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Author Topic: Sindari: Immortals-OOC  (Read 32518 times)

chubby2man

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Sindari: Immortals-OOC
« on: August 07, 2017, 01:14:08 pm »


IN THE BEGINNING

From the sea, Atlantis arose. Crafted by the gods themselves, it was a paradise for men. The sons of Cisharn, the eldest god, ruled over the island in their immortal wisdom. They were not satisfied, however, by the island that Cisharn and Sind, his brother, had created. Armies and fleets from Atlantis crossed the seas, and conquered the lands and created for themselves an empire that stretched across the seas. Egypt was the first to fall to the armies of Atlantis, and one of the Cisharni became the Pharaoh. Carthage fell next, then Greece, and then Rome fell. All the lands around the Mediterranean paid tribute to Atlantis. The island became a great city , and the seat of the empire. Ships and goods flowed into the city, and it became the greatest among men.

   But Sind was not pleased with what he saw, the greed and the hubris. He argued with his brother that they should destroy the island with a great wave, or a volcano, or just sink it into the sea. Cisharn resisted, for he loved his sons and daughters, but soon he too grew sickened by his children’s excess. He gathered the eldest among them and warned them that unless they changed their ways, he and his brother would be forced to destroy them.

   The Cisharni panicked. They had no desire to die, but would not willingly relinquish their power over the mortals. They went to the Tower and with their combined power, summoned Sind. There he was assailed with all of their might, and was rendered into pieces.  His self shattered, his power scattered, Sind fled, a bare remnant of his self. Cisharn was devastated by his brother’s death, and withdrew from the world in grief.

   Many years passed, and Sind gathered his strength. In a small temple in the sands of Egypt, he appeared, and made the first Sindari of his few followers that remained.

His power washed over them, transformed and renewed the,. For a year they underwent their first Rebirth, and when they emerged, they were no longer human. But this used up the last of Sind’s power, and he faded. But he left one last command in the Sindari’s minds. Destroy Atlantis.


What is this?
Sindari: Immortals is a sandbox game where you play as an immortal demigod seeking to subvert and destroy a magical empire which is dominating the ancient world.
The biggest difference for this game is that turn take place over decades or centuries, and since you are immortal, you have the freedom to make plans that might take generations to fruition, subverting institutions and dynasties from within.

Or use your powers to kill everything in your way.

But you start off little stronger than a regular human other than your special abilities, but you gain attribute points as you age, and of course you can train far more than a limited mortal can. Within a century, there will be little a mortal can do to harm you. But they are not your main concern.

The Cisharni, your cousins, have similar abilities. Difference is that they have had many hundreds of years to mature and dominate the ancient world while you were yet unborn. But they are not expecting you, and have grown proud of their conquests. They won't throw their full might at you. Well, at least hopefully until it is too late for them.

Spoiler: What is a Sindari? (click to show/hide)

The first step is picking what Caste or Archetype you want to be. Each class has a special ability, and 3 attributes that double the points you put into them. (i.e. you get one point at the start, if you put it into one of your X2 attributes you improve the attribute by 2.)

Warrior: Onderios.
   The strongest and fastest of the Sindari, they excell in the midst of battle, and have a strong resistance to magic. They can wreak devastation, blinking from one opponent to the next, carving a path of bodies to their next target.
   X2 bonus to points put into strength, agility, and willpower
   Special ability: Blink, allows the Onderios to teleport almost instantly from one location to another up to 10 meters away.

The Priest: Mantari
   Leaders and guides for both Sindari and mortals, the Mantari posses an inspiring presence, and the power to speak to and shape the desires of one’s heart.
   X2 bonus to points put into presence, willpower, and intelligence.
   Bind the Will: Can seize the will of any mortal not already bound and press it into the Mantari’s service.

The Mage: Tempisti
   They channel the power that the gods themselves wield, the power that courses through the world. Who is to say that they control the power, or that the power controls them? Fire and lightning are common tools, but they also use more esoteric magics.
   X2 bonus to points put into intelligence, willpower, and perception
   Soul Cast: Can create soul gems from the souls of mortals and use them to power constructs and mighty spells.

The Hunter: Santoris
   The Santoris are the seekers, the searchers. They lurk in the shadows, and strike without warning. They also have the easiest time of finding Cisharni.
   X2 bonus to points put into Agility, Intelligence, Perception
   True hunters: Allows the Santoris to track a person and sense their location  in their mind's eye. Makes them extremely good bounty hunters.

The Messenger: Mecuritia
   The Mecuritia spread far and wide over the world, delivering words of hope to some, and words of despair to others. Often can be seen in a city one day, and in another one half the world away the next.
   X2 bonus to points put into agility, perception, and presence
   Teleport: After an hour’s preparation, can teleport anywhere they, or a friendly Sindari, has gone.


The Smith: Bandorin
   The Bandorin can see the inner workings of the world, the interactions that drive everything forward on the smallest level. They can shape and mold to the highest degree, and become some of the greatest craftsmen the world has known.
   X2 bonus to points put into willpower, strength, intelligence
   Alchemy: Can transmute one material to another, such as dirt to gold.

After you pick your class, pick a general ability for yourself. Feel free to devise your own ability to fit in with the character you want, though I may edit it to fit in with the power level of the others. Here is a list of sample abilities, you can choose these if you so desire.

Spoiler: Pickable abilities (click to show/hide)

Attributes:Your attributes start at the human average of 2, though you have one point to apply at the beginning (X2 bonus based on class does apply).

Strength: Higher the number the harder you punch.
Agility: Higher the number the faster you move.
Intelligence: Higher the number the smarter you are.
Willpower:Higher the number the more steadfast your resolve.
Perception: Higher the number the more you notice.
Presence:Higher the number the more people you sway.

And that is it for character creation, here is a sample character sheet you can copy and modify.

Spoiler: Sample Character sheet (click to show/hide)

Spoiler: Skills (click to show/hide)


So what are you supposed to do?
   -Good question! Your main goal is to take down the Atlantean Empire, and how you do that is up to you. At the start you are on stronger than a regular mortal, but you will grow stronger as the years pass and you train your skills. There are two clear avenues. One is that you lurk in the shadows and build up a power base, run cities, spread your family in positions of power, and weaken the Empire from the shadows. The other avenues is that you attack and harass them overtly, striking hard at their armies and fleets. Assassinating commanders and politicians can also possibly prove to be valid. However this will attract the attention of the Cisharni, and they will not be pleased by your existence.
   Of course you can do any combination of the above, raising havoc and then disappearing when the heat gets high using your Rebirth ability.

No, wait I mean how do you actually play this thing?

Turns take place over a decade or a century, with each year having one “focus” or action.
So each turn a player can have 10 total actions during a decade turn, and 100 total actions during a century.

Action’s might not require a roll, and thus will have a determined effect. (Such as working a job or running a business). Rolls are required for random effects (children) and when actions are opposed and carries risk.

Determining the level of the action or focus you are taking is determined by either your level of skill, your influence, or wealth. Higher levels of any of the three allow you to pursue more lucrative focuses, such as running a market stall vs running a shipping company, or fighting as a soldier vs leading as a general.


-I will let you know how long in-game time the turn will take, usually either a decade or a century. This effects how many actions you can take in a turn.

-At the start of every turn, POST YOUR CHARACTER SHEET, just copy and paste it from your last update with your new changes.

-Include your actions. Include a sentence or two (Feel free to include more, especially for important actions and plans) describing each action ( or set of actions, if let's say you do multiple focus on the family actions, feel free to include one overarching description, including all the new family members names if you want.)

-After you post your actions, post a summary of the changes that you expect from your actions, such as total earned wealth, new skills, new family members, other important updates. Also, highlight actions that you need from me, such as wars and such.

-I know it seems like a lot, but each turn will take about a week (well, once 75% of the players have posted, there will be 24 hours until I will be free to post the turn) so you have a lot of time to write it up. Also, there will not a be a player limit, so the more you handle on your end, the less I have to do, so the turns will go (theoretically) faster :)

Spoiler: Potential Actions (click to show/hide)

Spoiler: Example Turn (click to show/hide)

Spoiler: Combat (click to show/hide)

Events:
-Breaking up the standard turns will be Events. Events are more focused on the short term, like major battles, decisive moments, when your character is at risk. These are focused more on moment to moment action, and could take place over a few days.These will pop up throughout the week. You can volunteer for one, though sometimes it will be randomly chosen, with greater weight given to those who have more influence. Battles or fights against Cisharni will usually be Events.

Turn Updates will update the changing world around you. It won’t be focused on player actions, unless your actions affect the world stage, such as causing a major insurrection or fighting a major war.
   
IN CONCLUSION
This means that the weight of your character’s story and development is on your shoulders, so feel free to have fun with it! Add details, describe the town or city you are settling in, the size of it. My job will be to keep the game on course, and the world ticking. This game is long scale, so feel free to make plans that might take decades or even centuries.

It's a bit messy, don't sweat the small stuff, be prepared to rebirth and maybe even die, and get ready to kick a lot of ass.

This topic is going to be for OOC, character sheets, planning, stuff that wouldn't really fit in with the ICC where we will be posting turns and events and that stuff. I'm looking forward to seeing what you guys do in the course of taking down Atlantis!

Link to IC thread here.
« Last Edit: May 19, 2018, 04:50:58 pm by chubby2man »
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

chubby2man

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Re: Sindari: Immortals
« Reply #1 on: August 07, 2017, 01:14:35 pm »

MAGIC STUFF:
Magic is pretty nebulous in the world of Sindari, with many different practices.  But, it generally relies on one’s intelligence for the ability to form the mental frame for the spell, and Willpower to channel the power from the world. A spell is trained much like any other skill, from 1-13. Each level increases the possible effect level of the spell, so minor would be like 1-2, small 3-4, standard 5-6, large 7-8, massive, 9-10, Godlike 11-13. For example,at weather control 1, you can do  minor effects such as a slight breeze, or redirecting a wind slightly. Weather control 3 you can do small magics, creating a noticeable change in wind, weather control 5 can make a wind appear, or cause a wind to falter, or cause a storm to intensify. Weather control 7 can summon storms, create a strong wind, and cause small changes in climate. Weather control 9 lets you do truly massive magics, creating waging tempests and causing changes in climate. Weather control 13 allows you to make god-like spells that alter the earth, drastically changing climate, or summon massive tornados. Raises in skill after this will only be really useful when striving against opponents
   
You need the matching level of Intelligence and Willpower to cast the spell, though you can supplement and sustain spells longer than normal through the use of soul gems. Godlike level spells are best used with a soul gem, otherwise you risk spending too much of yourself and causing permanent damage.

Soul Gems harbor a soul, taken from a mortal or spirit creature. This soul is used as a conduit to draw magic from the void, and can power enchantments and spells. If used to power god level spells, the soul gem will be destroyed as it is overloaded with magic. Stronger souls may be used multiple times, though eventually these too will burn out.
Souls and soul gems are kind of like a tank of water that gets filled by an ocean or something. An enchantment turns the spigot on, but the tank fills up just as fast as it gets released. Stronger spells and enchantments might drain it faster, but when not in use it fills up. Godlike level spells basically bust it open to get max volume and strength, but it destroys the soul in the process.

The amount of soul gems usable in an action is limited by your willpower ( a willpower of 8 will allow to use 8 soul gems for a spell).

Wealth and Influence BETA:
   At this point in the game, acquiring wealth and influence for your characters is trivial. Counting individual coins is hard to do, when your character is potential earning and spending hundreds to thousands of gold coins. Because of this, we will be moving to a more abstract system.

Availability:
Ubiquitous: -20 (water, unmilled grain)
Abundant: -10 (hard bread, arrows)
Plentiful:0 (Low level commodities, decent food, clothing
Common: 10 (Easily available weapons and common goods, stone)
Average: 20 ( Useful ores and the like, good quality goods)
Scarce: 30 (Iron, legionary equipment)
Rare: 40 (High end goods like silk, )
Very Rare:50 ( High quality goods, created by master craftsmen)
Extremely Rare: 60( Gemlock rifles, Atlantean officer gear)
Near Unique: 70( Adamantine stuff)
Unique: 80 (Adamantine or other mythical metal mastercrafted items


Scale
Negligible (single man): -20
Trivial (squad 3-5): -10
Standard (company 10-20): 0
Major (Regiment 50-100): 10
Large (Division 100-250):20
Significant (Army  500-1,000): 30
Vast: (1000 to 5,000): 40
Immense: (10,000+) 50

Craftsmanship
Poor: -10
Common: 0
Good: 10
Very good: 30

Wealth Scale:
1-10: Peasant
11-20:Townsman to skilled town worker
21-30: Skilled worker to local leader
31-40: Local leader to small nobility
41-50:Small nobility to regional nobility
51-60: regional nobility to strong nobility, small kings
61-70: Small kings to strong kings
71-80: Strong kings to Really strong kings and emperors
81-90: Emperor to Atlantean governor
91- 100+Atlantean governor to Cisharni

At this point in the game, you have enough raw ability and connections that everyone starts off at 30, and then you can spend actions gaining rank and position (roughly 5 points for every action). This caps at 50, where that'll be based more on land and connections that you posess than your personal ability to make money.

Crafting:
   As Sindari, you are able to craft equipment far superior to what mere mortals can create. Of course, sometimes you just need to shovel out equipment, and other times you want to take your time creating a masterpiece.

Crafting:
1.Low level goods, novice work
3.Common items, beginner grade
4.More specialized but still common
6.Able to make more important gear, like  basic swords and armor
7.This where quality goods start to come out. Can make everything except for advanced gear.
9.Advanced gear best weapons (katanas) and armor, can’t make experimental gear
11.Experimental gear
13+ Just in case it is something really weird.

Quality: Can add bonus quality modifiers to an item, up to +6 dice. Each dice requires an additional 2 points to add.

Items quantity:
1. 1 item made
2. 2-3 items made
3. 4-8 items made
4. 8-15 items made
5. 16-30 items created
6. 31-50 items made
7. 51-100 items created
8.101-200 items
9.201-500 items
10. 1000 items made


Enchanting:
Enchanting can be made with smithing items. It doubles the cost of item quantity, and each enchantment requires cost based on the level of spell you put on it, and a soul gem for anything past 6. The enchanting skill is only applied to enchantments, it doesn’t affect the other parts of the crafting process.

Example.
Masamune has 20 in smithing and 13 in enchanting. He wants to make cool swords for the empresses’ guard.
He decides to go with Katanas (cost 7 skill to make). He can 100 of these swords in a year, and have +3 quality to match his 20 skill in smithing. These are masterful swords, though what if he wanted to enchant them?

He decides to go for a low level flame spell, where fire erupts whenever they hit a target. He aims for a level 4, so it creates decent flames. This doubles the cost of making the item to 14 points to make a 100, which he cannot afford to do. He decides to make 30 for a cost of 10, which added to the katana base of 7, leaves 3 points, so he adds a quality dice for a total 19 smithing points and 4 enchantment points. He could add more enchantments (up to 13) but that might bring a heavy price in soul gems, so he is satisfied with the result.

Grandchildren (And More)
Descendants of Nu-Sindari and other children or infused beings will have half of their Sindariness score, rounded up. So a 6/6 Nu-Sindari will have children an grandchildren at 3/6, a 3/6 will have 2/6 children and grandchildren, and so on. If children is between 2 Nu-Sindari, add +1.  If a Nu-Sindari has gene control, they can choose what level their child is at. This halving only occurs for the first generation (your grandkids). After that it stabilizes ( which also reduces bookkeeping). You don’t have to keep track of individual grandkids, though you can if you want. Children can reproduce after age 18, and can have one child a year if they aren’t doing something else.

Managing your household is up to you if you are interested, I won’t keep track of everyone’s descendants. Remember that most army immortal, so I may ask you to trim down your family tree of it becomes too large.

This also applies to animals infused with Sindariness. They may bear one child/litter a year, with the average number of pups. Also, only mammals may be infused (wargs can still bond with other creatures).
« Last Edit: April 23, 2018, 04:03:29 pm by chubby2man »
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

Smoke Mirrors

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Re: Sindari: Immortals
« Reply #2 on: August 07, 2017, 01:22:08 pm »

Well, found it. Hey C2, I'll put up a character sheet later.
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Don't worry too much about the one mistake, Smoke Mirrors. Your character was memorable for all the demonology and story writing.

I’m running a game/mechanics test called Fate/Mechanics Test. Feel free to check it out.

ATHATH

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Re: Sindari: Immortals
« Reply #3 on: August 07, 2017, 02:29:38 pm »

Name: Loakar
Alias: The Cowled Lord
Appearance: A hooded figure with seemingly nothing beneath his clothes. If killed, he goes out Obi-Wan style, meaning that he leaves behind no remains other than his equipment.
Class: Priest
Abilities: Non-supernaturals do not remember nor notice his presence unless he wishes them to do so, even if he directly addressed them a moment ago. If he suggested something to them before "disappearing", they won't remember where/from whom the suggestion came from, and might believe that they themselves came up with it.
Attributes: Strength:2 Agility:2 Intelligence:3 Willpower:2 Perception: 2 Presence:2
Wealth/Assets: 0
Influence:0
Worshipers/Power:0
Family:0
Skills: none
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

Smoke Mirrors

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Re: Sindari: Immortals
« Reply #4 on: August 07, 2017, 02:40:51 pm »

Welcome to the game ATHATH. Some of the other beta testers and I came up with a plan, all that is important for now is you do not let the Cisharni realize you exist.
« Last Edit: August 07, 2017, 02:53:06 pm by Smoke Mirrors »
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Don't worry too much about the one mistake, Smoke Mirrors. Your character was memorable for all the demonology and story writing.

I’m running a game/mechanics test called Fate/Mechanics Test. Feel free to check it out.

Xantalos

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Re: Sindari: Immortals
« Reply #5 on: August 07, 2017, 02:51:42 pm »

Oooooooooooh this is so tempting.
...
I may just think of something. Even if I don't, I'll be watching.
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Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Smoke Mirrors

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Re: Sindari: Immortals
« Reply #6 on: August 07, 2017, 02:54:53 pm »

If you do join, could you think about playing a hunter, I'm thinking of making an ambush squad?
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Don't worry too much about the one mistake, Smoke Mirrors. Your character was memorable for all the demonology and story writing.

I’m running a game/mechanics test called Fate/Mechanics Test. Feel free to check it out.

chubby2man

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Re: Sindari: Immortals
« Reply #7 on: August 07, 2017, 03:20:13 pm »

Name: Loakar
Alias: The Cowled Lord
Appearance: A hooded figure with seemingly nothing beneath his clothes. If killed, he goes out Obi-Wan style, meaning that he leaves behind no remains other than his equipment.
Class: Priest
Abilities: Non-supernaturals do not remember nor notice his presence unless he wishes them to do so, even if he directly addressed them a moment ago. If he suggested something to them before "disappearing", they won't remember where/from whom the suggestion came from, and might believe that they themselves came up with it.
Attributes: Strength:2 Agility:2 Intelligence:3 Willpower:2 Perception: 2 Presence:2
Wealth/Assets: 0
Influence:0
Worshipers/Power:0
Family:0
Skills: none
Awesome! Looks good, I like the ability, just be aware that it won't work on mortals bonded to a Cisharni or a Sindari, but otherwise it is as you said. Also your intelligence can be at 4 due to the X2 bonus on the priest.
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

Glass

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Re: Sindari: Immortals
« Reply #8 on: August 07, 2017, 03:41:17 pm »

Name: Acter
Alias: The Iron Dragon
Appearance: He is covered in flesh-colored scales that fade to transparency in small areas, revealing underlying cogwork.
Class: Mercuritia
Abilities: Pocket Dimension, Teleport
Attributes: Strength:2 Agility:2 Intelligence:3 Willpower:2 Perception: 2 Presence:2
Wealth/Assets: 0
Influence:0
Worshipers/Power:0
Family:0
Skills: none
« Last Edit: August 07, 2017, 04:51:16 pm by Glass »
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Jerick

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Re: Sindari: Immortals
« Reply #9 on: August 07, 2017, 03:57:46 pm »

Spoiler: My character (click to show/hide)
This looks interesting, I think I'll join. Is there anything wrong with this sheet?
« Last Edit: August 07, 2017, 06:23:14 pm by Jerick »
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chubby2man

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Re: Sindari: Immortals
« Reply #10 on: August 07, 2017, 05:46:19 pm »

Name: Acter
Alias: The Iron Dragon
Appearance: He is covered in flesh-colored scales that fade to transparency in small areas, revealing underlying cogwork.
Class: Mercuritia
Abilities: Pocket Dimension, Teleport
Attributes: Strength:2 Agility:2 Intelligence:3 Willpower:2 Perception: 2 Presence:2
Wealth/Assets: 0
Influence:0
Worshipers/Power:0
Family:0
Skills: none
Cool! Looks like a neat character!

Spoiler: My character (click to show/hide)
This looks interesting, I think I'll join. Is there anything wrong with this sheet?
Looks good, ability sounds cool, your perception should be 4 though due to Santoris's X2 bonus to it.
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

codybob1999

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Re: Sindari: Immortals
« Reply #11 on: August 07, 2017, 06:44:30 pm »

Spoiler (click to show/hide)

Hope I did it right.
« Last Edit: August 10, 2017, 09:25:39 pm by codybob1999 »
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Please don't revive Dan, they have suffered enough.

Edited for possibly misgendering a fork.
The wheels of progress frozen motionless/Unless we thaw all these unspoken spokes/Then death is coming home/The wheels of progress frozen motionless/Unless we thaw all these unspoken spokes/Well then we're going home

Glass

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Re: Sindari: Immortals
« Reply #12 on: August 07, 2017, 06:47:22 pm »

No, Cody, you don't double your caste's boosted stats; you get accelerated growth in them. If you're putting your +1 into one of them, it becomes a +2, but otherwise, you should either have one 3 or one 4, with everything else being 2.

EDIT: That should be good. I see we all want magic. :)
« Last Edit: August 07, 2017, 06:55:57 pm by Glass »
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Smoke Mirrors

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Re: Sindari: Immortals
« Reply #13 on: August 07, 2017, 07:31:11 pm »

Spoiler (click to show/hide)

There, finally!
« Last Edit: August 07, 2017, 07:33:28 pm by Smoke Mirrors »
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Don't worry too much about the one mistake, Smoke Mirrors. Your character was memorable for all the demonology and story writing.

I’m running a game/mechanics test called Fate/Mechanics Test. Feel free to check it out.

chubby2man

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Re: Sindari: Immortals
« Reply #14 on: August 07, 2017, 07:34:35 pm »

Spoiler (click to show/hide)

Hope I did it right.

Looks good now!

Spoiler (click to show/hide)

There, finally!
Sweet, character's great!
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.
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