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  • #76
    Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: Dragon Age: Knight Errant, XE

    Originally posted by eliastion View Post
    I don't like this idea - because it just seems unfair to the new characters. (...) So, my suggestions would go rather like this: (...) This is, of course, just a general idea. One could try to devise some system determining how much of what a character can have (...)
    Thanks for sharing these ideas, I'd love to see them developed in more detail. Just two counterpoints: the general idea you have finishes up with the same results and the rules above are "unfair" only if some players get the bonuses and the others don't, right? But that's not the idea.

    In a campaign using these rules, everybody gets it, for one reason or the other. Using DA:I as an example, Cassandra gets her bonuses from background, Varric because he's an experienced adventurer coming from DA2, and so on - but no one is built having less benefits than the others. So, if you allow a player to rescale (epic) for example, you should allow a new character to be a "first enchanter" instead of a fledgling mage and get the same bonuses, or not use them at all ;-) But if I misunderstood what you meant by 'unfair', I'll mirror Fenris talking to the Arishok and "respectfully ask for clarifications"
    [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
    [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
    [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

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    • #77
      Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: DA:I Multiplayer, re-scaling

      Well, you wrote
      Well, of course, this is just an idea to use the same character in a different campaign, restarting from 1st level with other, new characters.
      So I assumed a mix of re-scaled and new characters.

      Besides, if everybody gets extra stuff, it's not a re-scaling anymore, just alternative character creation rules that generate more powerful level 1 characters.

      On another note - levels in DA (the games) have never really represented character strength. They are more about pacing of the story, really. This starts as early as in Origins: some of the (potentially) early-joining characters are freaking powerhouses in their craft. One could argue that Morrigan and Alistair lack experience but Leliana is an ex-Bard with a really colorful past and Wynne - a senior enchanter. And then there's the Awakening where you meet ihghway brigands that could probably take on an Archdemon (if level really reflected the in-world power level of characters).
      I haven't played DA2 so I can't speak for that, but then we get Inquisition and, as you yourself mentioned, boy, the capabilities of some characters... not to mention that you get to fight side by side with low-level Varric - regardless of whatever insane level he "should" have after DA2.

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      • #78
        Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: DA:I Multiplayer, re-scaling

        Agents of the Inquisition


        This document has most Multiplayer heroes (missing: Isabela, Amund and Tamar) as well as a draft for a campaign I want to run. These are just general guidelines and a bunch of stats, but I hope you enjoy it... I'll update it in the next few days.

        Agents of the Inquisition PDF

        Updated Fri, Apr 6th
        Current version 2
        Last edited by Icarus; 6th April 2018, 05:15 AM.
        [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
        [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
        [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

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        • #79
          Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: DA:I Multiplayer, re-scaling

          Originally posted by Icarus View Post
          Agents of the Inquisition


          This document has most Multiplayer heroes (missing: Isabela, Amund and Tamar) as well as a draft for a campaign I want to run. These are just general guidelines and a bunch of stats, but I hope you enjoy it... I'll update it in the next few days.

          Agents of the Inquisition PDF

          Updated Fri, Apr 6th
          Current version 2
          My own campaign is exactly this - the PCs are Korbin, Tamar, Hall, Argent and Cillian. It's interesting to see how your stats compare to those of my level 5 PCs!

          I like the Force Mage specialisation for Hissera and I'd say that Palla would fit Duelist quite well. I definitely think though you could encourage GMs to use the Alchemist and Elementalist ones for Luka and Rion respectively - you'll find them on the resources page of the Wonders of Thedas podcast!

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          • #80
            Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: DA:I Multiplayer, re-scaling

            Originally posted by Parsival View Post
            (...)I like the Force Mage specialisation for Hissera and I'd say that Palla would fit Duelist quite well. I definitely think though you could encourage GMs to use the Alchemist and Elementalist ones for Luka and Rion respectively - you'll find them on the resources page of the Wonders of Thedas podcast!
            The specs from WoT are great, I agree! I tried to write them using only the Core Rulebook, but those options are glorious(Caillan feelings). I'd love to see the stats for your PCs (To be honest I haven't played DA:IM, I stated these guys based on their description on the wiki and youtube videos.)
            [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
            [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
            [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

            Comment


            • #81
              Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: Agents of the Inquisition (DA

              Just to let you guys know, I found a few mistakes on the Agents of the Inquisition file. It's updated and corrected now.

              I'll update it again soon with the missing characters, promise!
              [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
              [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
              [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

              Comment


              • #82
                Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: Agents of the Inquisition (DA

                THE FADE WALKER

                I recently mentioned a campaign I ran inspired on the Shadow of Mordor and Shadow of War games. This campaign had only a single player and it was set during the Second Blight. just as in the games, most adventures involved the lone hero going behind enemy lines and facing the might of the darkspawn by himself, saving people and making allies to strengthen the Grey Wardens for the final battle.

                This character my player created was EXTREMELY powerful by Dragon Age standards. It started as a 1st-level warrior with the epic template and the Spirit Warrior specialization. For the background, the hero was a Grey Warden from Nordbotten, a city in the Anderfels destroyed in the opening moves of the Second Blight; the hero lost everything he had there - family, friends, and even his own life. Cursed by a blighted blood mage to never find rest and become a shade, he met a powerful benevolent spirit in the Fade who gave him 'a second chance'. He and the spirit became one (technically making the hero an abomination) and he came back to develop unique special powers - both from the Spirit Warrior specialization and the powers described here.

                In my setting the Fade Walker (as the hero became known) was a unique thing. Here's the rules if you guys want to try something similar.

                Fade Walker Template
                Requirements: Constitution 3, Magic 3, Willpower 3
                Benefits:
                Spirit Guidance: The benevolent spirit that inhabits and sustains the Fade Walker is a powerful and sentient being with its own background and objectives. Unlike lesser Spirit Warriors and Spirit Healers (who simply channel a spirit's power), this spirit will guide its thrall and offer advice and guidance. They can communicate with each other at all times. (Note that this doesn't mean they agree on everything at all times!)
                Mana Points: The Fade Walker gains mana equal to 10 x his current Magic ability (minimum 30 mana). If the character already had mana points, it gains a +20 bonus to mana point total instead.
                Fade Magic: The Fade Walker gains one spell at every even-numbered level up to level 10 (2, 4, 6, 8, and 10); he gains one additional spell every odd-numbered level starting at level 11 (11, 13, 15, 17, and 19). These spells must be taken from the list below; the Fade Walker must meet the prerequisites for the selected spells, except in the case of blood magic spells; a Fade Walker can learn and cast blood spells without the Blood Mage specialization (it still needs to meet other requisites).
                Access to Talents: The Fade Walker can take magical talents (Creation Magic, Entropy Magic, Primal Magic, and Spirit Magic) even if its not a mage. It can become a Blood Mage (as per the specialization) even if its not a mage.
                Living on Borrowed Time: The Fade Walker came back to this world to perform an important task - to defeat an enemy, to have vengeance, etc. It desires nothing more than finish this task so it can move on to the next life (whatever that may be). The only thing sustaining a Fade Walker's body on the material plane is its connection to the spirit companion; if the spirit companion is forcefully removed or captured or even if the connection between them is cut (through spells like dispel magic or similar effects at GM's discretion) the Fade Walker immediately becomes dying and will permanently perish in 2 + Constitution turns as usual.

                Fade Walker Spell List
                Blood: All
                Creation: heroic offense, heroic aura, heroic defense, haste (all these spells can only be cast on the Fade Walker himself); heal
                Entropy: daze; drain life; weakness, paralyze
                Primal: winter's grasp (but at touch range)
                Spirit: arcane bolt, arcane shield, fade shield; mind blast, memory; mana drain, mana cleanse; spell shield, dispel magic, anti-magic ward, anti-magic burst
                Last edited by Icarus; 8th May 2018, 11:58 AM.
                [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
                [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
                [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

                Comment


                • #83
                  Re: DRAGON AGE STUFF: Characters, Creatures, Optional Rules, etc. NEW: The Fade Walker

                  Arcana Talents for Dragon Age (Part 1)
                  Inspired by the Fantasy Age rules

                  Hey! So... I couldn't sleep so I wrote this. Hope you guys like it. Thanks to Kot the Protector for mentioning FAGE on his Wonders of Thedas podcast - I checked the rules he mentioned and got inspired to do this.

                  These rules present a new system for mages to learn spells in Dragon Age, based on the Fantasy Age rules.
                  The following talents are removed from the game: Creation Magic, Entropy Magic, Primal Magic, and Spirit Magic.
                  A 1st-level Mage doesn't learn spells individually. The Mage now starts with the novice rank in two arcana talents. He gains a new arcana talent rank at each level he ordinarily would receive a new spell. Arcana talents always grant two spells at novice rank; one spell and -1 mana point to cast all spells in the line at journeyman rank; and one spell and selects a single stunt to use at -1 SP cost at master rank (the stunt bonus applies to all spells belonging to that arcana, even if in a different line).
                  For the lists below, the spells are presented in the order they’re gained. So, upon acquiring the novice rank of a new arcana line you learn the first two spells on that line, then the third spell at journeyman rank and the fourth spell at master rank. Spells in (parentheses) are new spells presented in this document. Spells in [brackets] come from the Fantasy Age game.

                  Other Changes
                  Characters with the spirit healer specialization don’t need to assume a specific mode to use their spells.
                  The blood mage specialization adds “Blood Magic Arcana (journeyman)” to the prerequisites.
                  Characters with the arcane warrior and blood mage specializations still need to assume a specific mode to use their spells.
                  The Target Number (TN) for all spells is 11, 13, 15, or 17, depending on the position of the spell in the line. Casting time to all spells on these lists, without exception, is a Major Action, except for “connected” spells (a few spells that automatically activate for extra mana cost when the mage casts another spell). Cost in mana and remains unchanged.
                  Note that a few spells have been removed completely from these rules.
                  Unassigned Spells: Decompose, Dowse, Entropic Cloud, Glyph of Preservation, Glyph of Sealing, Hallucination, Invigorate, Levitate, Memory, Pit, Shape Earth, Regeneration, Repulsion Field, Summon Beast.

                  Power Arcana
                  Arcane Mastery Arcana: Arcane Bolt, Arcane Shield, (Staff Focus), (Arcane Mastery).
                  Attunement Arcana: Fade Shield, Elemental Mastery, (Attunement), (Time Spiral).

                  Primal Magic Arcana
                  Fire Arcana: Flame Blast, Flaming Weapons, Fireball, Inferno.
                  Earth Arcana: Rock Armor, Stonefist, Earthquake, Petrify.
                  Cold Arcana: Winter’s Grasp, Frost Weapons, Cone of Cold, Blizzard.
                  Lightning Arcana: Lightning, Shock, Tempest, Chain Lightning.

                  Creation Magic Arcana
                  Healing Arcana: Heal, Rejuvenate, Regeneration, Mass Rejuvenation.
                  Enhancement Arcana: Heroic Offense, Heroic Aura, Heroic Defense, Haste.
                  Glyphs Arcana: Glyph of Paralysis, Glyph of Warding, Glyph of Repulsion, Glyph of Neutralization.
                  Summoning Arcana: Spell Wisp, Grease, Spellbloom, Stinging Swarm.

                  Spirit Magic Arcana
                  Anti-Magic Arcana: Spell Shield, Dispel Magic, Anti-Magic Ward, Anti-Magic Burst.
                  Mana Alteration Arcana: Mana Drain, Mana Cleanse, Spell Might, Mana Clash.
                  Death Arcana: Walking Bomb, Death Syphon, Virulent Walking Bomb, Animate Dead.
                  Telekinesis Arcana: Mind Blast, Force Field, Telekinetic Weapons, Crushing Prison.

                  Entropy Magic Arcana
                  Debilitation Arcana: Weakness, Paralyze, Miasma, Mass Paralysis.
                  Hexes Arcana: Vulnerability Hex, Affliction Hex, Misdirection Hex, Death Hex.
                  Sleep Arcana: Daze, Horror, Sleep, Waking Nightmare.
                  Draining Arcana: Drain Life, Death Magic, Curse of Mortality, Death Cloud.
                  Unusual Arcana
                  Blood Magic Arcana: (Blood Magic), Blood Sacrifice, Blood Wound, Hemorrhage. This arcana can be taught by demons and doesn’t require the Blood Mage specialization.
                  Divination Arcana: [Blood Mark], [Bloodhound], [Ill Omens], [Good Omens]. In Andrastian lands, this arcana is mainly used by the Circle of Magi to create the phylacteries the Templars use to hunt escaped mages.
                  Fate Arcana: [Hands of Fate], [Puppets of Fate], [Strings of Fate], [Chosen of Fate]. This arcana is very common amongst the apostate mages of fringe cultures as the Avvars and Chasind, but virtually unknown in more civilized lands.
                  Weather Arcana: Spring, Shelter, Wind Weaving, Weather Weaving. This arcana is common in Rivain but almost unheard of in the rest of Thedas.
                  Wood Arcana: [Forest Blend], [Regrowth], [Ensnaring Roots], [Awaken Tree] (but tree becomes a sylvan, Core, p. 312). This arcana is a close-kept secret of the Dalish Keepers.
                  Arcane Warrior Specialization
                  Arcane Warrior Arcana: Combat Magic, Aura of Might, (Shimmering Shield), Fade Shroud.

                  Blood Mage Specialization
                  Master of Blood Arcana: (Grave Robber), Thought-Taking, Blood Slave, Wrack.

                  Force Mage Specialization
                  Force Magic Arcana: Fist of the Maker, Telekinetic Burst, (Gravitic Ring), Pull of the Abyss.

                  Keeper Specialization
                  Keeper Arcana: (One with Nature), Wrath of the Elvhen, Ensnare, Stone’s Throw.

                  Shapeshifter Specialization
                  Shapeshifter Arcana: Small Animal Form, Large Animal Form, (Insect Swarm Animal Form), Vicious Beast Form.

                  Spirit Healer Specialization
                  Spirit Healer Arcana: Group Heal, Revival, Life Ward, (Cleansing Aura).
                  Part 2 will bring the new spells.
                  Last edited by Icarus; 14th May 2019, 09:43 AM.
                  [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
                  [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
                  [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

                  Comment


                  • #84
                    Re: DARPG STUFF: Characters, Creatures, Optional Rules, etc. NEW: F-AGE inspired Arcana Talents for

                    Corrections made and saving this space for part 2 -.-
                    [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
                    [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
                    [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

                    Comment


                    • #85
                      Re: DARPG STUFF: Characters, Creatures, Optional Rules, etc. NEW: F-AGE inspired Arcana Talents for

                      Lord of the Rings Backgrounds (Part 1)



                      I recently played “The Lord of the Rings: War in the North” and couldn’t help but notice of how much it reminded me of Dragon Age: the sounds, the visuals, the three main heroes… They simply screamed “mage, rogue, and warrior performing this and that stunt or this and that class power”. This made me bring back these ideas from my old files and share them here with all of you.

                      Also, please notice: descriptions, names, and overall fluff/flavor texts come from the amazing The One Ring, published by Cubicle7.

                      The backgrounds should work as any other bg in the Dragon Age Core Rulebook, except that I also added "bonus equipment" that the characters should get for free at the start of the game and an "adventuring age" as described in the Cubicle7 game. This extra equipment and lines are simply there to increase the "Middle-Earth feel" of the game.

                      Races of Middle-Earth
                      Hobbits: Hobbits, although small in size relative to the races, are sturdy of body, determined in their actions, and capable of the grandest of deeds.
                      Elves: Tall and strong, fair and graceful, Elves have keen senses and a deep affinity for the beauty of the natural world around them.
                      Man: Destined to rule in the years beyond the Third Age, Men are capable of great courage and honor, but can fall easily to ambition, deceit, and betrayal.
                      Dwarves: Ever secretive, unwavering, and proud, Dwarves love battle and have a natural commitment to explore the world’s deepest places.

                      Barding of Dale



                      • Add 1 to your Constitution ability. The people of Dale are Northmen of hard stock.
                      • Pick one of the following ability focuses: Communication (Bargaining) or Constitution (Swimming).
                      • You can read and speak Dalish – and archaic version of Westron - and speak Westron.
                      • Your Speed is 10 + Dexterity (minus armor penalty, if applicable).
                      • Choose a class. You can play either a rogue or a warrior.
                      • Bonus Equipment: A fur-lined travelling cloak, travelling gear for the current season, a bedroll, a backpack or saddlebags, comfortable boots, plus choose any two: a tent, extra blankets, rope, a magical toy, a silver comb, an amulet of a raven’s feather, a bottle of wine from Dorwinion.
                      Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until you get something different.

                      2d6 / Roll / Benefit
                      2 +1 Cunning
                      3-4 Focus: Constitution (Stamina)
                      5 Focus: Perception (Searching)
                      6 Focus: Constitution (Rowing)
                      7-8 +1 Willpower
                      9 Focus: Communication (Deception)
                      10-11 Focus: Dexterity (Brawling)
                      12 +1 Strength
                      Male Names: Aegir, Agmund, Agnarr, Alfrim, Alfwald, Arn, Arnulf, Bain, Balki, Bard, Bern, Bragi, Brand, Brandulf, Dag, Domarr, Drengi, Egil, Einar, Eirik, Erland, Erling, Farald, Farmann, Farulf, Fastarr, Finn, Finnulf, Folki, Folkmarr, Galmann, Galti, Gautarr, Geirmund, Gismund, Gorm, Grimarr, Guthorm, Hafgrim, Haki, Hakon, Halfdan, Hamarr, Hedinn, Helgi, Hergrim, Hildir, Holgeir, Holti, Holvidur, Hord, Ingi, Ingolf, Ioli, Isolf, Jarl, Jarmarr, Joalf, Joar, Jofur, Jokell, Karl, Ketill, Ketilmund, Kol, Kolbeinn, Kori, Leiknir, Lifstan, Lodin, Lomund, Magni, Mord, Munan, Nari, Nefstan, Nerulf, Odd, Oddmarr, Odvarr, Olaf, Olvard, Omund, Ornolf, Ottarr, Ragnarr, Randur, Reinald, Runolf, Sandarr, Saxulf, Sigdan, Sigfast, Sigmarr, Sigvald, Sigward, Sigmund, Skarf, Skefill, Smidur, Steinarr, Thorald, Thorfast, Torwald, Ulfarr, Ulfied, Unnarr, Valbrand, Valdimarr, Vali, Vandil, Varinn, Varr.
                      Female Names: Aldis, Aldrif, Asfrid, Asny, Astrith, Bera, Bergdis, Brinhild, Dagmar, Dagny, Dalla, Edda, Eilif, Erna, Eydis, Estrild, Frida, Geira, Gerda, Grimhild, Gudrun, Gundrid, Gunnhild, Halla, Halldis, Halldora, Helga, Hild, Holma, Inga, Ingirun, Ingrith, Lif, Linhild, Kelda, Ragna, Runa, Saldis, Sigga, Signy, Sigrid, Sigrun, Solveig, Thora, Thordis, Thorhild, Thorleif, Ulfhild, Ulfrun, Una, Valdis, Vigdis, Walda.
                      Adventuring Age: 16-30. Bardings don’t usually become adventurers before their 16th year of age, and rarely continue beyond their forties, when they retire to serve their family and folk.

                      --------------------------------------------------------------------------------------------

                      Beorning



                      • Add 1 to your Strength ability. Beornings are powerful and fairly stocky.
                      • Pick one of the following ability focuses: Constitution (Stamina) or Strength (Intimidation).
                      • You can speak the Vale of Anduin Tongue – an archaic version of Westron, closely related to Dalish - and speak Westron.
                      • Your Speed is 10 + Dexterity (minus armor penalty, if applicable).
                      • Choose a class. You can play either a rogue or a warrior.
                      • Bonus Equipment: A brightly coloured travelling cloak, travelling gear for the current season, a backpack or saddlebags, a belt dagger, boots, plus choose any one: a fine woollen blanket, an ancient dagger made from bear claws, a necklace of orc-teeth, a bundle of tasty honey-cakes.
                      Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until you get something different.

                      2d6 / Roll / Benefit
                      2 +1 Cunning
                      3-4 Focus: Communication (Persuasion)
                      5 Focus: Dexterity (Stealth)
                      6 Focus: Cunning (Natural Lore)
                      7-8 +1 Constitution
                      9 Weapon Group: Axes*
                      10-11 Focus: Dexterity (Brawling)
                      12 +1 Willpower
                      * If you already have this benefit, take the Focus: Strength (Axes) instead
                      Male Names: Adalard, Ageric, Agilfrid, Agiulf, Alaric, Alberic, Amalric, Amand, Andagis, Atalaric, Atanagild, Ansegisel, Ansovald, Aregisel, Arnulf, Audovald, Avagis, Badegisel, Baldac, Balderic, Barald, Beorn, Beran, Beranald, Berangar, Bertefried, Beormud, Cilderic, Eberulf, Eboric, Ebregisel, Ebrimuth, Ediulf, Ermanaric, Euric, Eutaric, Evermud, Evoric, Frideger, Gararic, Garivald, Geberic, Gisalric, Gerold, Grimald, Grimbald, Grimbeorn, Grimfast, Gundovald, Hartgard, Hartmut, Hartnid, Hathus, Heriwulf, Hildebald, Imnachar, Ingelram, Ingund, Iwald, Iwgar, Leudast, Magneric, Malaric, Maracar, Merovech, Munderic, Odo, Odovacar, Otbert, Ragnacar, Ramnulf, Rathar, Reginar, Ricfried, Rigunth, Roderic, Sigeric, Sigibert, Sunnegisil, Theodard, Theodebert, Theodemir, Theodwin, Theudebald, Theuderic, Thorismund, Walcaud, Waleran,Widuven, Willicar, Wulferd.
                      Female Names: Adosinda, Amalfrida, Amalina, Avagisa, Avina, Beranhild, Brunihild, Gailavira, Garsendis, Geleswinta, Gelvira, Grimhild, Hermesind, Heva, Hilduara, Radegund.
                      Beorning Bynames: …from or of a specific place (Baldac from the High Pass, Beran of the Mountains ), the Bald, the Black, the Bold, the Captain, the Cloaked, the Crooked, the Eloquent, the Foresighted, the Good, the Good-sword, the Loyal, the Old, the Pugnacious, the Quick-witted, the Quiet, the Red, of the Red-shield, the Rich, the Runner, the Sad, the Sharp, the Smith, the Thin, the Trouble-maker, the Wise, the Young.
                      Adventuring Age: 16-30. Beornings don’t usually become adventurers before their 16th year of age, and rarely continue beyond their forties, when they retire to serve their family and folk.

                      Specialization: Beorning Skin-Changer
                      Classes: Any
                      Requirement: Beorning, Constitution and Magic 3 or higher.
                      As the great Beorn, you have learned to change into a bear.
                      Novice: Bears treat you as one of their own (they never attack you or your companions unless attacked first or provoked). With a successful Willpower check (TN 11) you can assume certain aspects of a bear. You gain the focuses Perception (Smelling and Taste) and can perform the Knock Prone stunt for 1 SP for a number of minutes equal to your Constitution ability. You can do so once per encounter or scene.
                      Journeyman: With a successful Willpower check (TN 13) you can transform yourself into a black bear for a number of minutes equal to your Constitution ability. You can do so once per encounter or scene. You retain your own Cunning, Magic, and Willpower but otherwise your stats are those of the beast. If reduced to 0 Health, you turn back into your human form, with the same Health you had before transforming.
                      Master: As journeyman degree, but with TN 15 and you can turn into a great bear.
                      --------------------------------------------------------------------------------------------

                      Elf of Mirkwood



                      • Add 1 to your Dexterity ability.
                      • Pick one of the following ability focuses: Constitution (Rowing) or Perception (Seeing).
                      • You can speak and read Grey-elven (Sindarin), Woodland Elvish, and Westron.
                      • Your Speed is 12 + Dexterity (minus armor penalty, if applicable).
                      • Choose a class. You can play either a rogue or a warrior.
                      • Bonus Equipment: A grey or green travelling cloak, travelling gear for the current season, a backpack or saddlebags, a belt dagger, boots, and choose any two: A grey blanket, a wineskin, a short bow and a quiver of 20 arrows, a white jewel on a chain of silver, a hunting knife, a musical instrument.
                      Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until you get something different.

                      2d6 / Roll / Benefit
                      2 +1 Communication
                      3-4 Focus: Perception (Hearing)
                      5 Focus: Cunning (Cultural Lore)
                      6 Weapon Group: Bows*
                      7-8 +1 Perception
                      9 Focus: Communication (Performance)
                      10-11 Focus: Dexterity (Initiative)
                      12 +1 Cunning
                      * If you already have this benefit, take the Focus: Dexterity (Bows) instead
                      Male Names: Aerandir, Amras, Amroth, Aredhel, Caranthir, Denethor, Edrahil, Elladan, Erestor, Galdor, Galion, Guilin, Haldir, Legolas, Lindir, Orophin, Oropher, Thranduil.
                      Female Names: Finduilas, Míriel, Nimrodel.
                      Adventuring Age: 100-500. Elves are invulnerable to age, and may become adventurers at any time after they reach adulthood (at about a century of age). Considering the level of ability of a starting hero, players should avoid choosing an excessively venerable age for their character.
                      Last edited by Icarus; 14th May 2019, 09:55 AM.
                      [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
                      [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
                      [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

                      Comment


                      • #86
                        Re: DARPG STUFF: Characters, Creatures, Optional Rules, etc. NEW: LORD OF THE RINGS stuff...

                        Lord of the Rings Backgrounds (Part 2)

                        Dwarf of the Lonely Mountain



                        • Add 1 to your Constitution ability.
                        • Pick one of the following ability focuses: or Constitution (Drinking) or Cunning (Evaluation).
                        • You can read and speak Dalish, Westron and Dwarvish (the Dwarve’s secret tongue).
                        • Dwarven Night Vision: Accustomed to life underground, you have superior vision in dim conditions. You reduce penalties for low light conditions by 2 (see “Attack Roll Modifiers”, Core Rulebook, p. 216), but you cannot see in the dark.
                        • Your Speed is 8 + Dexterity (minus armor penalty, if applicable).
                        • Choose a class. You can play either a rogue or a warrior.
                        • Bonus Equipment: A fur-lined travelling cloak, travelling gear for the current season, a bedroll, an ornamented walking stick, a backpack, comfortable boots, plus choose any two: 2d6 silver pieces, a gold coin from the hoard of Smaug the Magnificent, artisan’s tools of your choice, a musical instrument, a fine beard comb and mirror, a gold ring, a flask of dwarven spirits.
                        Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until you get something different.

                        2d6 / Roll / Benefit
                        2 +1 Willpower
                        3-4 Focus: Constitution (Stamina)
                        5 Focus: Dexterity (Crafting)
                        6 Weapon Group: Axes*
                        7-8 +1 Strength
                        9 Focus: Strength (Smithing)
                        10-11 Focus: Cunning (Engineering)
                        12 +1 Communication
                        * If you already have this benefit, take the Focus: Strength (Axes) instead
                        Male Names: Ai, Anar, Balin, Beli, Bifur, Bláin, Bofur, Bombur, Borin, Burin, Bruni, Dáin, Dori, Durin, Dwalin, Farin, Fíli, Flói, Frár, Frerin, Frór, Fundin, Gimli, Ginar, Glóin, Gróin, Grór, Hanar, Hepti, Iari, Kíli, Lófar, Lóni, Náin, Náli, Nár, Narvi, Niping, Nói, Nori, Núr, Nýrád, Óin, Ónar, Óri, Póri, Regin, Svior, Thorin, Thráin, Thrór, Veig, Vidar.
                        Female Names: Dís, Hón, Kóna, Már.
                        Adventuring Age: 50-100. Dwarves generally start their life on the road in their fifties, and do not usually consider retiring before their nineties. Around that time, they feel they can no longer stay away from their family, or want to dedicate themselves solely to the perfection of their crafts. But Dwarves can remain active until they are more than two hundred years old, and may return to adventuring if a great need arises, like the opportunity to avenge an old insult or injury, or to recover a treasure or reclaim a long-lost dwarf-hold.

                        --------------------------------------------------------------------------------------------------------------------------

                        Hobbit of the Shire



                        • Add 1 to your Willpower ability. Hobbits are surprisingly hardy and centered.
                        • Pick one of the following ability focuses: Communication (Bargaining) or Dexterity (Stealth).
                        • You can speak and read Westron, or as you call it, the Common Speech.
                        • Hobbit Elusiveness: Add 1 to your Defense score. (So, a hobbit’s Defense score is 11 + Dexterity.)
                        • Your Speed is 8 + Dexterity (minus armor penalty, if applicable).
                        • Choose a class. You can play either a rogue or a warrior.
                        • Bonus Equipment: A fur-lined travelling cloak, travelling gear for the current season, a bedroll, a backpack or saddlebags, comfortable boots, plus choose any two: a fine walking-stick, dwarf-made pots and pans, enough handkerchiefs to see you through the adventure, a pipe and pipeweed, an overstuffed pillow, a plate and cutlery fit for picnics, ink & parchments to write letters home.
                        Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until you get something different.

                        2d6 / Roll / Benefit
                        2 +1 Perception
                        3-4 Focus: Communication (Persuasion)
                        5 Focus: Dexterity (Initiative)
                        6 Focus: Willpower (Courage)
                        7-8 +1 Dexterity
                        9 Focus: Perception (Hearing)
                        10-11 Focus: Strength (Climbing)
                        12 +1 Communication
                        Male Names: Adalgrim, Adelard, Andwise, Balbo, Bandobras, Berilac, Bilbo, Bingo, Blanco, Bodo, Bowman, Bucca, Bungo, Carl, Cotman, Cottar, Dinonas, Doderic, Dodinas, Drogo, Dudo, Erling, Everard, Falco, Fastred, Ferdibrand, Ferdinand, Ferumbras, Filibert, Flambard, Folco, Fortinbras, Fosco, Fredegar, Frodo, Gerontius, Gorbadoc, Gorbulas, Gorhendad, Gormadoc, Griffo, Halfred, Hamfast, Hamson, Harding, Hending, Hildibrand, Hildifons, Hildigard, Hildigrim, Hob, Hobson, Holfast, Holman, Hugo, Ilberic, Isembard, Isembold, Isemgrim, Isengar, Isumbras, Largo, Longo, Lotho, Madoc, Marcho, Marmadas, Marmadoc, Marroc, Meriadoc, Merimac, Merimas, Milo, Minto, Moro, Mosco, Mungo, Nob, Odo, Odovacar, Olo, Orgulas, Otho, Paladin, Peregrin, Polo, Ponto, Porto, Posco, Reginard, Robin, Rorimac, Rudigar, Rufus, Sadoc, Samwise, Sancho, Saradas, Saradoc, Seredic, Sigismond, Ted, Tobold, Togo, Tolman, Wilcome, Will, Wiseman.
                        Female Names: Adaldrida, Adamanta, Amaranth, Angelica, Asphodel, Belba, Bell, Belladonna, Berylla, Camellia, Celandine, Chica, Daisy, Donnamira, Dora, Eglantine, Elanor, Esmeralda, Estella, Gilly, Hanna, Hilda, Lily, Linda, Lobelia, Malva, Marigold, May, Melilot, Menegilda, Mentha, Mimosa, Mirabella, Myrtle, Pansy, Pearl, Peony, Pervinca, Pimpernel, Poppy, Primrose, Primula, Prisca, Rosamunda, Rosa, Rose, Ruby, Salvia, Tanta.
                        Family Names: Baggins, Banks, Boffin, Bolger, Bracegirdle, Brandybuck, Brown, Brownlock, Bunce, Burrows, Chubb, Cotton, Gamgee, Gardner, Goldworthy, Goodbody, Goodchild, Goold, Greenhand, Grubb, Hayward, Headstrong, Hornblower, Maggot, Noakes, North-Tooks, Proudfoot, Puddifoot, Roper, Rumble, Sackville, Sandyman, Smallburrow, Took, Twofoot, Whitfoot.
                        Adventuring Age: 25-60. Hobbits do not easily abandon their comfortable lives, but when they do they usually wait at least for their coming of age at 33. But a particularly reckless Hobbit might feel the call to adventure when in his tweens, as Hobbits call their twenties.

                        --------------------------------------------------------------------------------------------------------------------------

                        Men of Bree



                        • Add 1 to your Cunning ability.
                        • Pick one of the following ability focuses: Communication (Animal Handling) or Cunning (Evaluation).
                        • You can speak and read Westron, or as you call it, the Common Speech.
                        • Your Speed is 10 + Dexterity (minus armor penalty, if applicable).
                        • Choose a class. You can play either a rogue or a warrior.
                        • Bonus Equipment: A fur-lined travelling cloak, travelling gear for the current season, a bedroll, a backpack or saddlebags, comfortable boots, plus choose any two: a staff or cudgel, a dwarf-made set of cooking pans, a lucky ring of ancient design, a letter from your family, a spare pair of walking boots, an extra travelling cloak.

                        2d6 / Roll / Benefit
                        2 +1 Perception
                        3-4 Focus: Perception (Searching)
                        5 Focus: Communication (Deception)
                        6 Focus: Dexterity (Crafting)
                        7-8 +1 Constitution
                        9 Focus: Strength (Driving)
                        10-11 Focus: Dexterity (Brawling)
                        12 +1 Strength
                        Male Names: Barliman, Bill, Bob, Nob, Giles, Tom, Rowlie, Mat, Willie, Harry.
                        Female Names: Daisy, Bliss, Joan, Agnes, Emeny, Lily, Flora, Rose.
                        Family Names: Appledore, Asterfire, Bellsap, Briarcleave, Butterbur, Cherryborn, Chesterstout, Droverwind, Ferny, Foxglow, Goatleaf, Hardybough, Hazelsheen, Heathertoes, Hedgedon, Hollybirch, Kettlegrass, Lilyhawk, Mossburn, Oakstout, Pickthorn, Pollenroad, Rushlight, Sedger, Shrubrose, Sweetroot, Thistlewool, Wayward.
                        Adventuring Age: 16-30. In the rare cases where Bree-folk go adventuring at all, they do it when the strength of youth is in their limbs, and usually return home to settle down before their fortieth year.

                        --------------------------------------------------------------------------------------------------------------------------

                        Woodmen of the Wilderland



                        • Add 1 to your Constitution ability.
                        • Pick one of the following ability focuses: Communication (Animal Handling) or Cunning (Healing)
                        • You can speak and read Westron, or as you call it, the Common Speech.
                        • Your Speed is 10 + Dexterity (minus armor penalty, if applicable).
                        • Choose a class. You can play either a rogue or a warrior.
                        • Bonus Equipment: A travelling cloak, travelling gear for the current season, a belt dagger, plus choose any one: a basket of berries, a hunting trap, a hand-carved gaming set, a decorative leather armband or choker.
                        Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until you get something different.

                        2d6 / Roll / Benefit
                        2 +1 Cunning
                        3-4 Focus: Constitution (Stamina)
                        5 Focus: Perception (Tracking)
                        6 Focus: Dexterity (Crafting)
                        7-8 +1 Willpower
                        9 Focus: Communication (Persuasion)
                        10-11 Focus: Constitution (Running)
                        12 +1 Strength
                        Male Names: Adalard, Ageric, Agilfrid, Agiulf, Alaric, Alberic, Amalric, Amand, Andagis, Atalaric, Atanagild, Ansegisel, Ansovald, Aregisel, Arnulf, Audovald, Avagis, Badegisel, Baldac, Balderic, Barald, Beorn, Beran, Beranald, Berangar, Bertefried, Beormud, Cilderic, Eberulf, Eboric, Ebregisel, Ebrimuth, Ediulf, Ermanaric, Euric, Eutaric, Evermud, Evoric, Frideger, Gararic, Garivald, Geberic, Gisalric, Gerold, Grimald, Grimbald, Grimbeorn, Grimfast, Gundovald, Hartgard, Hartmut, Hartnid, Hathus, Heriwulf, Hildebald, Imnachar, Ingelram, Ingund, Iwald, Iwgar, Leudast, Magneric, Malaric, Maracar, Merovech, Munderic, Odo, Odovacar, Otbert, Ragnacar, Ramnulf, Rathar, Reginar, Ricfried, Rigunth, Roderic, Sigeric, Sigibert, Sunnegisil, Theodard, Theodebert, Theodemir, Theodwin, Theudebald, Theuderic, Thorismund, Walcaud, Waleran,Widuven, Willicar, Wulferd.
                        Female Names: Adosinda, Amalfrida, Amalina, Avagisa, Avina, Beranhild, Brunihild, Gailavira, Garsendis, Geleswinta, Gelvira, Grimhild, Hermesind, Heva, Hilduara, Radegund.
                        Woodman Nicknames: The Bird-keeper, the Bowman, the Bride, the Bright one, the Eagle, the Healer, the Hound, the Hunter, the Quick, the Shepherd, the Shield-bearer, the Silent one, the Spear-shaker, the Wood-goer.
                        Adventuring Age: 16-30. Woodmen don’t usually become adventurers before their 16th year of age, and rarely continue beyond their forties, when they retire to serve their family and folk.

                        --------------------------------------------------------------------------------------------------------------------------
                        [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
                        [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
                        [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

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                        • #87
                          Re: DARPG STUFF: Characters, Creatures, Optional Rules, etc. NEW: LORD OF THE RINGS stuff...

                          I'm getting that annoying problem where you post and the forum simply restarts and what you wrote doesn't appear.

                          The post is here: https://drive.google.com/open?id=12v...ZeMnP9HQPU8o03
                          Last edited by Icarus; 31st December 2018, 03:00 PM.
                          [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
                          [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
                          [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

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                          • #88
                            Re: DARPG STUFF: Characters, Creatures, Optional Rules, etc. NEW: LORD OF THE RINGS stuff...

                            Originally posted by Icarus View Post
                            Some original books from my own campaign:







                            Rules for rituals can be found here.

                            Merry Christmas, happy holidays, or whatever y'all!
                            As-is, I would work on the ritual section. The idea of rituals is that they expand spell lists. So the optional talent just is really meh. Spells and talents are already overly tight resources without spell swapping and with all of the taxes.

                            Alterations I'd make to rituals:

                            1. Time - instead of subbing GP for MP, I would exchange time for MP. 15 minutes to hours depending on effects.

                            2. Location - a mage could scratch a circle in the dirt with their staff, but what about the enlaid tile summoning room with carefully measured lines?

                            3. Casters - could multiple ritual casters enhance the power of a spell? Likewise what about someone who couldn't cast spells?

                            Comment


                            • #89
                              Re: DARPG STUFF: Characters, Creatures, Optional Rules, etc. NEW: LORD OF THE RINGS stuff...

                              Originally posted by shonuff View Post
                              As-is, I would work on the ritual section. The idea of rituals is that they expand spell lists. So the optional talent just is really meh. Spells and talents are already overly tight resources without spell swapping and with all of the taxes.

                              Alterations I'd make to rituals:

                              1. Time - instead of subbing GP for MP, I would exchange time for MP. 15 minutes to hours depending on effects.

                              2. Location - a mage could scratch a circle in the dirt with their staff, but what about the enlaid tile summoning room with carefully measured lines?

                              3. Casters - could multiple ritual casters enhance the power of a spell? Likewise what about someone who couldn't cast spells?
                              I'll answer it properly later... However, let me warn you the post is not complete :-( I had some problems with the connection. I'll correctly it later.
                              [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
                              [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
                              [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

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                              • #90
                                Re: DARPG STUFF: Characters, Creatures, Optional Rules, etc. NEW: LORD OF THE RINGS stuff...

                                Originally posted by shonuff View Post
                                As-is, I would work on the ritual section. The idea of rituals is that they expand spell lists. So the optional talent just is really meh. Spells and talents are already overly tight resources without spell swapping and with all of the taxes.

                                Alterations I'd make to rituals:

                                1. Time - instead of subbing GP for MP, I would exchange time for MP. 15 minutes to hours depending on effects.

                                2. Location - a mage could scratch a circle in the dirt with their staff, but what about the enlaid tile summoning room with carefully measured lines?

                                3. Casters - could multiple ritual casters enhance the power of a spell? Likewise what about someone who couldn't cast spells?
                                As always, excellent points that could work in specific campaign (as most optional rules, the original ones work fine on mine).

                                I wouldn't change 1 (the original idea is suited to my campaign, but maybe it can work like that for other GMs); 2, I dont see a problem, you can draw your magic circle with chalk, blood, whatever, nitpicking this could be too detrimental to the player; and about 3, I'd say rituals are a form of magic and disallow non-mages from doing it (in Dragon Age; it could work in different settings).

                                I deleted the post about the books because it was incomplete (I had ALL books from DA:O there) and I'm getting that annoying problem where you post and the forum simply restarts and what you wrote doesn't appear :-( I have the post in a .doc so I'll try to fix it next year xD

                                Edit

                                Complete post is here: https://drive.google.com/open?id=12v...ZeMnP9HQPU8o03
                                Last edited by Icarus; 31st December 2018, 02:59 PM.
                                [URL="http://roninarmy.com/threads/5902-AGE-DRAGON-AGE-STUFF-Characters-Creatures-etc-NEW-GENLOCK-NECROMANCER-amp-RISEN-OGRE"]My Dragon Age Thread: Characters, Organizations, Optional Rules, Items, Monsters and More[/URL]
                                [URL="http://roninarmy.com/threads/1589-Dragon-Ball-AGE"]My Dragon Ball conversion for AGE (incomplete)[/URL]
                                [URL="http://roninarmy.com/threads/1478-ICARUS-STUFF-MORE-PL-4-Archetypes-(Street-Fighter-Shotoclones)"]My M&M3E Builds[/URL]

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