Roll 2 Dodge: Invictus
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Roll 2 Dodge: Invictus
Hey guys! Bigkahuna here. This is the mysterious game that I have been brainstorming/trashing/changing/refining for a while now. It has gone through a couple different phases…
I still really want to try game #2 in the above “Past Plans” spoiler. We need some more humorous games out there.
…but I have decided to return to my first love of a fantasy-style, plot-heavy game. I know that there are several already out there, so I will try to sell my points here . I wanted to go through proper channels instead of randomly posting my game like most GMs making a new game tend to do.
Game Overview
• Mid-high fantasy level : medieval-type settings, magic use, races other than humans, potential deities or super humans [demigods].
•Setting: Be prepared for a lot of text. I am not going to put my front-page game setting monologue just yet, but here are some basics of the game setting as well as some historical background for context.
All right! Thanks for reading all that.
If you would like to join my game, please say that you support it.
If you think my game is worthy to join the ranks of the others gracing this forum, please say that you support it.
If you support my game but think it needs some improvement, please post your questions, comments, or concerns and I will do my utmost to address them.
If you think my game is crappy, unoriginal or dull in some way, please do not troll – give me some constructive criticism on how I can improve it.
- Past Plans:
1. Several feeble seniors in a nursing home due for euthanization get selected for a special program and are placed in surrogate bodies inside an MMO type world. Awkward role-playing and slapstick action galore.
2. Bored seniors in a nursing home (c wat I did thar?) reluctantly join a D&D game led by the activities director, who soon gives up in exasperation, and later the cafeteria woman, who secretly loves to role-play.
A spoof on D&D, with some hilarious role-playing mishaps by each of the seniors; a ridiculously illogical and un-proportionately epic plot; trampling over statistics for humorous battles, etc.
I still really want to try game #2 in the above “Past Plans” spoiler. We need some more humorous games out there.
…but I have decided to return to my first love of a fantasy-style, plot-heavy game. I know that there are several already out there, so I will try to sell my points here . I wanted to go through proper channels instead of randomly posting my game like most GMs making a new game tend to do.
Invictus:
The Unconquered
Game Overview
• Mid-high fantasy level : medieval-type settings, magic use, races other than humans, potential deities or super humans [demigods].
•Setting: Be prepared for a lot of text. I am not going to put my front-page game setting monologue just yet, but here are some basics of the game setting as well as some historical background for context.
- Setting:
Time: Six months ago
Location: the planet Ellasar
In the year 40 of the Third Cycle, an entire world materialized within interstellar space. Kingdoms spanning continents were already in place, with their inhabitants aware of a vast history spanning epochs but no knowledge of their previous lives.
Humans have become the dominant race, the others quietly migrating, being driven out, or otherwise lost to the known world. Namely, the continent of Askahad. Insignificant thousands, most of them by habit but dissenters under duress, carry out their Life Assignments, created to cater to the needs of the Travelers constantly arriving from the Unknown.
Invictus takes place primarily on the Great Continent [Askahad] and the surrounding islands, but new areas could potentially be explored in the future.
The world is tolerating its longest period of unrecorded peace in history. Unrecorded, because 6 months is the farthest any of the inhabitants can remember without referring to the Histories. Tolerating, because the two rival nations Trinnea and Allebe have been itching to dive for each other's figurative throats for years.
Allebe has a long and deep-seated history of grievances with Trinnea.Allebe v. Trinnea Backstory wrote:When the Allebian monarch (High Proctor Ignacior III) was only three years into his reign, he was challenged to a traditional sparring duel by the Trinnean monarch (King Movum) for the hand of Ignacior’s daughter. Ignacior lost the duel and a daughter.
This was over 150 years ago (c2, y884).
To understand this unique situation, you must learn a few things:
1. King Movum was a dwarf.
2. Allebians, particularly the upper class, detest dwarves. Their suspicion for the other races on the Continent as opposed to Trinnea’s toleration was the main reason that they seceded in the first place. The short furry things seemed like freaks of nature to them.
3. King Movum’s new wife gave birth to a half-dwarf child.
The disgraceful insult of a duel, combined with the fact that his daughter was used to bring a new “order of abominations” into the world drove Ignacior mad. He launched a massive invasion into Trinnea, which was halted in the forested mountains near the border by none else than a small army of elves and dwarves.
Trinnea left Allebe be with that show of cruel irony, confident that the threat was suppressed indefinitely.
However, the aristocracy of Allebe never forgot the abuse they had suffered. The delusional Proctor, of course, was distraught and died a few days after the defeat, but the rest lived on with the knowledge of their failure. His son inherited the shattered kingdom. His generals scraped together the remnants of the military.
As a final blow, Trinnea stole the last possible shred of pride Allebe had by taking a single piece of property – the well-flaunted distinction of being the Birthplace of Magic – or at least the Source of the Rune Stones – a trade monopoly in and of itself. Many of Allebe’s greatest magicians and intellects were drawn to this supernatural phenomenon in search of higher knowledge.
They say feuds are hereditary. In this case, they are probably right.
Trinnea has more of a tactical and economical interest in Allebe.Trinnea v. R.A.N. & Allebe Backstory wrote:
Trinnea used to be a great empire. The only empire, in fact, to span the entire Continent. This was before the Great Invasion (c2, y560). From the neighboring island of Kamei (or perhaps another continent, historians differ on the origin) an enormous syndicate of pirates and smugglers invaded the eastern portion of the Continent.
Raiding anywhere from small villages to the largest cities, the aggressors made their way unheeded into the heart of the continent, where they were at last encountered by the Mage Corps of the Trinnean Military. Having no magical defenses, a large portion of the pirates fell to the onslaught, but the rest escaped. A deal was made between the group and the Trinnean government, and the island of Kamei was granted to them (and their associates/descendants/etc.) indefinitely.
Several years after this event, small revolutions began occurring throughout the Continent by disillusioned civilians convinced that the current established government could not protect them. After a long and bitter civil war, the Trinnean government was morally obligated to let large portions of their Empire secede into their own nations, under the assurance that each individual nation would be no larger than 200 square miles in diameter (a ‘manageable size’) and would not combine with the other seceded nations.
Thus, the conglomerate Republic of Askadian Nations [R.A.N.] was born. Finding a loophole in the terms of the treaty, the individual seceded states formed a democratic republic with a loose central government to ensure the continued survival of them all.
Allebe, on the other hand, was another matter entirely.
In the year 714 of the Second Cycle, a small group of dissidents wheedled and bribed their way into the inner courts of the Trinnean government. They proceeded to assassinate the king and create a new seat of government with them at its head. Their only grievance was Trinnea’s traditional tolerance of non-human races1. However, enough of the government and public sympathized in some way with their cause to discourage the original regime from instigating yet another civil war.
A treaty was written between the two parties that essentially split the remaining Empire in half. The new regime, having the upper hand, received the better end of the deal; they obtained much of the natural resources as well as the Source of the Rune Stones (until, of course, Trinnea took it back in reparations [see the Allebe Motivations spoiler]). Their new country they named Allebe, after their poster-child for subhuman grievances2.
Trinnea was bound by law, treaty, and moral compulsion to leave be the seceded territories now in the R.A.N., but not so Allebe. Ever since Allebe broke the terms of the treaty and invaded Trinnea 326 years ago [see the Allebe Motivations spoiler], preparations have been silently made to seize back the “stolen” territory.
1 – Particularly their mistrust of the rather secretive elves, and their fear that the dwarves were taking away jobs from the “more deserving” humans in the budding industrial market.
2 - Allebe Nodd was an early instigator of anti-dwarf and elf riots. He was killed in one of these riots after a routine vandalism against a primarily-dwarven mining operation became violent.
- Plot-based game:
- My entire game is based upon a single premise – one that the players will find out gradually throughout the game, small hints given here and there.
This single premise defines their entire lives, the world around them, the game systems, their relationships, and the politico-religious undercurrents that are threatening to disturb the balance of power.
It is not completely true to call it a “plot-based game”. I have a basic design of a plot, but mostly just a skeleton including what events are going to occur based on NPC (non-player character) actions, and some climaxes as well as an ending based on inevitable paths that I believe the players will take out of ambition and curiosity.
However, the players will make every single choice in the game. I will simply stay “one-ahead” and plan out the next scenario they encounter based on their previous actions, their choices, and what the NPCs have already put into motion themselves.
This game is a persistent world – things happen whether the players were involved or not – and one small decision could affect the entire plot and every country and race involved.
- Diplomatic Relations:
My game will have true diplomacy. The players will have opportunities to create and maintain (or impair) relationships between the different races, countries, and their monarchs.
These relationships could be altered (for better or worse) by the players through several things:
•Race: the players could help stabilize/weaken the internal affairs of certain tribe/governments [as requested by the race in question or outside influences wishing to stabilize/weaken them because of acceptance/prejudice]
Perhaps a new race will be discovered/re-discovered by the players, who find themselves the only link between them and the outside world.
Perhaps an entire race will be brought to the brink of extinction, and they will request the aid of the players to bring them out from the heavy hand of humankind.
•Countries and their Monarchs: the nations of Askahad are numerous and all have various interests they would like carried out. The players must choose whom they will lend their services to, for mercenaries as well as labor for other less savory tasks are in high demand…
A job done well is never disregarded in dangerous times. Continue to please the Powers that Be and Someone Higher Up may notice your handiwork and call on you for greater tasks…
- Mechanics:
There will be two game modes: Combat and Out-of-combat.
In combat, you may perform one action as your attack/defense/course of action during the time the roll covers. You may also do simple things such as dialogue, using/picking up items, etc. All players must post actions to warrant a roll.
Out of combat, you can pretty much do whatever you want within the limit of your skills and abilities. Not everyone has to post an action to warrant a roll unless it is a major decision that must be made (splitting up loot, etc.)
The dice used for both of these will be a d20.
Rolling a one (1) will be a critical failure, and rolling a twenty (20) will be a critical success or critical hit [during combat].
- Skills:
All supernatural skills (-mancy, -kinesis, -bleh) will be replaced by magic. Learning spells and such will be explained when encountered in game, but I will say now that there will be Mana bar (MP or ‘magical potential’) as well as runes. Many spells are common and can be bought or sold, but all must be learned or made. All spells require mana, but may or may not require runes – in some cases runes are used as a catalyst or a supplement for a lack of MP.
All basic combat skills will be initially learned in your first combat training session. The combat skill tree is divided into three – the “Combat Triangle” – magic (spells), melee (hand-to-hand combat and weapons), and ranged (bows, thrown weapons, and such).
General knowledge and basic skills (strength and agility, basic stealth, looting, etc.) will be assumed, but skills that require special knowledge (alchemy [making of potions], smithing [making of armor], etc.) must be learned through realistic means.
Attempting to perform an action requiring special knowledge or learning a skill through practice or trial-and-error can be attempted, but will most likely end in fruitless efforts or disaster. You will not gain any numerical penalties, per se, but your utter lack of knowledge will most likely result in lower quality work or misfortune.
- Life and Death:
In the game, you will have 20 hitpoints. This is not overly generous – there are many dangers out there. If you lose all your hitpoints, you will go unconscious and will have one or two turns to be revived, based on environmental circumstances.
Health can be healed through potions or restorative spells as well as some vegetation. If you have no wounds that are actively bleeding, you will heal by one (1) hitpoint a turn. If you have any wounds that are causing you any large amount of blood loss, you will not receive this regenerative bonus. You may even lose hitpoints per turn, depending on the severity of your wounds.
If you die, game over for you. On the waiting list you go, a new character must be started, etc.
All right! Thanks for reading all that.
If you would like to join my game, please say that you support it.
If you think my game is worthy to join the ranks of the others gracing this forum, please say that you support it.
If you support my game but think it needs some improvement, please post your questions, comments, or concerns and I will do my utmost to address them.
If you think my game is crappy, unoriginal or dull in some way, please do not troll – give me some constructive criticism on how I can improve it.
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Invictus
I endorse
FLAMELASHER- Gamemaster
- Posts : 727
Join date : 2011-02-17
Location : England
Re: Roll 2 Dodge: Invictus
I endorse
Talkal- Avid Roleplayer
- Posts : 236
Join date : 2011-02-17
Age : 32
Location : Poland
Re: Roll 2 Dodge: Invictus
What, no real constructive feedback whatsoever?
I'd like some comments, or if you think it's that perfect, a re-assurance that the game is blemish-free.
I'm sure that my application and game has flaws in places... I'd like to know where they are an actual issue. If anything comes to mind, please tell me about it.
I'd like some comments, or if you think it's that perfect, a re-assurance that the game is blemish-free.
I'm sure that my application and game has flaws in places... I'd like to know where they are an actual issue. If anything comes to mind, please tell me about it.
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Invictus
How does equipment work? And how does currency work?
FLAMELASHER- Gamemaster
- Posts : 727
Join date : 2011-02-17
Location : England
Re: Roll 2 Dodge: Invictus
1. Equipment? As in what?
2. Currency.
In its early days, Trinnea had established a national currency throughout its empire. Up to this point, people had traded hard goods to trade, or bits and pieces of gold and silver. Instead of attempting to invalidate the valuables the natives of the conquered territories already owned, the government enacted a unit of measurement, a trine, consisting of approximately one-half ounces. All monetary transactions were weighed on a scale relative to this measurement.
Often, remote villages would own a single government-authorized trine weight, and all trade interactions would involve using that trine and weighing it against any silver or gold they had available.
Without a mint, this was the utmost the Trinnean government could do without resorting to beating out each coin individually. When some enterprising citizen requested a patent for an experimental coin mold he had invented, the trine system was too ingrained to be replaced.
However, when Allebe and the nations in the R.A.N. seceded, one of their predictable first actions as sovereign nations was to change the currency. Each created their own separate national currency using the new minting system, but the exchange rate grew to be so clunky (1:0.27:0.18; trine:secerra:rayn) that finally international trade stagnated.
Thus, soon after the secession of Allebe, an agreement was reached to create a global currency. National pride required to include a portion of each of the nations' names inside of the name of the currency, but an argument started over which portion of the name of each nation was to take the honor of being the first syllable, so independent names were chosen.
Main unit of currency: Unica
Metal: a Bronze alloy
NOTE: coins worth multiple unicae (5, 8, 20, 50, 80) are commonly larger and made of gold and/or silver
10 fragmai = 1 unica
10 unicae = 1 nirva
10 nirvae = 1 satchel
NOTE: the highest unit of measurement, a 'satchel', was so called because people with this large armount of hard currency often carried it in much smaller units (and thus required a larger container) so as not to be mugged with an easily taken coin or bank receipt.
2. Currency.
In its early days, Trinnea had established a national currency throughout its empire. Up to this point, people had traded hard goods to trade, or bits and pieces of gold and silver. Instead of attempting to invalidate the valuables the natives of the conquered territories already owned, the government enacted a unit of measurement, a trine, consisting of approximately one-half ounces. All monetary transactions were weighed on a scale relative to this measurement.
Often, remote villages would own a single government-authorized trine weight, and all trade interactions would involve using that trine and weighing it against any silver or gold they had available.
Without a mint, this was the utmost the Trinnean government could do without resorting to beating out each coin individually. When some enterprising citizen requested a patent for an experimental coin mold he had invented, the trine system was too ingrained to be replaced.
However, when Allebe and the nations in the R.A.N. seceded, one of their predictable first actions as sovereign nations was to change the currency. Each created their own separate national currency using the new minting system, but the exchange rate grew to be so clunky (1:0.27:0.18; trine:secerra:rayn) that finally international trade stagnated.
Thus, soon after the secession of Allebe, an agreement was reached to create a global currency. National pride required to include a portion of each of the nations' names inside of the name of the currency, but an argument started over which portion of the name of each nation was to take the honor of being the first syllable, so independent names were chosen.
Main unit of currency: Unica
Metal: a Bronze alloy
NOTE: coins worth multiple unicae (5, 8, 20, 50, 80) are commonly larger and made of gold and/or silver
10 fragmai = 1 unica
10 unicae = 1 nirva
10 nirvae = 1 satchel
NOTE: the highest unit of measurement, a 'satchel', was so called because people with this large armount of hard currency often carried it in much smaller units (and thus required a larger container) so as not to be mugged with an easily taken coin or bank receipt.
Last edited by bigkahuna on Tue Aug 23, 2011 12:01 pm; edited 4 times in total
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Invictus
By equipment I mean weapons and armor.
FLAMELASHER- Gamemaster
- Posts : 727
Join date : 2011-02-17
Location : England
Re: Roll 2 Dodge: Invictus
Okay.
Weapons and Armour I like to divide in three sections, because there are three basic Combat branches: Magic, Melee, and Ranged.
The Combat Triangle is as so:
Magic > Melee
Melee > Ranged
Ranged > Magic
This is mostly because of the armor and weapons used.
Does these posts answer your questions? They're kind of long, but I thought it would clarify some things and incite interest in those who are legitimately curious in the game.
Weapons and Armour I like to divide in three sections, because there are three basic Combat branches: Magic, Melee, and Ranged.
The Combat Triangle is as so:
Magic > Melee
Melee > Ranged
Ranged > Magic
This is mostly because of the armor and weapons used.
- Melee Armor and Weapons:
Melee Armour is designed to defend against its peers. It mainly consists of metal plates fused or crafted together in some way, shape or form (usually smithed by someone knowledgeable in the trade).
It offers an excellent defense against most ranged weapons, because arrows and other thrown objects have more difficulty piercing the metal plates than if one was wearing some other sort of armor.
It offers a poor defense against magic. Many magicians fight with the power of the elements, for example. If one cast a ball of fire at you while you're wearing steel plates, you would have the risk of being roasted alive. Energy could circulate through your armour and roast you. Water could rust your armour or fill it up and make you waterlogged.
This threat can be reduced by the use of magical wards, or even a layer of leather on the inside, but wards require energy, and leather is not a very sufficient defense against the magical arts.
Melee Weapons mostly consist of sharp-edged weapons such as swords, axes, spears, or blunt weapons such as maces, warhammers, and the like. They offer a good offense against magic and ranged because of their occasionally limited protection.
- Ranged Armor and Weapons:
Ranged Armor is designed to give the bearer speed and mobility as well as basic protection. It is mainly crafted out of thick leather - to offer insulation from magical attacks as well as basic protection from melee and ranged attacks - but recent studies have shown that hides that are more durable or are from animals that are naturally magic resistant create a most excellent magical defense.
It offers a great magical defense, due to its lightweight structure and insulating nature, but melee weapons tend to pierce it more readily.
Ranged weapons include projectile-launching weapons such as bows, crossbows, etc.; thrown weapons such as knives or more volatile explosives, etc.
They are useful against mages especially because of their usual lack of armor, but melee fighters tend to have more resistance because of their metal plate armor.
- Magical Armor and Weapons:
Magical armor is custom designed for three purposes: Comfort, Style, and Offensive Enhancing Capabilities.
Mages were never supposed to be invincible warriors or mobile tanks - casting spells takes time and concentration, and a stray thought could cause a drastic mistake. Thus, the comfort and style.
As a result, they tend to be rather isolated -- either battlemages raining death from afar, defensive mages protected by the ones they are protecting with wards, or restorative mages tending the wounded.
Making the lone warrior all the more dangerous. This is why magical robes as a rule are pre-imbued with a simple spell of enchantment as well as threaded with Runic Essence to allow the bearer to channel their power more fully. The goal is to strike down an opponent before they get close enough to strike.
Stories have been told hundredfold of mighty warlocks in full battle armor who had their arms worn down by the vambraces, were slain trying to scratch themselves from within chainmail, or had a fire spell backfire and roast them from within their armor.
Including this, the same magic-resistance capabilities that ranged armor has seems to limit the abilities of a mage to summon the same power for his spells as he would otherwise.
Magical weapons are mostly limited to the use of spells, but there are other things that can be used to channel your power in unexpected ways that are not limited to a petty wizard's stave...
Does these posts answer your questions? They're kind of long, but I thought it would clarify some things and incite interest in those who are legitimately curious in the game.
Bigkahuna- Worldmaster
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Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Invictus
To be honest, I can't seem to get a handle on how the game is going to roll.
Nothing is blatantly wrong with the mechanics, but I'm really not sure how it will play out.
Perhaps a mock roll would help?
Nothing is blatantly wrong with the mechanics, but I'm really not sure how it will play out.
Perhaps a mock roll would help?
Saima- Gamemaster
- Posts : 636
Join date : 2011-03-08
Age : 26
Location : Ontario
Re: Roll 2 Dodge: Invictus
Sure. It's hard out of context, but I'll try. Not that the whole bit is not how I'm going to be rolling and interpreting actions -- it's just filler.
Does that help you any? What you can take from this is that I'll generally do a couple of mid-term rolls to determine the outcome of a certain attack. Normally, environmental factors, player/enemy items/powers, and other things would also play a part.
- Example Roll:
Out-of-Combat
A hairy goblin jumps out from behind a rock and waves a small dagger at you threateningly.
Action: I like goblins. Walk towards him(/her?) and introduce myself, maybe giving it a little present.
You walk over to the goblin, stopping a few feet short to avoid his/her rank scent of cabbage and goat. Stretch out your hand, and try to remember all that the Academy taught you about first-contact scenarios.
15
Well, by the way the creature's trousers and leather coat are sagging in the middle, as well as the conspicious empty roasting spit behind him, you guess that he/she's hungry, and you'd rather not be the source of its relief. You throw a loaf of bread as a peace offering and reach out your hand in the ancient symbol of parley.
4
"I come in peace. My name is Chuck No-"
The goblin, ignoring every single rule of parley, ignores your friendly banter and attempts to spit on the offered hand...
16
...but you intercept the offending spittle in mid-air with a roundhouse kick and quickly step back. Looks like this is going down the old-fashioned way.
In-Combat![i]
Action: Roundhouse kick the goblin in the face, what else?
6
You lean back to add some extra [i]oomph behind your kick, but the goblin notices the slight movement and ducks down just in time for you to miss your intended target. You quickly try to correct your position, but not before the accursed muppet takes a pot-shot at your exposed torso...
14
You correct your leg's trajectory in time to slam it down onto the goblin's forearm, sending its wielded dagger sliding across the dusty floor. It stops moving on the edge of a small ravine teetering on the edge of its hilt.
Does that help you any? What you can take from this is that I'll generally do a couple of mid-term rolls to determine the outcome of a certain attack. Normally, environmental factors, player/enemy items/powers, and other things would also play a part.
Bigkahuna- Worldmaster
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Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Invictus
Alright. Thank you very much, as that does help me evaluate the game more thoroughly.
The thing I would watch out for is over-rolling. It seemed to me that the end of the encounter was just decided by the last roll (with the first one semi-irrelevant).
I'd still love to play the game, if I can find time.
I endorse this, with the power of 0.8 gods
The thing I would watch out for is over-rolling. It seemed to me that the end of the encounter was just decided by the last roll (with the first one semi-irrelevant).
I'd still love to play the game, if I can find time.
I endorse this, with the power of 0.8 gods
Saima- Gamemaster
- Posts : 636
Join date : 2011-03-08
Age : 26
Location : Ontario
Re: Roll 2 Dodge: Invictus
Saima wrote:The thing I would watch out for is over-rolling. It seemed to me that the end of the encounter was just decided by the last roll (with the first one semi-irrelevant).
Yeah, I've had this problem in the past. I agree with many other D&D GMs in the facts that the game should not entirely be based on luck, and the players/enemies should be able to react according to their natural intelligence outside of the narrow box that is their action.
I'm attempting to limit the scope of the players' rolls to end when their action is either completed, or they're in a position where it's either not possible to complete their action, or something happens which causes them to not be able to react (a wound, an unexpected occurrence, ducking for cover, trying to recover from something, etc.)
Otherwise, I'm going to roll for pretty much everything that is rollable. The systems are tailor-made to ensure that I'm not working my head off to write a page-per-action, though.
Well, I have my four endorsements. When my internet for my computer with the game main page file is working, or I get a USB stick to transfer it, I will put it up. Any other comments until then would be greatly appreciated.
NOTE: That example roll is not my style... so don't be looking for quirky humor and Chuck Norris roundhouse kicks.
Bigkahuna- Worldmaster
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Location : United States
Re: Roll 2 Dodge: Invictus
Can I reserve a place?
FLAMELASHER- Gamemaster
- Posts : 727
Join date : 2011-02-17
Location : England
Re: Roll 2 Dodge: Invictus
Of course. I very much doubt the game will start within 10 days anyway. I have to get into the college routine, first
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
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