New Expansions - New Content - Post your favorites here
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Re: New Expansions - New Content - Post your favorites here
I'm glad you like the concept. However, limiting them to only one conjured weapon?Xel Unknown wrote:The concept of there being Conjure Weapon Traits that add minor additional effects while using the Weapon Talent... Seems really awesome. But I believe the only way to possilbity balance such traits... Would be to limit them to only work in paring with only one Weapon Talent. I'm going to totally make a topic to detail my thoughts on this interesting idea.
... Yeah. Sorry Xel, but that won't work. Trait's are never linked to 1 talent & 1 talent alone.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Just becuase it hasn't been done like that yet, doesn't mean it wouldn't work and/or be balanced if such a thing was done. It'll be extreamly hard to both build new Weapon Talents and Weapon Talent-traits, if you gotta make sure each one are balanced to a degree that each Talent and Trait must work with all of eachother making them need to be extreamly bland and have minor boosts that would have to somehow work with each type of combo one could make with it. I mean take that Sword and Shield idea you have right there. Think of it this way, the easiest to see ways to balance it is to factor in how it'd work with ALL 7 (and counting if that Celestia Spear Trait becomes a thing which far as we know is in the works) weapon talent traits... Or you build the traits to only work with ONE weapon talent at a time, making each version it's own type of thing to be awesome in their own way. I could see this turning into it's own new Trait type if we iron out the kinks enough.
Re: New Expansions - New Content - Post your favorites here
It goes against the trait's design. Each trait is made so it can help with a variety of different builds and abilities. Limiting a trait to only boost 1 specific combat talent, removes it from being a trait at all. In fact. It. Does. Not. Belong. In. The. System.
There is NOTHING that boosts one, specific combat talent. Not one other talent, or trait, or weapon. Limiting something to boost only 1 specific combat talent automatically removes it from system.
If more work is done to balance conjured-weapon traits like the one I've suggested, so be it.
There is NOTHING that boosts one, specific combat talent. Not one other talent, or trait, or weapon. Limiting something to boost only 1 specific combat talent automatically removes it from system.
If more work is done to balance conjured-weapon traits like the one I've suggested, so be it.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
While it's better for build options if a trait can be used for lots of different things, I don't see why having an extra trait in the system that was built to work with one specific talent would be a bad thing. Sure, it'd be great if it worked with more stuff - but it wouldn't *have* to. There's no rule against it.
Stairc -Dan Felder- Lead Designer
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Re: New Expansions - New Content - Post your favorites here
Why does it matter, you conjurers have been dominating expansions, additions and updates for weeks. There is enough stuff already in system to allow conjurations damn near for free. What benefit will having extra traits that buff single weapons really afford?
You know what traits there aren't any of? Offensive support. You can spend two traits to gain a max of 2 whole extra damage on single target attacks only. If you can't give out extra damage, then how about some pip cost reductions, on say, multiple successive attacks for example. Or since Traits can affect single talents, then that's where they need to be added, to basic attacks. I don't have anything off the top of my head, but maybe something like allowing Where It Hurts to be used more than once per turn. Or Imnterrupts/Reactions that do damage cost less, or gain and extra damage die.
You know what traits there aren't any of? Offensive support. You can spend two traits to gain a max of 2 whole extra damage on single target attacks only. If you can't give out extra damage, then how about some pip cost reductions, on say, multiple successive attacks for example. Or since Traits can affect single talents, then that's where they need to be added, to basic attacks. I don't have anything off the top of my head, but maybe something like allowing Where It Hurts to be used more than once per turn. Or Imnterrupts/Reactions that do damage cost less, or gain and extra damage die.
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: New Expansions - New Content - Post your favorites here
More dire than even single target attacks, there's pretty much nothing for adjacency/multi-target attacks.
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Re: New Expansions - New Content - Post your favorites here
1) The problem with damage boosters have been that multiattackers run away with them and destroy everything. Granted, the system could stand more 1/Round damage boosters and things.
2) For AoEs, I do want to do a trait line of some kind that gives you a benefit times X, where X is the number of creatures hit with a single attack. Though I guess that's more interesting in board where it's a challenge to see how many enemies you can line up in a burst. Still, AoE support is hard right now, as we realized we don't have any framework for how much damage AoEs should be allowed to do. When creating Fireball, we took Stab, knocked in down 1 die size, and made it hit 3 targets. Now we realize that's a ludicrous amount to damage inflation for AoEs to have, but we don't know what's reasonable.
Also to be fair I believe the recent conversation what about conjured *weapons*
2) For AoEs, I do want to do a trait line of some kind that gives you a benefit times X, where X is the number of creatures hit with a single attack. Though I guess that's more interesting in board where it's a challenge to see how many enemies you can line up in a burst. Still, AoE support is hard right now, as we realized we don't have any framework for how much damage AoEs should be allowed to do. When creating Fireball, we took Stab, knocked in down 1 die size, and made it hit 3 targets. Now we realize that's a ludicrous amount to damage inflation for AoEs to have, but we don't know what's reasonable.
Also to be fair I believe the recent conversation what about conjured *weapons*
Kindulas- Designer
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Re: New Expansions - New Content - Post your favorites here
This is really spur of the moment. Quick and dirty.
Combat Trait
Attack, Attack, Attack!
Whenever you use a standand attack that has an energy cost in battle, and follow up the next turn with the same standard attack, you pay one less energy. This effect isn't cumulative and ends when you choose to use a different combat ability.
Combat Trait
Attack, Attack, Attack!
Whenever you use a standand attack that has an energy cost in battle, and follow up the next turn with the same standard attack, you pay one less energy. This effect isn't cumulative and ends when you choose to use a different combat ability.
Cardbo- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Or is it? After all, die size can mean a LOT when it comes to crits... And those aren't balanced at all yet either!Kindulas wrote:When creating Fireball, we took Stab, knocked in down 1 die size, and made it hit 3 targets. Now we realize that's a ludicrous amount to damage inflation for AoEs to have, but we don't know what's reasonable.
One one level - it seems silly to add more and more to the combat system - it just means more stuff that will have to be rebalanced later once we finally get time to redo the balance on everything.
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Re: New Expansions - New Content - Post your favorites here
The thing I noticed with aoe attacks is that they're wholly unrepresented when it comes to pip boosters. There is a grand total one pip booster aoe attack (its decent, but there really should be some more variety).
Others talents are either very costly (5 pips or higher for "decent" damage) or simply not quite comparable to single target attacks, and most of them only affect target+adjacent (which is a problem when you enter fights with more opponents than PCs). Making a dedicated aoe build seems tougher than it should be.
Traits or abilities wise, I could think up a few things...
Others talents are either very costly (5 pips or higher for "decent" damage) or simply not quite comparable to single target attacks, and most of them only affect target+adjacent (which is a problem when you enter fights with more opponents than PCs). Making a dedicated aoe build seems tougher than it should be.
Traits or abilities wise, I could think up a few things...
- AOE stuff:
- [+1] Dancing Daggers - Standard Attack
Deal 2 damage to up to 1d8 different target creatures.
[-4] Fantastic Fireworks - Standard Attack
Deal 1d8 damage for up to six target creatures, rolling individual dice for each. This ability cannot trigger more than three special moves.
[-5] Curved Shot - Standard Attack
Deal 1d10 damage to target enemy and flip a coin. If heads, deal 1d12 damage to all enemies above them in the initiative order. If tails, deal 1d12 damage to all enemies below them in the initiative order.
[-3] Cursed Shackles - Standard Attack
Target enemy is afflicted with Cursed Shackles (save ends). At the start of their turn, they are dealt 1d6 damage, whilst adjacent enemies are dealt 1d12 damage.
Shrapnel - Trait
When damaging creatures with abilities that target adjacent creatures, you may add +2 damage against the adjacent creatures.*
* For instance, targeting creatures with fireball would add 2 damage to the "adjacent" targets, but not the main one.
Bouncing Ballistics - 2/battle - Trait
When you affect creatures with an ability that targets adjacent creatures, you may target an additional (normally unaffected) creature to be treated as adjacent for the purpose of the ability.
Target Economy - 2/battle - Trait
Trigger: You target two or less creatures with a combat talent that can target more than two creatures.
Effect: Gain 1 Pip.
Last edited by Zarhon on Fri Aug 09, 2013 4:14 am; edited 1 time in total
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Re: New Expansions - New Content - Post your favorites here
Very true. AOE is awesome in the tabletop version, but it's underrepresented in skype.
What about some kind of spreading plague?
[?] Spreading Plague - Standard Utility
Target creature is subjected to your "Spreading Plague" (save ends). A creature subjected to your Spreading Plague loses 5 life at the start of its turn. Whenever a creature fails a save against your Spreading Plague, each creature adjacent to it is subjected to your Spreading Plague as well.
Also, maybe an AOE that deals damage to several enemies and heals you equal to the total damage dealt.
[?] Brilliant Blaze - Standard Attack
Deal 1d8 damage to up to three creatures. You gain HP equal to the total damage dealt this way.
What about some kind of spreading plague?
[?] Spreading Plague - Standard Utility
Target creature is subjected to your "Spreading Plague" (save ends). A creature subjected to your Spreading Plague loses 5 life at the start of its turn. Whenever a creature fails a save against your Spreading Plague, each creature adjacent to it is subjected to your Spreading Plague as well.
Also, maybe an AOE that deals damage to several enemies and heals you equal to the total damage dealt.
[?] Brilliant Blaze - Standard Attack
Deal 1d8 damage to up to three creatures. You gain HP equal to the total damage dealt this way.
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Re: New Expansions - New Content - Post your favorites here
I think Brilliant Blaze is already represented with Brilliant Flare, unless you mean it to be a pip booster (which would make it superior to syphon life).
[-3] Brilliant Flare - Standard Attack
Roll a d8. Deal that much damage to up to six enemies. You and up to three allies gain that much hp.
[-3] Brilliant Flare - Standard Attack
Roll a d8. Deal that much damage to up to six enemies. You and up to three allies gain that much hp.
Zarhon- Smile Smile Smile
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Re: New Expansions - New Content - Post your favorites here
It's based on Brilliant Flare, but the difference is that you gain life equal to the *total* damage dealt, not just the result of the d8.
Stairc -Dan Felder- Lead Designer
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Re: New Expansions - New Content - Post your favorites here
Staric has a point actually.. AoE damage (espessically in Skype), as well as crits aren't balanced very well. So... I think we should move away from combat talents and traits until the rework is conplete.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Last minute content submission (That may actually already be too late)!
- racial or utility talent:
Thermal vision (1)
Your race can see heat almost as well as most creatures see colors. Making out the details of a warm body is difficult, but it's very hard for living creatures to hide from you.
sunbeam- Epic Pwny
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Re: New Expansions - New Content - Post your favorites here
I really like thermal version!
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
It actually isn't too late to submit stuff for this bag of updates. Kindulas and I have been crazy busy with Spelltacular, my D&D camp, Wizbots Battlefighter Extreme, Legends of Orfyngard and (this last one is actually just us having fun playing someone else's game) SolForge.
Long story short, we've got most of the update done - but we want to include 1 or 2 more community suggestions. We're more interested in utility talents, racial traits and destinies than we are combat stuff at the moment (got a lot of that in so far).
Long story short, we've got most of the update done - but we want to include 1 or 2 more community suggestions. We're more interested in utility talents, racial traits and destinies than we are combat stuff at the moment (got a lot of that in so far).
Stairc -Dan Felder- Lead Designer
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Re: New Expansions - New Content - Post your favorites here
I'll just dump this here then. Been a while since I've brought it up.
- Luna's Rangers:
- Apprentice
Your training as a ranger has begun! Now you can move with almost no sound, blend in with the environment around you and notice what other miss. but most of all, you have been given the ranger's signature tool. The bow! You gain a permanent bonus of +3 to both Stealth and Perception, and as long as you have the ranger's bow item on you, you can perform the following talents:
Rope Shot
Preparation time: 1 minute
By trying a rope to your arrows, you can get your ropes to places that they otherwise could not reach! You must have sight of the target, and the rope is 50ft in length.
Snap Shot - Daily
You can perform one shot instantaneously
Ranger
Your training is now complete. Now, you make no sound as you move and become one with the shadows. In addition, your eye for detail has almost become super-natural. Granting you a +2 bonus in both Stealth & Perception. Finally, your skills with the bow has become even greater. Giving you even more tricks, and upping the usage of Snapshot to 2/day
Cripple Shot
Preparation time: 10 seconds
Your aim with the blow is a dangerous thing. You can cleanly hit creature's limbs within 100ft of you and you have sight off. Hitting the limb can either make them drop an item they are holding, slow down their speed or if its a wing. Make them plummet down from the sky.
Douse Shot
Preparation time: 30 seconds
You can imbue you arrows with the darkness of the night. Allowing you extinguish a light-source within 50ft of you - save the sun - for an hour.
Master
You have become what few ranger every do. You have become a master of ranger's, whose skills are on par with legends. Your stealth and perception bonus become +10, snapshot can be used 5/day, the preparation time for all previous abilities are halved and you gain the additional abilities:
Mark the Target
Preparation time: 2 minutes
The Master's aiming ability in simply supernatural, meaning they no longer need to be able to see their target. They can simply feel where they need to hit. This ability must be used in conjunction with a 'shot' ability.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
- Chloroform (Utility Talent):
- Chloroform - 1/Day
Preparation Time: 6 Seconds
Knock a creature of your size or smaller who is helpless or unaware of your presence unconscious. The creature regains consciousness after 15 minutes or if another creature helps it with a heal check (DC 20 + Your Level).
- Recycle Crazy Contraption (Utility Talent):
- Recycle Crazy Contraption - 1/Day
Prerequisite: Create Crazy Contraption
You recreate a Crazy Contraption that you have already made today.
Paper Shadow- Smile Like You Mean It
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Re: New Expansions - New Content - Post your favorites here
- Destiny:
- Luna's Ranger [Created by Fury of the Tempest]
(Azure’s Rewrite)
Apprentice - Level 4
Your training as a ranger has begun! Now you can move with almost no sound, blend in with the environment around you and notice what others miss. Gain a permanent +3 bonus to Stealth and Perception. You have also been given the ranger's signature tool: the bow. You gain the following talent:
Snapshot - Daily
You can perform one Shot instantaneously.
You can use the following talent with the bow:
Rope Shot
Preparation Time: 1 minute
By trying a rope to your arrows, you can get your ropes to places that they otherwise could not reach. You must have line of sight to the target location, and the rope is 150ft in length.
Ranger - Level 7
Your training is now complete. You gain the Nightwatch utility talent for free. The bonus to your Stealth and Perception increases to +5. You can use Snapshot 2/day. And you can use the following talents with the bow:
Cripple Shot
Preparation time: 10 seconds
Your aim with the blow is a dangerous thing. Choose a target within 150ft and within line of sight to you. You can cleanly hit that creature's limbs. Depending on the limb hit, you can either make the target creature drop an item they are holding or slow down their speed; or if it is a wing, make them plummet down from the sky.
Douse Shot
Preparation Time: 30 seconds
You can imbue you arrows with the darkness of the night. Allowing you to extinguish any light-source - save the sun - for an hour. You must have line of sight and be within 150ft of the target light-source to use this talent. The light-source must be no bigger than 30 cubic feet. The arrow is destroyed after it hits, leaving no trace.
For the duration of the effect, the light-source is fully suppressed. The target also gives off no heat or smoke if the light-source is a flame, such as a lit candle or brazier. When the effect ends, the light-source returns to normal, giving off normal heat and smoke if the light-source was a flame.
Flare Shot
Preparation Time: 1 minute/5 minutes
You can imbue an arrow with light that is viewable at day or night with equal intensity. You may choose to have the light be any color when you use this talent. The light has a radius of 50ft from the arrow, and can be fired from your bow to a range of 150ft. The arrow can be commanded to explode at the location desired, becoming a sphere of light 100ft in diameter at the location of the explosion. The explosion destroys the arrow, leaving no trace. Regardless of use, the light lasts for 10 minutes.
You may double all of the above (the intensity of the light, the radius of light from the arrow to 100ft, the range the arrow can travel to 300ft, the sphere’s diameter of light to 200ft, and the duration of the light to 20 minutes) by increasing the Preparation Time to 5 minutes.
Master - Level 10
You have become a master Ranger whose skills are on par with legends. Your bonus to Stealth and Perception becomes +10. You can use Snapshot 5/day. The preparation time for all your Shot talents is halved. You gain the following talent:
Mark the Target
Preparation Time: 2 minutes
You mark a target creature or location that you can see. For the next hour you know where the target creature or location is and any Shot talents to that creature or location do not require line of sight.
And you can use the following talent with the bow:
Shadow Shot
Preparation Time: 10 seconds
You can imbue your arrow with teleportation magic. You must have line of sight to the target creature or location, and the range to the target can be no more than 150ft away. You instantly teleport to the target location. If you selected a creature as the target, you appear adjacent to the target creature. The arrow is destroyed after it is used, leaving no trace.
- Destiny:
- Master of Air, Land, and Sea Destiny (Created by Azureink and consulted by Nehiel Mori)
Level 4: Cadet
Congratulations on acquiring your first vessel! Either you’ve invented it yourself or have acquired it from a crazy scientist. You may use the following Utility Item:
Skiff - 2/Day
Preparation Time: 10 minutes
The Skiff is a prototype invention, a small cube the size of a dice. You can activate the cube to have it unfold into a huge skiff that can carry you and up to eight other medium-sized creatures comfortably. It has one of the following travel mode traits:
Air: Huge-sized, can travel 10 miles per hour, fly with average maneuverability and can be ridden by you or any creature you designate. The Skiff lasts for up to 12 hours.
Land: Huge-sized, can travel 15 miles per hour and can be ridden by you or any creature you designate. The Skiff lasts for up to 12 hours.
Sea: Huge-sized, can travel 20 miles per hour on the sea and can be ridden by you or any creature you designate. The Skiff lasts for up to 12 hours.
Level 7: Midshipman
You have plowed the trade routes for a while now and have earned enough to upgrade your huge skiff to the next category, a frigate. Choose one of the travel mode traits from level 4 that you didn’t choose for your Skiff and it gains that trait, and the speed of all your travel modes increases by 5. You also have outfitted your vessel with an additional feature not in the design specs. Choose one of the following:
Harpoon Hooks 2/day:
The vessel is equipped with harpoon hooks, capable of extending up to a mile in length. They may be fired at objects, other vehicles, or even creatures to hook onto them; allowing them to be lifted, restrained, or pulled up as though under the effects of the Master Telekinesis Utility Talent. Each use of this ability lasts 1 minute.
Remote Piloting 2/day:
Through enchantment or the installation of some sort of device, you may now pilot your vessel from any distance as though you were at the helm. You suffer a -15 penalty to skill checks to pilot the vessel if you are unable to see/locate the craft. Each use of this ability lasts 10 minutes.
Level 10: Captain
For some, the sky's the limit. For you, it’s only the beginning. You have upgraded your frigate into an amazing galleon that holds chambers for up to twelve medium-sized creatures. You gain the last travel mode trait that you didn’t choose at level 4 and 7, and your vessel can travel at high speeds, gaining a +20 bonus to speed. Its size becomes Colossal and it now hosts a magical storage hold that provides delicious meals for up to twelve medium-sized creatures, once per day, as though it was a single use of the Instant Party Utility Talent. The cargo hold can carry up to six tons in weight, and of any size smaller than itself, without hindering its ability to function. Your vessel also comes equipped with the feature that was not chosen at Level 7. No creature is capable of piloting or controlling the vessel unless allowed by you. If you choose, instead of disappearing at the end of 12 hours, the galleon will instead persist forever until it is destroyed or until you decide for the talent to end. You may only have one galleon in existence at a time. However, you may continue to use Skiff to create frigates. You also gain the following Utility Talent:
Beam me up! - 1/day
Instantaneously teleport one willing creature aboard the vessel. The creature must be within line of sight of the vessel, or within a mile of the vessel.
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Re: New Expansions - New Content - Post your favorites here
There's some from earlier weeks as well as some recently suggested. Something I noticed from looking back over the thread is that it seemed to have started with a majority of non-combat suggestions then upswung towards combat suggestions over time.Stairc -Dan Felder wrote:Long story short, we've got most of the update done - but we want to include 1 or 2 more community suggestions. We're more interested in utility talents, racial traits and destinies than we are combat stuff at the moment (got a lot of that in so far).
ZamuelNow- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
.... Did you go back and read my thread on that Desinty Azureink?
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
So... why didn't Dual Conjuration go through?
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
You might as well ask why stuff from my Skill Support thread never seems to go through. They choose what they feel like choosing.
Ramsus- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Ramsus. They've given feedback for reasons why before.Ramsus wrote:You might as well ask why stuff from my Skill Support thread never seems to go through. They choose what they feel like choosing.
So shut it.
Fury of the Tempest- Freakin' Alicorn Princess
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