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archimage_a

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  1. I am drawn to a 1880s setting. Guns are reasonably uncommon, as are Cars, but can be acquired. Also the Tavern has something against Archers, so maybe Gunmen will be more tolerable =P Magic would be Esper and Artifact based. The Esper Magic itself is reasonably weak...Flame Magicians = Able to produce a candle flame. In game terms this means level 2-2.9 costs 0.2 per 0.1, level 3-3.9 costs 0.3 per 0.1, and so on. Each player gets a level 1 power at the start of the game (For instance Candle Flame, Ice Nail, Rock Knuckles) and most NPCs will have some limited form of Magic. Only Magic would be handled through the Nimbus system (Minus Parity Levels), everything else goes through the traditional Dungeoneering system.* Artifacts can be acquired and produce singular effects, depending on the magic type being used. The Artifacts tend to be the size of buttons and tend to be mounted on weapons, clothes or, for the magically enthused, wands/staves. A typical artifact might be 'Firey Sphere'. For Fire/Pyro mages this would produce a flaming sphere at double (Up to a certain point, 7, for instance, decided when the artifact is created) their level. For Water/Hydro mages it would produce a steam cloud at their level. For Electro mages it would produce a flaming sphere that erupted lightning bolts, at their level -1 (Since Fire and Electricity don't exactly work together =P). The setting, beyond the general era of 1880-1889 is undecided. We could do Victorian London, or City-X, or the area around Caster in that era. We could use something like the Meritocracy that was discussed last night, with Magic being the Governing power, or the Quisitor of Caster, or Impertor of Priest Town, or Stovepipe hat wearing politicans. We could do Air/steamships, or the exploration of the African Interior. I am open to most things...as long as they explained in a manner I can understand. *Leveling up for most skills will be through the traditional Dungeoneering system of 'You do a task and you get better at doing that task.' For Magic you would set yourself a task, for instance "Travel to the Tailors and buy a pair of Goggles", I assign a difficulty rating, and if you complete the task then you gain points that you can spend to increase your magic skill. You can then spend skill to gain powers. These Powers may affect artifacts, reduce modifers or add new effects to your spells. In all skills each full number(interger) value increases your rolls by 1. Levels are capped at 20. Alternatively you can spend the points gathered to tailor a quest/task. For instance you could spend 4 points to buy a chance encounter with a bard, who tells you of a secret tomb containing the Artifact of "Force Shield". Essentially you give me an outline of a quest and I fill in the details and run it. Finally, for an increasing cost (1.0 for the first, 2.0 for the second, and so on) you can buy 'feats' which have a very wide meaning and needs to be nailed down. The game will be using Aspects and Fate Points. Please consult: http://www.faterpg.com/dl/sotc-srd.html for additional ideas, the system explained below is just my interpretation, I am willing to modify that if the changes make sense. In summery: An Aspect is a character Trait, for instance "Tyrant" "Coward" "Muscle-Bound" "Genius", etc. They are the traits that make up your character. Using an aspect adds 5 to a single roll, or allows a re-roll on things covered by that trait (since I am doing the rolling please tell me when you are using a +5 BEFORE I roll.). For instance "Tyrants" would be better at intimidating people or commanding troops, or counting gold. "Cowards" would be better at running away/dodging attacks, etc. Either of these uses 1 Fate Point. Aspects which have negative connotations, for instancy Tyrants being unable to show mercy, or Cowards who can't fight particularly well, gain 1 Fate Point when their aspect gets in the way. They actually have to get in the way to give you Fate Points, you can't simply start a fight with a mouse then not show mercy/be afraid of it. If I intervene on behalf of an Aspect, aka you are about to let another party member walk free, but you are a tyrant, I will take over your character, but give you a fate point. If you then attempt to free them straight away you will be warned, if you persist lose all of your fate points. Freeing them later, when your character has had time to reflect, is fine. Aspects are decided at the beginning of the game, 2 by you, and then 2 by another person(randomly selected) and 1 by me. Along with the 'Blurb' of your life, as explained below. At the end of a 'bought' quest you can change 1 Aspect(Character Growth), or by spending 5 of your Fate Points a (randomly selected) person can replace one of your Aspects(Epiphany). Plot Aspects, for instance 'Adept of the House of Tarsus' can be changed to reflect story development. Feel free to add these sorts of aspects in character creation. Naturally extreme derpery when selecting other people's traits will result in someone else picking them...For instance selecting, for Mather "Afraid of Science" or "Mortal Phobia of Ice" for Retech. The Aspects you select for other people should develop the character based on what already exists. The Blurb of your life should be just that. You write one to three lines on where you grew up, what you did as a child, etc (It is assumed everyone will be approximate 22-27). The person who choses your other aspects then writes what you did in the last 10 years or so. I then write what you did in the last two months or so, leading up to the present moment. I will take any comments you want into consideration. ...Simply I will add an event that causes everyone to meet up for one reason or another, as well as extricate people from any long term jobs they may have had. Skills: You are level 1.0 in your magic/-mancy skill. This is set in stone and cannot be changed during creation. If you wish to not have magic then simply don't add this skill, you can choose a magic later, if you change your mind, but will start at 0. You can select: 1 skill you are at 10.0 in. (46.9) 2 skills you are at 5.0 in. (22.8) 3 skills you are at 3.0 in. (12.6) 4 skills you are at 2.0 in. (8.4) 5 Skills you are at 1.0 in. (5.0) (warning, convoluted/confusing rule system follows, using this is NOT advised.) If you want to customise this list then 0.0-1.9 costs 0.1 per 0.1. 2.0-2.9 costs 0.2 per 0.1, and so on. The bracketed values are the totals for each catagory. This is only used in character creation. This should sum to 95.7. The highest level you can reach is 14.1 at 94.7. All figures: [hide] 0.1 = 0.1 0.2 = 0.2 0.3 = 0.3 0.4 = 0.4 0.5 = 0.5 0.6 = 0.6 0.7 = 0.7 0.8 = 0.8 0.9 = 0.9 1 = 1 1.1 = 1.1 1.2 = 1.2 1.3 = 1.3 1.4 = 1.4 1.5 = 1.5 1.6 = 1.6 1.7 = 1.7 1.8 = 1.8 1.9 = 1.9 2 = 2.1 2.1 = 2.3 2.2 = 2.5 2.3 = 2.7 2.4 = 2.9 2.5 = 3.1 2.6 = 3.3 2.7 = 3.5 2.8 = 3.7 2.9 = 3.9 3 = 4.2 3.1 = 4.5 3.2 = 4.8 3.3 = 5.1 3.4 = 5.4 3.5 = 5.7 3.6 = 6 3.7 = 6.3 3.8 = 6.6 3.9 = 6.9 4 = 7.3 4.1 = 7.7 4.2 = 8.1 4.3 = 8.5 4.4 = 8.9 4.5 = 9.3 4.6 = 9.7 4.7 = 10.1 4.8 = 10.5 4.9 = 10.9 5 = 11.4 5.1 = 11.9 5.2 = 12.4 5.3 = 12.9 5.4 = 13.4 5.5 = 13.9 5.6 = 14.4 5.7 = 14.9 5.8 = 15.4 5.9 = 15.9 6 = 16.5 6.1 = 17.1 6.2 = 17.7 6.3 = 18.3 6.4 = 18.9 6.5 = 19.5 6.6 = 20.1 6.7 = 20.7 6.8 = 21.3 6.9 = 21.9 7 = 22.6 7.1 = 23.3 7.2 = 24 7.3 = 24.7 7.4 = 25.4 7.5 = 26.1 7.6 = 26.8 7.7 = 27.5 7.8 = 28.2 7.9 = 28.9 8 = 29.7 8.1 = 30.5 8.2 = 31.3 8.3 = 32.1 8.4 = 32.9 8.5 = 33.7 8.6 = 34.5 8.7 = 35.3 8.8 = 36.1 8.9 = 36.9 9 = 37.8 9.1 = 38.7 9.2 = 39.6 9.3 = 40.5 9.4 = 41.4 9.5 = 42.3 9.6 = 43.2 9.7 = 44.1 9.8 = 45 9.9 = 45.9 10 = 46.9 10.1 = 47.9 10.2 = 48.9 10.3 = 49.9 10.4 = 50.9 10.5 = 51.9 10.6 = 52.9 10.7 = 53.9 10.8 = 54.9 10.9 = 55.9 11 = 57 11.1 = 58.1 11.2 = 59.2 11.3 = 60.3 11.4 = 61.4 11.5 = 62.5 11.6 = 63.6 11.7 = 64.7 11.8 = 65.8 11.9 = 66.9 12 = 68.1 12.1 = 69.3 12.2 = 70.5 12.3 = 71.7 12.4 = 72.9 12.5 = 74.1 12.6 = 75.3 12.7 = 76.5 12.8 = 77.7 12.9 = 78.9 13 = 80.2 13.1 = 81.5 13.2 = 82.8 13.3 = 84.1 13.4 = 85.4 13.5 = 86.7 13.6 = 88 13.7 = 89.3 13.8 = 90.6 13.9 = 91.9 14 = 93.3 14.1 = 94.7 14.2 = 96.1 14.3 = 97.5 14.4 = 98.9 14.5 = 100.3 14.6 = 101.7 14.7 = 103.1 14.8 = 104.5 14.9 = 105.9 15 = 107.4 15.1 = 108.9 15.2 = 110.4 15.3 = 111.9 15.4 = 113.4 15.5 = 114.9 15.6 = 116.4 15.7 = 117.9 15.8 = 119.4 15.9 = 120.9 16 = 122.5 16.1 = 124.1 16.2 = 125.7 16.3 = 127.3 16.4 = 128.9 16.5 = 130.5 16.6 = 132.1 16.7 = 133.7 16.8 = 135.3 16.9 = 136.9 17 = 138.6 17.1 = 140.3 17.2 = 142 17.3 = 143.7 17.4 = 145.4 17.5 = 147.1 17.6 = 148.8 17.7 = 150.5 17.8 = 152.2 17.9 = 153.9 18 = 155.7 18.1 = 157.5 18.2 = 159.3 18.3 = 161.1 18.4 = 162.9 18.5 = 164.7 18.6 = 166.5 18.7 = 168.3 18.8 = 170.1 18.9 = 171.9 19 = 173.8 19.1 = 175.7 19.2 = 177.6 19.3 = 179.5 19.4 = 181.4 19.5 = 183.3 19.6 = 185.2 19.7 = 187.1 19.8 = 189 19.9 = 190.9 20 = 192.9 [/hide] Items: I would give alot of leeway with Items, provided your backstory allows you to have them. Obviously be reasonable...If you were the assistant to Hiram Maxim, who died under mysterious circumstances, and left you his Maxim Gun then there will be fallout from that. Likewise if you are an Artifact Thief, hence you have 20 Artifacts, there will be a lot of fallout out from that. However all stories will have 'fallout', so don't ask 'How many artifacts can I have without getting fallout?' And don't be afraid of fallout. If you are a nobody, who never did anything with their life, and is basically boring as hell, then your adventures will be boring =P Death usually resolves as a 20 minute timeout. If you break a law that would see you arrested for more than a month, then you are skulled. If you die while skulled you move 1 step along the permadeath route. Going 30 Minute time out, -10.0 Points(not skills) then Permadeath. So 3 strikes and your out. Some useful Information and links: https://dl.dropbox.com/u/12603519/Infopack.pdf Some useful skills: https://dl.dropbox.com/u/12603519/Nimbus%20Skills.pdf Ninja Scoreboard: Archi: 1 Retech: 3
  2. Item creation does still cost money, just less of it. At the end of the day it depends on how you want to play the game, if you want to turn your character into the quartermaster then go ahead.
  3. We can talk about it tommorow, in the session. It will be running from 8 PM GMT, anyone who wants to talk about the game feel free to show up around 9 PM GMT.
  4. I am considering my options in regards to Crossroads 2 and the other game. Since they will both be using the same stat system and since it gives new people a chance to join the game. Partly its about drawing a line under the Old Crossroads, with my terrible attempt to impose a system on it. Games should always be about a partnership between GM and players and I lost sight of that. Partly its about fusing the two games together and getting new people to join both and learning from the mistakes made in one to avoid them in the other. I do really want to reinvigorate the Tavern. Also it gives me a chance to kick my Fantastic Time Travelling Adventures off the first page =P
  5. Setting wise I have come up with this, feel free to tell me it is terrible: Earth was conquered 15 years ago, different parts of the planet were conquered in different ways. Russia gave up willingly, while America fought a long winded battle that left several catastrophies that are still being resolved. The overlords, the Krell, are but one race in a vast Congress of races, known as the Federation. The Krell are part of the Preserver faction, aka they don't interfer with the natural development of the people they conquer. You have each been drafted by the Krell as humanities' contribution to the Federation (Think something along the lines of the Roman Empire), you have been genetically altered to be better than humans and have been sent off on an automated Starship, known as The Caravelli, to conquer new worlds. My other idea was to use the 2025 setting (aka the Stalker setting). Stat Wise I am happy with this system: You get 10.0 points to spend on building your character. (Parity level is 7, see below) All checks are resolved by a d20, with modifers as and when needed. Each level adds 1 to your roll, with decimals not counting. However Decimals (and intergers) can be translated into powers, for instance 0.1 might translate into being able to fire a Desert Eagle without a penalty, 0.3 into firing a Shotgun, 0.8 for a Machinegun, 1.5 for a Surface to Air Missile...and so on with the decimal value being the negative modifer/10 to fire that weapon at the target. (Works much better with magical powers =P) E.g: If you picked up a shotgun with level 10 Firearms skill then I would roll d20+10-3. If you then brought skill with that gun then your level would decrease to 9.7, which means I would roll d20+9. Increasing your level would be done via pointbuy, by completing targets you set for yourself in game. For instance: Archi wants to build himself a tower to impress the local villagers. Archi is not a stonemason, and I don't think he will have a particularly easy time instantly constructing a tower so I, as the GM, give this a point reward of 4. Or Archi wants to clear out the bandits around the village. Archi is a one man army and there aren't that many bandits around the village, so I, as GM, give this a point reward of 0.2. The pointbuy is also modifed by the sessions Parity Level. This simply means the average highest level of the party. If Archi has level 10 Firearms and the party average level is 10 or over then each 0.1 in Firearms costs 0.1. If Archi has level 10 Firearms and the party average is 9 then each 0.1 in Firearms costs 0.2. If the average is 8 then it costs 0.4, 7 is 0.9, 6 is 1.6, 5 is 2.5...and so on, using the square of the difference between them /10. (Aka 10-9 is 1*1=1 /10=0.1, 10-8 is 2*2=4 /10=0.4) Extreme powers, such as summoning dragons, building a handheld laser gun, etc, would be possible, but are given an Acquistion level. This means that if an Extreme Power has a acquistion level of 12.0, and your level in that skill is 8.0 then each 0.1 costs 1.6 instead of 0.1 to 0.1. You can invest points into an Extreme Power without buying the skill outright, but each 0.1 has to be applied individually, so if you drop a level the cost increases. Likewise you need to buy the skill before you can spend the skill on the Extreme Power, you cannot spend points on Extreme Powers directly. As ever I am open to discussion on things and all suggestions on settings are heartily welcomed =)
  6. I keep paper records so I will have them somewhere, I am just not sure where. I am happy to use the greek.
  7. After several demands/suggestions/threats from Retech, the DH system is hereby expunged. You are now free without a system. Please design reasonable characters with the old system. There is no conversion matrix. PS. If people are still here for the next session then they will be where we left off.
  8. I can do that if you like, the only issue I found with SGU is that for the first 13 episodes nothing much seemed to happen and nothing anyone did made any real difference (Ala episode when the ship was going to dive into a star). And yeah, I am reasonably against a Retro-Futuristic setting, it makes it very hard to build genuine interaction (Which is the greatest fun-spect of Space, e.g. Ficus), since people just pull out their nuclear-swiss-army-knife and solve any problem. Probably the best suggestion I can make is "Where would you base a situation-comedy?" for a Space like game.
  9. Given that Joyful is almost certainly dead, would anyone join a new Dungeoneering/Space style game? I am thinking of a post-apocolyptic setting, though I am open to other settings. If anyone has suggestions please let me know.
  10. For Retech: Klassenstrijd Ik ben een Nieuw Amsterdammer! What would these United States be if the people of New York had been allowed, or forced, to retain the first immigrants tongue? When we look across the Atlantic we see what might have been if we had not imposed, however easily, and with however much consent of the people, one tongue. A fractured union, forever stymid behind, not just language barriers, but mental barriers as well. But is it right to impose our tongue, our ways and values on new immigrants? To quash their freedoms and liberties in the defence of these United States? Moreover do we even have that capacity? Over a million immigrants come to the United States every year, could we really (re)educatate them all to think as we think, to speak as we speak, to believe what we believe? Would it even be desirable? In our history this was possible only because our society was still growing, isolated on both sides by the mighty oceans, and the traditions of the old world mixed with that of the new. Now the oceans are rendered all but impotent, and we stand as a mature nation, to reintroduce such an influx would be akin to asking an adult to re-attend grade school...The Adult neither wants, nor needs, to do so, and so resists. So if we cannot grow and cannot incorporate, except in slow and limited ways, then we must endeveour to prevent exceeding those limits. And so on (since I know you won't use this and I need to go to bed or have to cook dinner).
  11. Nef, commoners who can't defend themselves = Soliders of Tommorow. You just need to use the Crucible of Revolution. Alternatively use them as cannon fodder by casting Invisibility on half of the water barrels(preferably also moving them) and then starting a mutiny against the captain. Killing the weak is almost never a good move, since if they die the strong must then fight the strong, which causes greater losses of strong on your side. Another alternative is to round up a group of mercenaries (Shackles has tonnes of them) and get them to board a ship as poor people, then mutiny during the crossing. You would then have a crew as well as a boat. Though I would still recommend staying at the Shackles...Unless the Island slips into the ocean it is probably the best place to be...Think of all the abandoned properties...all the opportunities to go "Oh my, do you want my help moving that expensive object?" "Oh dear, I appear to have dropped this weight on your boot and then punched you unconscience." and so on. I find the softly softly approach works considerably better than 'Fireball, Fireball, Fireball' Especially considering that Retech is under no obligation to use level appropriate enemies if you start a fight after being warned.
  12. You could stay on the Island and loot/talk your way to wealth and riches. Alternatively turn invisible and hide in a barrel, get yourself loaded onto a ship and then assassinate the Captain when it is at sea. Then pick off the crew until they surrender.
  13. Getting to Absalom would be tricky without a lambent mirror.
  14. He is better off at the Shackles(or at least he was until it exploded) than stuck on our Island. He can/could of collected followers, guards and other folk and prepared them for transport while the rest of us worked on preparing the settlement. Nef is more of a Diplomat than a Builder, after all =P.
  15. Cool, you can get me a Gloombolt Tattoo =D
  16. You need to be level 9 to take Colem Constructor. I recommend you take Fast Study. http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wizard-archetypes/arcane-discoveries/fast-study
  17. Improved Darksight: Gain See In Darkness ability, and Light Blindness. So 90 feet of unlimited sight.
  18. Legends of Pegasus is sort of addictive, but really annoying in that the AI is terrible (I just had an utterly epic battle, in which my home system was under extreme attack, fought off the enemy with literally my last HP...and it turns out one of their ships is stuck beyond my range, and my only craft had its engine blown up) and there is a 10 (down from 40) % chance the game will crash after a battle. I am considerably happier now that the saves can simply be loaded, as opposed to needing to load it thrice to get it to load...usually to crash shortly afterwards. In short, the premise is good, its marred with bugs and there are a number of really fundermental mistakes (no slidebars on menus longer than your arm...No tech tree to speak off, so you are guessing a lot...Huge numbers of very similar weapons). I think another few weeks, maybe two months, and it will rival MOO2 in terms of cult status...If the GUM can get off their soapboxes long enough to stop demanding a refund. I would like to know why Space games seem to always have this problem...I can't think of a recent fantasy game that was released half finished.
  19. Additionally, I hope you don't mind us using Tena (and any other character who isn't around) as watchmen while we sleep =)
  20. Ah. Session ended, but a few people are still sitting in there. Planning our next moves away from the prying eyes of the GM =P
  21. As per Retech's instructions, here are the Islands. Some assembly may be required. (Names are purely to give character, rather than Island 1-10...They can be changed, though the Island we choose will be Ratzenstar.) [hide] 1) New Hollygrove 2) South Goblinwater 3) Fort Swordshaft 4) Aeroswood 5) Earthvale 6) Icemerrow 7) Seabrook 8) Oakhood 9) Crossmouth 10) Bloomingshine [/hide] Scale obviously needs adding. The continous lines are flood zones/high tide markings. My top five are: Icemerrow Fort Swordshaft Earthvale Oakhood Crossmouth My top two are Crossmouth and Icemerrow. I think Icemerrow is my top Island, by virtue of a large inland lake, near mountains, with a narrow inlet. Though Oakhood is quite good as it as twin inlets, inland lake, is near mountains and has a narrow point in the middle which could be bridged(dependant on scale). Crossmouth has the opportunity for multiple docklands due to its narrow isthmus and three inlets...I think if we chose it I would rename the Island Ladoga (Lake Lagoga, look it up). Small inland lake could be harnessed, there are nearby mountains...has pretty much everything. Earthvale has everything I want, but everything is set far apart. Fort Swordshaft was my early favouriate, but like Earthvale everything is too far apart. Anywho, choose away.
  22. As Badshah I have no objections to whatever redistribution of city guard powers that Nex agrees to and I will oppose any redistribution he disagrees with. Though I won't put limits on people hiring guards for their own purposes, except to make war, which is forbidden unless expressly approved by me.
  23. You can work that out with Nex(If he comes), but the Chief Qadi is more closely related to a judge than a chief of police, and Allah takes a dim view of a judge with a relationship with the Prosecutrix, aka the Police. =P
  24. Well, it is simply a matter of apportioning responsibility for overall stuff. For instance if we were attacked by a contingent of soliders then Nex would have the deciding say in any plans and we all follow him to the best of our abilities. We also respect his right to control the town guards and what not. He doesn't neccessarily have to have leadership, since the guards would count as hirelings, if they counted as anything. Alg works as the Steward, in charge of tax, tax collectors and the treasury, which pays for the guards, and the guards protect the tax collectors. The Vizier (Who may need recasting) works with other races, other nobles, whatever, to keep us at peace, or warn us of war, controlling our diplomats and some of our agents. The Spymaster simply looks after the innerworkings of the Sheikdom, with some agents. The Qaid controls the law, in accordance with the holy book. The Mullah advises on spiritual matters, and runs the Mosques. If people want side responsibilties then they are free to take them, but if we divide the responsibilties then we don't come to cross purposes as often as if we just left it with a free tiller...For instance if it turns out there is only one source of Iron on the Island, which happens to fall in my section, but I don't have the capital/workforce to realise it. If I invite you in then you need to house your workers and feed them, which makes for a convoluted setup...and one that is dangerous for both of us if there isn't trust. (And if we are striving for autonomy then there won't be) Working as a collective, with individuals responsible for different departments of the whole Island, allows us to bypass that problem...We find the Iron Mine, the Steward puts up the funds, if possible, the Iron is processed and made availible. If troops land in your part of the Island, and your troops can't stop them, you don't need to worry that my troops won't leave if they are allowed in, because all the troops belong to Nex, and all of the Island belongs to me(In Character, OC it belongs to all of us/whoever already lives there, just for reference). The City/Island itself would be under my control (Sheikdom), under a strict feudal system. As the settlement grows we can provide lands to individuals who have shown loyalty, like your Barony. I provide you with land and protection, you provide me with loyalty and men, so no one ends up stuck holding the can. Likewise you provide land/coin to your followers and they provide you with loyalty, all the way down to the pesantry. If we went with a Federation then there is no reciprocation, we are not bound by honour to help each other but just to look out for number one...And since we would innevitable set ourselves up as dictators we would have little interest in working together because that would limit our power. Ultimately it only exists on paper...We haven't even got a city yet, and when we do we can review and change things based on circumstances.
  25. Ehhh, my backstory. Moreover it would make more sense to work as a collective, each responsible for different parts of the city...It would make a more interesting game than Hegemony by the backdoor. Not least because it normally follows that everyone with a ounce of power sets themselves up as a tinpot dictator and so we have five banana republics, zero ability to work together, and Retech ends up running five sessions a week to avoid running five more or less seperate games. Added to which if we each set up our own state then we end up getting preoccupied with that, which makes it next to impossible to actually quest. "Hey guys, I found this map" "Hey, great, I just need to wait for the Smithy to open so I can commission my new armour, and then, once that is finished, I can go with you." "Oh, ok then, I will just go on this quest in the meantime" With Retech not playing I doubt there will be the all or nothing gambits which end the game in the first decade, I just think that, at the moment, only one character is designed to hold a following, and if we start a silly race to gain our own followings (hey, we will get them leading part of the city anyway), then we just end up weak and divided...
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