effort, don't ask why that particular song was chosen, but it is perfectly legitimate, I asked Theo to use his non once per plot perk to broadcast sound directly into your minds.

Link to comment
Share on other sites

Nah, on closer examination, since the broadcast thing grants an immunity to being muted/deafened, it counts as a buff....

 

ergo, she's not even affected by it. At all. As in she hears nothing.

 

but no seriously, can we like... maybe get to wrapping all this stuff up, It'd be nice to actually progress and complete the damn prologue sometime relatively soon

Link to comment
Share on other sites

2 hours ago, Cronos5010 said:

Also fair warning, to everyone who has a char in the meeting hall, Moon River as sung by Frank Sinatra is currently playing in their heads due to a team effort, don't ask why that particular song was chosen, but it is perfectly legitimate, I asked Theo to use his non once per plot perk to broadcast sound directly into your minds.

It isn't being broadcast directly into their minds, Theo just makes the sound travel farther. People wearing sound canceling earplugs would be unable to hear it, for example. Sutoratosu, is Aurora deaf? I haven't read everyone's sheets. 

Link to comment
Share on other sites

16 minutes ago, S34N1C said:

It isn't being broadcast directly into their minds, Theo just makes the sound travel farther. People wearing sound canceling earplugs would be unable to hear it, for example. Sutoratosu, is Aurora deaf? I haven't read everyone's sheets. 

 

7 minutes ago, Cronos5010 said:

She can't receive any buffs due to a flaw she has, your perk is technically a buff since it prevents status effects from actually activating, so she can't hear the music.

^Pretty much this. the flaw "Trial of the Successor" forbids her being affected by any buffing or healing actions from allies.

 

as for the deaf thing, no, but even if she were, Arachni like natural spiders can sense vibration... and their vibrosense is far greater than a mundane arachnid, so even if she were deaf, she'd still be able to "feel" the sound... and it would probably still drive her crazy, if it weren't for her flaw blocking it altogether.

Link to comment
Share on other sites

Cronos, you're doing the ignoring thing again -_-;

 

Firstly, as far as I remember you were in the first fight, so your character should know how to bring the barriers down already and that it's not smashing the pillars or anything to do with the portal. Secondly, Hikari outright shouted that they have to take down the ones that came from the portal all at once, like last time.

Link to comment
Share on other sites

First of all, Solomon does know that he can take down the barriers by fighting the shadow beasts, but he would rather not try to, and last time we haven't actually done anything to the pillars, at least not until we have beaten the shadow beasts anyway; that and him thinking the portal that spawned the shadow beasts, the pillars, and perhaps most of the heartless attacking us is the source of our troubles is...quite likely.

 

and for your second point... do you know how loud the battlefield is right now? even if we ignore the sound caused by the various gun toting chars, there is still the not very simple sounds generated by Alexandria's rocket hammer, that and the loud music Theo is currently broadcasting right now.

 

tl:dr: Pillars are solid, barriers aren't, Solomon knows how to get them down the hard way, and the battlefield is as loud as well.... a battlefield.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...