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Messages - Not Aman

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3951
Takemura's Crew Ayame Ko:

Minion Type: Lucky Maiden (Edge: Karma, lucky, Animal Affinity)
--

Another one of Roka's girlfriends from his past, though not as crazy as Hoshiko (thank god....). Born from one of the noble families, Ayame met Roka around the same time Hoshiko did. However, she was not able to interact with Roka, where he began drawing a larger crowd. At first, her father did not allow her to talk to him, knowing Roka was of lower samurai heritage, but once he showed that he was going to become something big, Ayame's father allowed her to approach Roka.

Ayame was rather attractive, so it didn't take long for Roka to actually take interest in her, but oddly enough, she seemed to get more attention then other girls. Ayame considers this to be the fact that she is remarkably attractive and from a noble's house, but really it's just because she's around whenever Roka feels the urge. Mostly coincidences.

Ayame, knowing that many psychopaths lay in anger at her fortune, took up learning to fight, learning how to use both fighting fans and a bow.

3952
Takemura's Crew Kado Gensai:

Minion Type: Wise and Intelligent Ally. (Edge: Advisor, Sage, Politician)
--
Kado is probably the smartest ally of Takemura. In fact, there is no doubt in my mind that he is. However, he is one of Takemura's first friends. Born from a lower end noble family, the two children understood each other's difficulties, but took different means to get past them. While Roka appealed to the crowds, Kado appealed to the schools. Being remarkably intelligent and wise, Kado learnt all about the politics of the court.

Togheter, with Gensai as the advisor and Takemura as the leader, they planned on increasing their own rank, and perhaps one day get out of their original cast and into one above them.

During the years Roka was away, Gensai prepared for his return, still focusing on his studies of the court.

3953
Community Conversation / Re: Forum Posting Ranks
« on: September 25, 2013, 04:40:56 pm »
Since Lady Z got special ranky things, I demand a mustache. XD

3954
Mythic Nippon: The Demon God of Sendai / Re: Roka Takemura
« on: September 25, 2013, 01:53:45 pm »
Background
Many years before Roka Takemura was born, his father, Rei Takemura, was a simple samurai, from a forgotten family. Blessed with ample intelligence and wisdom, Rei, during his schooling, was well known and respected for this, but he was also avoided. His family's rank was too low for him to form any form of bond with anyone.

Due to this, Rei was avoided. However, this did not daunt the student, as he countinued his studies. As others were engaging in social and political interaction, Rei Takemura spent his time studying, crippling his physique in exchange of incredible intellect. Indeed, while other samurais engaged in battle as their rite of passage, Rei played a simple game of Shogi (heh heh heh).

However, no matter how intelligent one is, one's rank matter more. Rei Takemura was soon forgotten, nothing more then a name from a lower end family. 

However, this was not what upset Rei. Rather, he was disapointed that his own skills were not benifiting the Dainmyo.

As such, Rei, once he reached adulthood, sent letters to other Samurai and his Daimyo's Magistrates, discussing economics and tactics, to try and spread his knowledge and help those serving the Daimyo serve better.

This benifited the Takemura family, who became somewhat more respected then they were previously. However, those Rei helped benifited far more, due to their success.

However, Rei did not mind. His goals were with one purpose, to support his Daimyo, and his own prosperity never mattered to him. He married Kuni from the house of Kamon, and had a single child, known as Roka Takemura. 

Roka Takemura, was born only 4 years before the evil Kublai Khan arrived on Nipon and slaughtered the Nipponese. He holds very little memories of these years, except that it was a happy time, with many high ranking officials visiting his father.

However, happy times always end. When Kublai Khan and his army attacked Nippon, Rei Takemura, Roka's father, attempted to defend against the army, but his skill with a blade was poor, and he was shot down quickly. Thankfully the rest of the Takemura family survived the war. Afterwards, Roka was devastated. It was not His father's death that devstated Roka, far from it. He was proud that his father stood up against the Chinamen.   

What he was devastated by was that his father was not honorobly sent to the Ancestors. While doing so many great things for the Daimyo and his servants, Rei Takemura was not given any special honors, just a burial plot in a graveyard. No special honors, no noble samurai wishing him off, nothing impressive. This upset Roka greatly, knowing that his father worked exceptionally hard to do what he did, but got nothing out of it.

Once he became old enough to go to school, Roka Takemura was deemed bright. However he suffered in the same way his father did. He was not naturally atheltic, and was disliked due to his lower birth.

While some would not find this a problem, and would rather devote themselves to studying, Roka was traumatised by his father's fate, and was deterimed to avoid such a fate. Ignoring his studies, Roka constantly focused on improving his social and physical attributes. He pushed himself against his 'fate', and against his mother's wishes, hung out with the 'in' crowd.

He quickly garnered a crowd of people, who were known as his lackeys, a group of individuals who were known as Takemura's Crowd. This group were led by Roka, making him, even though he was lower in rank then others, one of the most influential students in the school. His ability to lie, entertain, and socialize allowed him to control many, and those he did not control were mocked due to his masterful taunts. Roka was growing up a leader of many, but his mother was not happy.

Kuni Takemura did not feel what Roka was doing was good for him. He was dodging classes on stuff that bored him, and all he paid attention to was his social status. But, this was not enough to make her stop his actions.

As the years countinued, Roka began to find enjoyment in stuff other than leading a mob. He began bringing women to his home, each night, which caused Kuni to be aggravated. But she 'snapped' after Roka's Gempukku.

Roka's Gempukku was similair to many others, as he was to capture a simple criminal with the help of one of his friends. (this was a joint Gempukku, obviously).

After a couple weeks, Roka and his friend returned, the criminal in hand, along with a group of fawning young maiden.  This made Kuni Takemura angry. Roka was mocking his father's memory with his behavior.

Immediatley, he was sent to a far off Monk Monostary, to clear his head.

His four years in the monk monostary were some of the most tiring years in Roka's life. He spent each day practicing combat skills, and refining himself. The monks of the monastery were not very found of Roka though, his natural style was flashy but inelegant, and his personality remained unrefined throughout his years of practice. 

After those 4 years, Roka returned to his old city,  and returned to his old personality. His attitude remains the same, and still considers sex to be the only true pleasure left on this earth.
However, his days of screwing around are over. Understanding that starting now, his life choices are important, he aims to carve himself a place in this world, a far better place then the one his father had.

Other Notes
XX

3955
Mythic Nippon: The Demon God of Sendai / Re: Roka Takemura
« on: September 25, 2013, 01:47:38 pm »
Power and Edge Notes
Edges_
Base of Operations: The character has a well-known base of operations, where he can relax or attend to his own affairs (as long as no one is after him).

Blind Fight: The character can engage in Close Quarter Combat without having to see his opponents. He suffers no penalty for vision when using Close Quarter Skills.

Born Leader: The character has the natural ability to encourage, motivate, and push others beyond their normal limitations. The character gains a second set of Surge Points (equal to his own), which he can give to others within the sound of his voice. Unlike his personal Surge Points, these are not limited to being spent just one per round.

Indomitable Spirit: The character has extraordinary mental tenacity. Any time the character fails a Willpower Save, he gets a second Save on the next round to try again.

Rapid Strike: The character is lightning quick in close quarter combat. He can use back-to-back Attack Actions (Attack + Attack) when making Close Quarter attacks, without spending Surge Points during combat.

Stunning Attack: The character knows how to make disabling strikes to vulnerable pressure points. Whenever the character makes a successful Close Quarter (Unarmed) attack that causes damage, the target must make a Fortitude Save or be Stunned for one round.

Amazing Feats_
Amazing Celerity: [1 Surge | Free Action | 1 Scene]
The Amazing Celerity Feat causes an explosive speed in user. The effects allow for very quick gross motor movement, which doubles the user’s Normal Movement speed and grants an additional Defense Action each round.

Body Maiming Style: [1 Surge | Add | 1 Scene]
By focusing a Surge Point into a successful Attack roll of 10 or higher, the user can temporarily Maim an opponent for the remainder of the Combat Scene. Choose one of the following Flaws for each temporary Maiming:
     > Bum Leg - Stacks with itself to create No Use of Both Legs
     > Impaired Vision - Stacks with itself to create Complete Blindness
     > One Arm - Stacks with itself to create No Use of Both Arms
     > Distinctive Features (Scar) - Permanent, even after Combat

Brass Body Technique: [1 Surge | Free Action | Instant]
The character can channel Ki Energy throughout his body to harden his skin like brass just before a wounding attack would land. This allows the character to counter all Wound Point loss from a single physical attack source in exchange for the Surge Point (Minimum Damage Option still applies). Brass Body Technique does not prevent Vitality Point Loss however.

Combo: The Combo AF allows the character to tie together previously employed Edges and AFs into single Combo Move that has no Surge or Luck Point Cost. The particular Edges and/or AFs strung together, must be ones that have already been used (and paid for) during the Combat Scene. The time it takes to execute any particular Combo is equal to the lengthiest component in the Combo itself - and only one Combo can be executed per day for each time this AF is taken.

Convincing Lie: [1 Surge | Free Action | 1 Scene]
By spending a Surge Point and attuning oneself to the spirit of duplicity, one may tell the most outrageous lies imaginable without normal detection. When telling a plausible lie, all those that hear it will automatically believe that it’s true and think nothing of it (until proven wrong, if ever). When told a completely ridiculous lie however, they are allowed to make a MTN 10 Evaluate (Sense Motive) roll to suspect something is off in the telling. Those that fail to notice anything amiss, will believe the ridiculous story a full ten minutes after hearing it and then suddenly realize that they have been deceived.

Crashing Mirror Technique: [1 Surge| Add | Instant]
This Amazing Feat causes a phantom mirror image attack to trace immediately after the successful strike of any Close Quarter (Melee or Unarmed) attack – in effect hitting the target twice with the same blow! When used, the target takes double the full damage of the attack mirrored.

Death Touch: [1 Surge| Add | Instant]
Spend a Surge Point with an Extra Success on a single Unarmed attack to instantly Disable the Opponent.

Flawless Decorum [1 Luck | Free Action | 1 Scene]
By attuning one’s spirit to protocol, one can smoothly navigate any social situation with perfect ease, intuitively knowing the expectations and customs of the participants and making no mistakes or faux-pas. It can be used in the place of a Socialize roll like a Crit to automatically get the best results possible, given the circumstances in question.

Grievous Injury Technique [1 Surge| Add | Instant]
The character can spend a Surge Point to change any Attack-based Extra Success (successful roll of ten or higher) into a Crit instead.

Heavy Hitter: [1 Surge| Free Action | 1 Scene]
With this Amazing Feat, the character can Double Base Strength for all Close Quarter Attack Damage for one Combat Scene.

Heroic Surge: The character can explode with a burst of adrenalin, allowing him to spend as many of his Surge Points per round as he likes, without the usual one per round restriction.

Inspire Heroism: [1 Surge | Full Round | 1 Scene]
By spending a Surge Point and showing bold-faced courage in the face of danger, one can shore up himself and allies against nearly all the effects intimidation and panic for one Scene. While Inspire Heroism is in effect, any Fear Effect that would cause Panic (or greater) simply causes Shaken instead – while Intimidation and Fear Effects that would normally cause Shaken are completely ignored.

Ki Master: The Ki Master understands and manipulates the flow of Ki Energy present in the body to fuel all sorts of Amazing Feats. This is represented by a Ki Energy pool, equal to 1.5 times his own Surge Points (round down).

Ki Energy can be used in place of Surge Points for the sole purpose of powering Amazing Feats. Surge Points can still be used as well, though Ki Energy cannot be used the other way around (for normal Surge Point Options). Unlike Surge Points, Ki Energy fully refreshes on its own at the start of each day.

Ki Spike: [1 Surge| Full Round | 1 Scene]
By greatly focusing one's Ki, one can create an invisible spike of spirit energy from the palm of their hand and use it with Unarmed Attacks. The Ki Spike is imbued with Spirit Cutting and does 2+L AP Damage.

Knockback: On a Close Quarter (Melee or Unarmed) Attack roll of 10 or higher when Heavy Hitter is in use, one can choose to knock his opponent back a number of feet equal to (5 times the X-Roll) and the opponent must make Reflex Save or fall prone. On a Crit, the opponent is also KO’d. Furthermore, a Surge Point can now be spent following any successful Heavy Hitter hit (damaging or not) to knock the target back the full 50 ft.

Martial Arts Master: [1 Surge| Add | Instant]
Spend a Surge Point to make a single Armor Piercing Close Quarter (Unarmed) attack (or) disregard the MTN normally associated with Called Shots while making a single Close Quarter (Unarmed) attack.

Multi Attack: The character can take two Close Quarter attacks per Attack Action, sacrificing accuracy for speed. Multi Attacks cannot Crit, suffer a -2 Penalty on each attack, and cannot be used with Called Shots or any other roll that requires a MTN to succeed.

Retributive Strike: The creature gets to make one final (free) +5 attack when defeated or killed.

Righteous Indignation: [1 Surge | Full Round | 1 Scene]
By spending a Surge Point and standing firm against one’s enemies, the master of Righteous Indignation can cow them with a sense of their own folly – effectively Intimidating all that would stand against him without the need for a roll.

Ripple Across Pond: [1 Surge| Add | Instant]
Using Ripple Across Pond, a character can make a 30x ft ranged Close Quarter (Melee or Unarmed) attack – by sending arcs of focused Ki energy out from each swing of his weapon or by pushing the energy through his hands.

Savage Blow: [1 Surge| Add | Instant]
Spend a Surge Point to double the X-Damage of a single Close Quarter (Melee or Unarmed) attack.

Shrug Poison or Disease: [1 Surge | Free Action | Instant]
Buy burning a surge point, the character can effectively Crit a Save against any poison or disease without needing to roll.

Spirit Cutting: [1 Surge| Add | 1 Attack]
By spending a Surge Point, the character can make any damaging attack (that would normally pass harmlessly through) affect an incorporeal or unmanifested Spirit or other such creature.

True Strike: [1 Surge| Add | Instant]
Automatically hit on a Close Quarter (Melee or Unarmed) attack with an effective Die Value of 10 – except when the opponent Crits on a Defense roll or uses Uncanny Dodge or Uncanny Parry.

Uncanny Dodge: [1 Surge| Free Action | Instant]
Spend a Surge Point to automatically Dodge any one attack, or area attack, even if the attack does not require a roll to hit. This includes both physical and mental attacks, such as those produced by spell effects, psionics, and feng-shui powers.

Valiant Sacrifice: [5 Vitality Points| Free Action | Instant]
Sacrifice 5 Vitality (or Wound) Points for +1 Surge Point (Only when at Zero Surge).

Vengeful Counter Stance: [1 Surge| Add to Defense Actions | 1 Scene]
By spending a Surge Point and using Vengeful Counter Stance, one can preemptively use a Defense Action on a round-to-round basis to Counterattack all Close Quarter Attacks coming his way with Defense (Parry). Unlike normal Parry rolls, Vengeful Counter Stance can be used unarmed as well as armed, and any successful Parry in this case, does the weapon's normal Damage plus X-Roll as if a successful strike had been made with the weapon. Note that while these damaging Parries can Crit, they are not subject to other Edge or Amazing Feat enhancements.

---

Berserker Rage [1 Scene]: The character can spend 1 Action to enter a ferocious battle frenzy for the duration of 1 combat Scene, doing +4 Damage, gaining +10 Vitality Points, Immunity to all Fear and Pain Effects, and +1 Additional Attack Action per Round! During this time however, the user can only make Close Quarter Combat Attacks, never Dodges or Parries, is incapable of speech, and cannot use Feng-Shui, Magic, or any Mental Skills or Powers of any kind (INT, WIS, PRE).

---

Demon: The Demon spell allows the Hexslinger to summon one of four kinds of Demons: a Fiend (physical, monstrous, and violent); a Succubus (physical, human-looking, and subtle); an Unclean Spirit (incorporeal, ghostly, and possessing); or an Oni (physical, cunning, and dangerous).  Once summoned, a Fiend, Succubus, and Unclean Spirit will remain for 24 hours, or until destroyed, or hit with Dispel Magic.  An Oni on the other hand, just serves for 24 hours and is then free to do what it wants (including killing the summoner if it is capable and so desires) and is not affected by Dispel Magic in the same way as the other Demon Types (hitting an Oni with Dispel Magic, or it's summoner, just frees it all the earlier). During the 24 hours the Demon is 'under control', it will grudgingly obey the Hexslinger, but only to the letter of his commands and will continually try to warp them to its own will.

In order to ensure that a Demon does what the Hexslinger intends, the Hexslinger must successfully Intimidate or Taunt the Demon every time he directs it to do something – or the Demon will twist the command in some way as to cause the Hexslinger grief.  A Botch on one of these rolls is exceptionally bad, as it instantly frees the Demon from the service of the Hexslinger and allows it to either turn on the Hexslinger or run rampant.

Further, a Hexslinger can only have one Demon in his service at any particular time, but can swap one out for another simply by recasting the spell (which is a bad idea when dealing with Oni).  Since Demons are not truly mortal, a particular Demon can be resummoned over and over again, even after it has been physically destroyed, thus allowing the Hexslinger to develop a familiar relationship with one – though this is usually only done for a particular Succubus that the Hexslinger has become enthralled with…

See Creature Appendix for Fiend, Succubus, and Unclean Spirit stats. See Mythic Nippon Appendix for Oni stats.

---

Blessing of The Ancestors_
Ancestor’s Rebuke [1 Surge | Add | Instant]
This feat allows the user to double the Total Damage of a single successful Attack against Undead, Spirits, Demons, and Oni.

3956
Roka Takemura ~ (Samurai Ki Master) - 246 / 255 XP


Gender M; Age 20; Ht 5’11”; Wt 150 lbs; Stature Wiry Monk; Disposition Showy, Entertainer, Loud; Distinctive Features: Broad-Chested, Agile, with Goatee

Mark of Maski-Dai-Oni: 10 ft tall; STR 6; Heavy Hitter; Cargo Carrier; Red skin; Orange fangs & claws; Black horns; Burning eyes; Malevolent

Abilities
Str 4; Agi 4; Con 3; Int 2; Wis 2; Pre 5; Vitality (0) 24; Wounds (-2) 8 (Armor 16; AP 5)
Saves
React 13; Endure 8; Will 11; Luck 5 3; Surge 11 10 / 11
Psychosis 6
Movement
Init 9; Move 30 ft (Run 120; Leap 4 high/20 long)

Attacks
Unarmed Strike 18+2X/4S~L; Grapple Moves 16/4S~L; Gauntlets & Brass Knuckles 18+2X/5S~L; Masterwork Sword Pair 17/8L; Whip 14/4S♠ (15 ft Melee)

Combat Skills
Defense 12 (Dodge +2; Parry +1*) ~5
Ranged 7 (Shoot; Target; Throw)
Close Quarter 16 (Grapple; Melee; Unarmed +2) ~7

General Skills
Acrobatics 11 (Balance; Escape; Tumble) ~4
Artistry 5 (Cooking, Painting; Sculpting; Music; Writing)
Athletics 12 [(Climb; Jump; Sprint; Swim) ~5
Evaluate 8 (Appraise; Gamble; Sense Motive; Streetwise) ~3
Fabricate 5 (Construction; Mechanics; Weaponsmith)
Face 16 (Bluff +2; Entertain +2; Feint +2; Intimidate; Taunt) ~6
General Knowledge 5 (Trivia; In The News; Who's Who)
Larceny 7 (Forgery; Open Locks; Sleight of Hand)
Medic 5 (Slow Poison; Treat Injury)
Outdoors 5 (Handle Animal; Ride; Survival; Track)
Perception 8 (Listen; Search; Spot) ~3
Sabotage 5 (Disable Device; Trap Setting)
Socialize 15 (Diplomacy +2; Interrogation +2; Gather Info) ~5
Stealth 2 (Conceal; Disguise +2; Hide; Move Silently)

Advanced Skills
Political Sciences 8 (Economics; Law; Politics +2) ~3

Edges and Feats
Base of Operations; Blind Fight; Born Leader; Evasion; Indomitable Spirit; Minions (30); Rapid Strike; Stunning Attack; Brawler; Charismatic; Charlatan; Compelling; Duelist; Iron Will; Lightning Reflexes; Lucky; Martial Artist; Politician; Popular; Powerful Ties; Spirited; Toughness; Underworld Ties

KI ENERGY: 19
~Amazing Celerity; ~Body Maiming Style; ~Brass Body Technique; ~Combo x3; ~Convincing Lie; ~Crashing Mirror Technique; ~Death Touch; ~Flawless Decorum; ~Grievous Injury Technique; ~Heavy Hitter; ~Heroic Surge; ~Inspire Heroism; ~Ki Master; ~Ki Reserves; ~Ki Spike; ~Knockback; ~Martial Arts Master; ~Multi Attack; ~Retributive Strike; ~Righteous Indignation; ~Ripple Across Pond; ~Savage Blow; ~Shrug Poison or Disease; ~Spirit Cutting; ~True Strike; ~Uncanny Dodge; ~Valiant Sacrifice; ~Vengeful Counter Stance

Flaws
Lecherous; Obligation (Daimyo); Obvious

Equipment Normal Load 75; Encumbered 150; Limit 225; Drag 900
Manor House; Noble's Diet; Horse; Minions; Monks Garb; Masterwork Silver Accented Breastplate; Profane Soulsteel Great Armor; Lamellar Armor; Silver-inlaid Gauntlets; Brass Knuckles; Masterwork Sword Pair; Whip with Silver jute; Manacles; Hourglass; Travel Pack (backpack, bedroll, candles, lantern, mirror, rations, tent, tinderbox); Wasp wood Bark (6); Philosopher's Folly (3); Jute & Silver Bondage Rope; Plain Old Bondage Rope; Pair of Fake Fox Ears; Fuzzy Leopard-skin Handcuffs; Permit to Carry Arms; Emblems of Station; Traveling Papers

(Pittances 5; Goods 51; Assets 33; Riches 5)
  • Doshin Contact: Botan Kunda (Karma)
  • Silver and Blue Silk Bracers (+2 Dodge; Berserker Rage 1/day)
  • Minions: Ichiro Onohora, Mai Tsuda, (both 20 XP)
  • The Pennaggolan’s Tongue (just carrying it...)
  • Two Silver Luck Charms (4 Luck Points Total)
  • Profane Soulsteel Great Armor (Armor 16 (AP 5)/-2/0): Demon 1/Day with Absolute Control (Wearer's Will Save to Keep Demon from being Dispelled); Grants wearer Immunity to Fire; The visage of anyone slain by the wearer is permanently absorbed into the Soulsteel. Drawback: Wearer takes X2 Damage from Cold based Attacks.
  • Bracers of Radiating Hellfire (+2 Defense): Radiate a number of times per day equal to Presence Drawback: Wearer Gains the Malevolent Flaw while Radiating
Blessing of The Ancestors: Ancestor's Rebuke

3957
Introductions / Re: Heya BZ!
« on: September 23, 2013, 01:32:04 pm »
Congratz BZ. :P

3958
Introductions / Re: Heya BZ!
« on: September 22, 2013, 11:20:20 pm »
Mercenary.  ;D
Congrats - working your way up the food chain ya are!  ;D

Slowly but surely. ^_^

3959
Introductions / Re: Heya BZ!
« on: September 22, 2013, 11:04:44 pm »
Mercenary.  ;D

3960
The Solar Frontier / Re: Broader Skill List?
« on: September 09, 2013, 08:34:22 pm »
Cool beans BZ

3961
Introductions / Re: Heya BZ!
« on: August 15, 2013, 05:41:54 pm »
You guys are all copying me!

Btw Nice rank Aman

Excuse me, Mr. 'Hey, what's Aman doing? I should probably copy his idea.' but Rising Mages started before Deadman. :P

Not spamming to raise my rank at all

3962
Introductions / Re: Heya BZ!
« on: August 12, 2013, 09:11:13 pm »
Aman is not too far away from another posting Rank (100)  ;D

I think'll it'll be tonight. Got a load of NPCs and Locations to update.

And I'm a bounty head. ^_^

3963
Introductions / Re: WELL HOWDY!
« on: August 12, 2013, 08:51:28 pm »
Howdy stranger.  :P

3964
Introductions / Re: Heya BZ!
« on: August 12, 2013, 08:50:33 pm »
Aman is not too far away from another posting Rank (100)  ;D

I think'll it'll be tonight. Got a load of NPCs and Locations to update.

3965
Bounty Heads / Re: Bad Seed Characters (d20 Call of Cthulhu)
« on: July 31, 2013, 12:27:17 am »
Quote
‘Lucky’ Lucy McKinley A strait forward private investigator.

Straight.  ;D

3966
Introductions / Re: Hey, Silver here!
« on: July 27, 2013, 09:04:58 pm »
Ack! Aman is now armed and dangerous haha!

(The ranks go up with your posts, so I imagine Aman will see a few)  ;D

Woot!

3967
Introductions / Re: Hey, Silver here!
« on: July 26, 2013, 06:50:24 pm »
I would like to point to my grenade.
(I have no idea how I became an outlaw on the site, but it's pretty sweet. ^_^)

3968
Introductions / Re: Hey, Silver here!
« on: July 26, 2013, 06:12:15 pm »

Oh! Awesome! That's an awsome way to keep track of the rolls you made.

My forum game is going to be HUGE! Like Escape Facility 7-like huge.

Throwing in a slight sneak peak another time.
But what I meant with PBP thing is that, for some reason, you have your own section within the Post by Play section, where you upload all the threads within.. Now how can I do that?  ???

That's quite a big bar. I better be allowed in. :P

As for how, you just PM BZ. He can easily set it up. ^_^

3969
Introductions / Re: Hey, Silver here!
« on: July 26, 2013, 03:37:51 pm »
Haha!

I'll be using this site as the place to dump all the character sheets, information and maps.
Though, I wonder how you can actually post a forum game in the Play by Post section?

I'd assume the same way we do on the site, except it has
Rolled 1d6 : 4, total 4
which is pretty neat. 

Maps? Looks like you are planning a lot for your game. :P

3970
Introductions / Re: Hey, Silver here!
« on: July 25, 2013, 08:29:06 am »
I guess I wasn't joking when I said I was reviving this dead site. ^_^

3971
Introductions / Heya BZ!
« on: July 21, 2013, 10:28:30 pm »
Hey BZ! Gonna be using this site for some forum games (kinda like how you did it for EF7).

Reviving this dead site! XD

Could you set up a thread for me? (Assuming it actually starts up in CYS of course)

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