Roleplay battle
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ZedSlayer
InteroVegas
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Roleplay battle
Ok so I am bored out of my mind so I feel like making this, and yes you could make connections in this to fsn, you could also make connections to advance wars and especially fire emblem, it should be along the same line of stuff:
Battle:
Main point: You make your character based on the character making rules and then you or you and a team battle it out against other people or try to achieve an objective or the like.
General Gameplay:
Your character has some attributes about him/her based on the things you pick, (an example could be like heavy armor gives a better defense rating).
- All attacks do at least one unless there is some special effect (magic or poison or something like that) causing it to be zero or even negative (gives health). pretty much you can get chipped even in the best generic armor.
-Your character is made on a base template and then a point buy system for additional features.
-It will be turn by turn play obviously.
-I will provide a map if I can find a easy to edit map making program.
Specific rules: I am posting what I have made, the rest comes after.
Character making:
Name:
Gender:
Race:Pick from: Human, Dwarf, Troll, Orc, Elf, Half-elf, demi-god (celestial or demonic), lizard person, half-dragon. - most of these don't do anything, I will specify later on any that do.
Fighting style.
Straight Martial (Juggernaut, Assassin, Sniper, the like)
Mix of Magic and Martial (Archer from fsn, Gilgamesh (kinda)) *Saber is more martial with magical weapons instead of being inherently magical, or I could be wrong, if this is the case just say so. And I mean her original existence not the mana copy.
Straight Magic (Artillery Cannon, God blaster, master caster, the like)
Armor type:
none: best for straight casting, allows to use magic without interference, provides no defense bonus
light: A good armor for casting while giving a minor defense bonus
medium: Medium in all respects, very good armor for magic martial mix
heavy: Gives great defense but interferes with casting.
REALLY HEAVY: Best defense out of all armors, interferes greatly with casting and in addition makes you slower.
*Interfered casting will be explained later.
Weapon type:
Ranged (guns, arrows, etc)
Reach (Spears, glaives, lances, etc)
Melee (Fists, swords, hand axes, small maces, etc)
Heavy melee (2h swords, 2h axes, Large maces, etc)
Special (Chains, tonfa, other weird weapons like this) - ask me about the validity for a special weapon, you will need some kind of webpage or source to show me the validity.
Weapon priority:
Melee>Heavy Melee>Reach>Melee
Ranged<All but takes no penalty when attacking.
Special - Depends on weapon.
Magic only users can not use weapons, they have their spell text (scroll, notebook, tome, some medieval book like thing) in order to cast spells.
Martial x Magic users must have a free hand to use when casting their spell, they can sheathe their weapon or only use 1 1 handed weapon, I don't care, as long as they have a free arm.
Dual wielding - Gives you a -4 penalty but if you deal 2 weapons worth of damage if you win the clash, and if you lose a clash you get to round up when counting for damage percent (I talk about this later on).
Spell interference: the level of interference in a piece of armor is how many more turns it will take to cast the spell.
none: 0 SI
light: 1 SI
medium: 2 SI
heavy: 3 SI
REALLY HEAVY: 5 SI
ok so how combat works:
basically the idea is to have the advantage in the fight, yes you are able to roll for critical damage and for very small dodge and miss change, but for the most part you will hit (I mean like 90% of the time).
When a player attacks another player they calculate the clash bonuses, if the attacker has a higher attack bonus, he hits the opponent with his attack and damage and whatever are calculated. If the attackers bonus is lower then the defenders he can roll a d6, he adds the number to his score, if he has a higher score after the roll he deals damage divided by the number he rolled.
This is the basics lots of fine tuning has to done, and also the points for the point buy system.
50 points to begin with. , magic only users get 30 additional points for spells, magic x martial get 15 additional points for spells.
To get a stat point up it costs one point.
Abilities and powers cost points based on their cost.
Base template:
Health: 20
Attack: 5
Defense: 5
Dodge: 5
Magic: 5
Martial Abilities:
Focused Attack - pass a turn without getting attacked, the first attack you use with in the next 3 turns gets a +2 to the clash score. 2 points
Disarm - obvious
Trip - Obvious
Instant Kill* - Make an attempt the fatally injure the target, must be have the martial only fighter style to get this ability.
Martial x Magic:
Magical Weapon reinforcement - CW: 2 turns - Weapons with higher priority no longer get the priority bonus against that weapon - lasts 15 turns.
Power boost - CW: 1 turn*, each turn spent consecutively casting stacks the benefit - gets +1 bonus for an amount of turns = turns spent casting*(turns spent casting*2)*5. the bonus increases by one for each turn spent consecutively casting.
Void Slash* - CW: 2 turns*, each turn spent consecutively casting after the second gives a +1 bonus and range - make a ranged attack with a close range weapon, can be applied to ranged weapons.
Magic: (I am going to sleep, I have alot more of this to cover but that is fine)
Tyraxium - CW : 3 turns - a spell circle glows in front of you, hanging in the air, it creates a barrier that lasts for 15 turns
Fireball - CW : 1 turn - obvious
Lightning - CW: 1 turn - obvious
Freeze - CW: 1 turn - holds opponent in place or disables their arm for 2 turns. Can not stack times on freezing.
Saiha - CW : 2 turns*, each consecutive turn after the first two adds the total amount of turns spent casting to the total amount of projectiles created - Makes 5 arrows of energy, takes 3 to make enough impact to count as an attack. For every 3 hits another attack is calculated.
Indignation - CW : 5 turns - A an explosive bolt of holy energy impacts the ground an hits anyone with in 30 ft of impact.
Kamehameha - CW : 1*, each consecutive turn spent casting gives +3 power bonus - sike this is so not an ability.
Attaraxium - CW : 3 turns - a spell circle glows in front of you, hanging in the air, it fires a massive laser like blast that burns down anything in its path.
Ok those are the prototype special abilities THEY WILL CHANGE, GUARANTEED.
Anyways CW stands for casting wait, the amount of time you must wait before the spell can be used.
When casting you have a -5 to clash score.
If hit when casting you lose the spell and take the damage as normal.
Passive/Semi-Passive abilities:
Martial:
Counter - 15 points - You get to counter attack after an attack is made against you with certain special weapons or heavy melee or regular melee as long as they do not have at least 6 more points than you for their clash score, if you win a clash against a ranged or reach weapon as the defender you deflect the attack and all damage is negated. You can not counter attack a reach weapon nor a ranged weapon nor certain special weapons. You can not use counter while using a reach weapon or range weapon or certain special weapons.
Magic x Martial:
Magical Parry - 10 points - if you win as the defender in a clash by at least 3 you are able to negate any damage that would be done. Heavy melee can still deal damage to you.
Magical ability:
I think I can pass out now so I am going to go sleep.
Battle:
Main point: You make your character based on the character making rules and then you or you and a team battle it out against other people or try to achieve an objective or the like.
General Gameplay:
Your character has some attributes about him/her based on the things you pick, (an example could be like heavy armor gives a better defense rating).
- All attacks do at least one unless there is some special effect (magic or poison or something like that) causing it to be zero or even negative (gives health). pretty much you can get chipped even in the best generic armor.
-Your character is made on a base template and then a point buy system for additional features.
-It will be turn by turn play obviously.
-I will provide a map if I can find a easy to edit map making program.
Specific rules: I am posting what I have made, the rest comes after.
Character making:
Name:
Gender:
Race:Pick from: Human, Dwarf, Troll, Orc, Elf, Half-elf, demi-god (celestial or demonic), lizard person, half-dragon. - most of these don't do anything, I will specify later on any that do.
Fighting style.
Straight Martial (Juggernaut, Assassin, Sniper, the like)
Mix of Magic and Martial (Archer from fsn, Gilgamesh (kinda)) *Saber is more martial with magical weapons instead of being inherently magical, or I could be wrong, if this is the case just say so. And I mean her original existence not the mana copy.
Straight Magic (Artillery Cannon, God blaster, master caster, the like)
Armor type:
none: best for straight casting, allows to use magic without interference, provides no defense bonus
light: A good armor for casting while giving a minor defense bonus
medium: Medium in all respects, very good armor for magic martial mix
heavy: Gives great defense but interferes with casting.
REALLY HEAVY: Best defense out of all armors, interferes greatly with casting and in addition makes you slower.
*Interfered casting will be explained later.
Weapon type:
Ranged (guns, arrows, etc)
Reach (Spears, glaives, lances, etc)
Melee (Fists, swords, hand axes, small maces, etc)
Heavy melee (2h swords, 2h axes, Large maces, etc)
Special (Chains, tonfa, other weird weapons like this) - ask me about the validity for a special weapon, you will need some kind of webpage or source to show me the validity.
Weapon priority:
Melee>Heavy Melee>Reach>Melee
Ranged<All but takes no penalty when attacking.
Special - Depends on weapon.
Magic only users can not use weapons, they have their spell text (scroll, notebook, tome, some medieval book like thing) in order to cast spells.
Martial x Magic users must have a free hand to use when casting their spell, they can sheathe their weapon or only use 1 1 handed weapon, I don't care, as long as they have a free arm.
Dual wielding - Gives you a -4 penalty but if you deal 2 weapons worth of damage if you win the clash, and if you lose a clash you get to round up when counting for damage percent (I talk about this later on).
Spell interference: the level of interference in a piece of armor is how many more turns it will take to cast the spell.
none: 0 SI
light: 1 SI
medium: 2 SI
heavy: 3 SI
REALLY HEAVY: 5 SI
ok so how combat works:
basically the idea is to have the advantage in the fight, yes you are able to roll for critical damage and for very small dodge and miss change, but for the most part you will hit (I mean like 90% of the time).
When a player attacks another player they calculate the clash bonuses, if the attacker has a higher attack bonus, he hits the opponent with his attack and damage and whatever are calculated. If the attackers bonus is lower then the defenders he can roll a d6, he adds the number to his score, if he has a higher score after the roll he deals damage divided by the number he rolled.
This is the basics lots of fine tuning has to done, and also the points for the point buy system.
50 points to begin with. , magic only users get 30 additional points for spells, magic x martial get 15 additional points for spells.
To get a stat point up it costs one point.
Abilities and powers cost points based on their cost.
Base template:
Health: 20
Attack: 5
Defense: 5
Dodge: 5
Magic: 5
Martial Abilities:
Focused Attack - pass a turn without getting attacked, the first attack you use with in the next 3 turns gets a +2 to the clash score. 2 points
Disarm - obvious
Trip - Obvious
Instant Kill* - Make an attempt the fatally injure the target, must be have the martial only fighter style to get this ability.
Martial x Magic:
Magical Weapon reinforcement - CW: 2 turns - Weapons with higher priority no longer get the priority bonus against that weapon - lasts 15 turns.
Power boost - CW: 1 turn*, each turn spent consecutively casting stacks the benefit - gets +1 bonus for an amount of turns = turns spent casting*(turns spent casting*2)*5. the bonus increases by one for each turn spent consecutively casting.
Void Slash* - CW: 2 turns*, each turn spent consecutively casting after the second gives a +1 bonus and range - make a ranged attack with a close range weapon, can be applied to ranged weapons.
Magic: (I am going to sleep, I have alot more of this to cover but that is fine)
Tyraxium - CW : 3 turns - a spell circle glows in front of you, hanging in the air, it creates a barrier that lasts for 15 turns
Fireball - CW : 1 turn - obvious
Lightning - CW: 1 turn - obvious
Freeze - CW: 1 turn - holds opponent in place or disables their arm for 2 turns. Can not stack times on freezing.
Saiha - CW : 2 turns*, each consecutive turn after the first two adds the total amount of turns spent casting to the total amount of projectiles created - Makes 5 arrows of energy, takes 3 to make enough impact to count as an attack. For every 3 hits another attack is calculated.
Indignation - CW : 5 turns - A an explosive bolt of holy energy impacts the ground an hits anyone with in 30 ft of impact.
Kamehameha - CW : 1*, each consecutive turn spent casting gives +3 power bonus - sike this is so not an ability.
Attaraxium - CW : 3 turns - a spell circle glows in front of you, hanging in the air, it fires a massive laser like blast that burns down anything in its path.
Ok those are the prototype special abilities THEY WILL CHANGE, GUARANTEED.
Anyways CW stands for casting wait, the amount of time you must wait before the spell can be used.
When casting you have a -5 to clash score.
If hit when casting you lose the spell and take the damage as normal.
Passive/Semi-Passive abilities:
Martial:
Counter - 15 points - You get to counter attack after an attack is made against you with certain special weapons or heavy melee or regular melee as long as they do not have at least 6 more points than you for their clash score, if you win a clash against a ranged or reach weapon as the defender you deflect the attack and all damage is negated. You can not counter attack a reach weapon nor a ranged weapon nor certain special weapons. You can not use counter while using a reach weapon or range weapon or certain special weapons.
Magic x Martial:
Magical Parry - 10 points - if you win as the defender in a clash by at least 3 you are able to negate any damage that would be done. Heavy melee can still deal damage to you.
Magical ability:
I think I can pass out now so I am going to go sleep.
Last edited by Darkgenesis on 2010-06-11, 02:51; edited 5 times in total
InteroVegas- Archon
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Re: Roleplay battle
What character making rules?
ZedSlayer- Praetor
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Re: Roleplay battle
Working on them
InteroVegas- Archon
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Re: Roleplay battle
Yes yes it is, and I wasn't a cheap skate by making multiple separate posts, alot more editing to be done.
InteroVegas- Archon
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Re: Roleplay battle
what's fsn? and can you really make computer games darkgenesis?
Gralis Vernos- Camper
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Re: Roleplay battle
uhhh, no, and you should ask Corenat Rovarnus about fsn.
InteroVegas- Archon
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Re: Roleplay battle
Ok, Sniper PWNzor
Martial*Magic
Health: 20
Attack: 15
Defense: 15
Dodge: 15
Magic: 5
Extra 20 points for shiz
What i want
Big a ss gun
Light armor
Martial*Magic
Health: 20
Attack: 15
Defense: 15
Dodge: 15
Magic: 5
Extra 20 points for shiz
What i want
Big a ss gun
Light armor
Last edited by ZedSlayer on 2010-06-12, 20:57; edited 1 time in total
ZedSlayer- Praetor
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Re: Roleplay battle
not even close to done yet.
but ok if you want that stuff I can give it to you.
but ok if you want that stuff I can give it to you.
InteroVegas- Archon
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Re: Roleplay battle
how many points will the equipment cost?
ZedSlayer- Praetor
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Re: Roleplay battle
depends i havnt gone into equipment yet, none of your equips will be basic you will have stuff like a sword of infernal fire , and something basic like this would have to be able to make minions our of flame.
InteroVegas- Archon
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Re: Roleplay battle
better yet, post your ideas for your gear i can rate how much they will cost.
InteroVegas- Archon
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Re: Roleplay battle
Gun that doesn't allow me to miss with unlimited ammo (I summon bullets or some powerofpoo which may require me to put more into magic attribute), generic armor
ZedSlayer- Praetor
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Re: Roleplay battle
over 9000 for the gun, the armor will be worth nill and give no protection, heavier armors can have more buff on them for less, say some powerofpoo like Crusite Alloy or something and it give a resistance or some bull
InteroVegas- Archon
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Re: Roleplay battle
a gun that never misses will kill its target pretty damn fast especially if it has infinite ammo, i could wip up a spell, make you a magic gunner and make some rules for that class if you wanted, but a gun that never misses and has infinite ammo by itself is overpowered (even just the never missing by itself is overpowered).
InteroVegas- Archon
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Re: Roleplay battle
oh okey dokes, btw this is kind like a mix of fsn servant esque and dnd and generic rpg style.
Also I have been thinking, and instead of posting spells and stuff, and having people make personal requests for stuff or for edits, instead just pm me or post your personal requests.
Yes, you are allowed to keep your spells secret if you apply through other means, I will just be the judge to make sure you don't do anything illegal.
Basically:
Here is the following i need in your application:
Name
Race
Background: (it'd be nice if you have one, but you don't have to)
any special items
gear
and type (if you have some idea of a type that is beyond those 3 just tell me).
and if you want spells put them in the application in a different paragraph
magic spells need a CW - casting wait, a name, an effect, they can have special things added on them, like charging: when you cast the spell for more then the casting wait and it causes bonus benefits.
martial abilities - just apply them, they can be weapon specific.
You will not just plainly start out fighting each other
Also I have been thinking, and instead of posting spells and stuff, and having people make personal requests for stuff or for edits, instead just pm me or post your personal requests.
Yes, you are allowed to keep your spells secret if you apply through other means, I will just be the judge to make sure you don't do anything illegal.
Basically:
Here is the following i need in your application:
Name
Race
Background: (it'd be nice if you have one, but you don't have to)
any special items
gear
and type (if you have some idea of a type that is beyond those 3 just tell me).
and if you want spells put them in the application in a different paragraph
magic spells need a CW - casting wait, a name, an effect, they can have special things added on them, like charging: when you cast the spell for more then the casting wait and it causes bonus benefits.
martial abilities - just apply them, they can be weapon specific.
You will not just plainly start out fighting each other
InteroVegas- Archon
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Re: Roleplay battle
Name: Vale Day
Race: English female
Background: ex-cop from a mildly magical line, however Vale showed little aptitude as a child
Special Items: Sniper rifle that I have enchanted so that is accurate to 2cm at 1000 yards, shoots once a round.
Gear: standard medium armor
Spells: ammo summon CW 0: gives me ten standard bullets. I feel the CW appropriate.
Race: English female
Background: ex-cop from a mildly magical line, however Vale showed little aptitude as a child
Special Items: Sniper rifle that I have enchanted so that is accurate to 2cm at 1000 yards, shoots once a round.
Gear: standard medium armor
Spells: ammo summon CW 0: gives me ten standard bullets. I feel the CW appropriate.
ZedSlayer- Praetor
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Re: Roleplay battle
gearset approved,
my version of your spell
Generate ammo - CW: 1 - Charging: you can keep casting this spell consecutively, it makes 10x bullets where x is the amount of time spent casting. The bullets are minor magic creations and will last up to a day.
By the way, just because your gun is accurate does not at all mean that it hits every time, you still have to aim, and they can attempt to just block the shot or dodge it.
my version of your spell
Generate ammo - CW: 1 - Charging: you can keep casting this spell consecutively, it makes 10x bullets where x is the amount of time spent casting. The bullets are minor magic creations and will last up to a day.
By the way, just because your gun is accurate does not at all mean that it hits every time, you still have to aim, and they can attempt to just block the shot or dodge it.
InteroVegas- Archon
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Re: Roleplay battle
Ok dude finish the magic section I want to make an informed decision for class choice.
Re: Roleplay battle
I decided that because I want it to be very very very customizable that you suggest what you want instead.
InteroVegas- Archon
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Re: Roleplay battle
yeah, but that shouldn't be a problem WHEN MY PREY ARE RUNNING IN PHEAR OF MY UNLIMITED AMMO AND CAN GET A HEART/ HEAD SHOT FROM HALF A MILE AWAY
Changes to bullet summon excepted
How many yards can a character move in a round
Changes to bullet summon excepted
How many yards can a character move in a round
ZedSlayer- Praetor
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Re: Roleplay battle
-.- you are facing, magical, pro martial art, or a mix of people. They can do a whole bunch of crap, like a knight with some pro armor could just take the brunt of the shot and flick you off.
A mage could go and conjure some amazing barrier, a ninja-esque person might have some uber dodge ability that he can use.
A mage could go and conjure some amazing barrier, a ninja-esque person might have some uber dodge ability that he can use.
InteroVegas- Archon
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Re: Roleplay battle
yeah, I need melee, can I have twin Short swords, Think KnB only mundane, and less epic
Last edited by ZedSlayer on 2010-06-17, 15:53; edited 1 time in total
ZedSlayer- Praetor
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Re: Roleplay battle
no go, not because of the weapons, but because of the skill it takes to dual wield, if you are a gunner type, you can have a rambo style army knife which is like a foot long.
InteroVegas- Archon
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Re: Roleplay battle
kk, I'm good with one shortsword so long as I can block with it
ZedSlayer- Praetor
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Re: Roleplay battle
more like a parry, you can't really block larger weapons with anything smaller then a bastard sword, longswords and below can usually at best parry or slide the weapon.
InteroVegas- Archon
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Re: Roleplay battle
Ok i got Lu Bu
Look him up on wikipedia xD
http://en.wikipedia.org/wiki/L%C3%BC_Bu
Look him up on wikipedia xD
http://en.wikipedia.org/wiki/L%C3%BC_Bu
nullset12- Archon
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Re: Roleplay battle
well I can dodge too, their mostly there so that if u close with me, I'm NOT totally screwed over
ZedSlayer- Praetor
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Re: Roleplay battle
ok, try to think of your character in a way that they have a focus,
ex: larrys char would be a pro sniper that can do all kinds of shooting stuffs
saber from fsn is kinda focused on using skilled sword combinations
gilgamesh is focused on summoning and shooting weapons.
seans guy is focused on superior flying i guess? and great melee power.
ex: larrys char would be a pro sniper that can do all kinds of shooting stuffs
saber from fsn is kinda focused on using skilled sword combinations
gilgamesh is focused on summoning and shooting weapons.
seans guy is focused on superior flying i guess? and great melee power.
InteroVegas- Archon
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Re: Roleplay battle
I am pretty sure my guy is rider cause of his beast horse.
But hes beast at everything including archery
http://koei.wikia.com/wiki/Lu_Bu
But hes beast at everything including archery
http://koei.wikia.com/wiki/Lu_Bu
nullset12- Archon
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Re: Roleplay battle
yeah thats still rider, it would be much more convenient if you made your character, I don't care if its what lu-bu is, but I can't really judge his stats and shiz.
InteroVegas- Archon
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Re: Roleplay battle
............
I don't have time though.... i nominate wayne to make it
I don't have time though.... i nominate wayne to make it
nullset12- Archon
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Re: Roleplay battle
wayne, make him fal as punishment for not doing it himself
ZedSlayer- Praetor
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Re: Roleplay battle
just find time, also larry, all you are going to have is a gun, and the power to make bullets?
InteroVegas- Archon
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Re: Roleplay battle
no, I also have two shortswords
and its a really good gun
and its a really good gun
ZedSlayer- Praetor
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Re: Roleplay battle
you kinda need to mke stats for it, like what its combat advantage as a gun is
InteroVegas- Archon
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Re: Roleplay battle
Yes it is and now locked
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