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  2. Would it be viable to be part of a barony that maintains the border between the dangerous marshlands to the east? Managing regular patrols along said border and handling any dangerous incursions from unusual creatures from the east into the more central lands. Also, would a plain old kobold be an acceptable race selection? And, would using the Races of the Dragon, Part 2: Kobolds: Playing to their Strengths be acceptable? 😁 I'm looking at going Dragonfire Adept with it. You know, the royal kobold that believes the blood of a true dragon courses through their veins, of course. Kobold (Races of the Dragon) Races of the Dragon Part 2 (Web Archive, Web Enhancement for Races of the Dragon) Dragonfire Adept (Dragon Magic) For that matter you do mention bloodlines... I hate diluting the level advancements with them but... an actual dragon bloodline would be very fitting for the theme of the character, lol.
  3. Thanks. I did some resorting of image hosts and it broke some things.
  4. Yikes. Hope she recovers quickly, and take whatever time you need.
  5. "$50. Each," Frankie replies without hesitation.
  6. Fleur Text • "Speech" • "Whispering" • Internal Monologue --- Walking from the main house to the stables to talk with Emms--- Fleur walked into the stables, her disappointment at the outcome of her conversation with James fading like a nervous laugh. Other students at Georgia Tech had asked her how she didn't get upset or angry at this or that, to which she'd always responded.. 'would it help?'. You approach a conversation like you approach anything.. with a plan, a strategy, a working hypothesis. There was no crash and burn. There was confirm the hypothesis or not. Either way you learned something. Currently her main working hypothesis was 'walkers are always walking, there are millions of them everywhere, so broadly similar to a search pattern for the living. This equates to constant danger, or more emotionally boiled down to 'we're we're all going to die'. She allowed the movement of her legs, it would be pacing if she didn't have a destination, to comfort her as she continued on her way to the stables. She paused halfway there from the house, scanning for danger, first nearby, then further away. She paused in her idle disassembly to accomplish this. Still, there was only so much she could disassemble without a working and powered soldering iron to assemble it again. Out of nowhere the idea of development trees in the game civilisation came to mind and made her smile. "Welcome to Civilisation... for real", she murmured to herself, quipping off a line from the movie 'Fright Night'. Mind you it was Fright Night, Fright Morning with Fright Afternoon and Evening thrown in for good measure. Entering the barn, she immediately spied Emms, leaning against a beam, looking somewhat out of sorts. "Hey Emms, how you doing?", she asked in her low contralto. Emm's motorbike was the fastest most reliable way off the Ranch, the least likely to get bogged down. To her way of thinking Emms was like Steve McQueen in the Great Escape, too cool for school, too fast for walkers, basically.
  7. Nicoale spent the flight doing what she normally did - find the most comfortable seat or bulkhead, lean back, and watch the land below roll by. She didn't ignore Chapi, not fully. She listened to the ship facts - knowing those could prove useful later - and nodded or looked impressed at the right times. But her full attention wasn't in it, instead a part of her was always studying the landscape below. It just wasn't the same as the view she could get by raising her Farsight as high as she could. When she was on an airship, watching the land rush by, she swore she could feel the air rushing past her Farsight. Exhilarating. Fun. Free. Soon enough the cruiser arrived at the mission site and Nicoale joined the others at the launch rail. She exchanged a glance with Sorin after Chapi's demonstration. "Yeah, checks out." She took her turn at the launch rail and spread her arms and legs on the way down, slowing her descent as much as she could. The others might have thought she was just prepping for her landing, and that was part of it, but she also enjoyed the brief sensation of the wind in her air while the ground rushed up at her. She cast her Farsight below, locating a decent landing site and steering there. Soon enough she was using recoil from Caladbolg to slow her descent to a manageable landing and touched down. Immediately she spread her Farsight around... "Landing is safe, no grimm nearby. " she reported to the rest of the team. She spread her Farsight further and frowned. "Not seeing any grimm sign either. Are we sure these are the coordinates?" OOC Routine Perception 31 to search for grimm or sign of where they might have moved to, covering as much ground as time allows. Between Farsight and the skydive also keeping in mind any landmarks or towns nearby.
  8. Bokk HP 4/4 | AC 13 | Luck 8/10 | S+1 A-1 S+0 P+2 I+2 L+0 | PSH | Gatherer | Cog Bokk leans in to inspect the hatch. He nods to Ve, "Yep, I still have it." He holds it up to the panel to see if that does anything. About then, he's interrupted by cries from outside. "Not again!" He grabs his spear and goes to attack the ants. Dana HP 1/1 | AC 11 | Luck 7/7 | S-1 A+1 S-2 P+0 I+0 L-1 | PSH | Gatherer | Cog Dana takes her axe and swings at one of the ants. Mouse HP 3/3 | AC 9 | Luck 8/8 | S-3 A-1 S-1 P-1 I-1 L-1 | Mutant | Hunter | Glow Mouse retreats from the doorway as the ants approach, and fires a stone at the ants with his sling. []
  9. I had assumed the characters were weighted down by their equipment and were walking along the seafloor; will amend my posts so that Mulan is swimming. It didn't seem to me like the entire right path would be clearly visible from the cave entrance, so Mulan was just checking briefly to be 100% sure that there was nothing down that way.
  10. Wounds: 0/4 | Fatigue: 0/2 | Bennies: 3/3 Location: Outside Delta Pie | Conditions/Effects: None As London kneels beside the old woman, ready to offer assistance, the driver of the truck, his face pale with fear hurriedly approached London. The driver warned London to keep his distance from her as she may be infected. "What is he talking about?" London thinks to himself, momentarily confused. Despite her broken limbs and the trauma from the collision, the old woman is still conscious, her eyes wide with pain and confusion. London quickly backs up, his military training kicking in as he reassesses the situation. Standing at a safe distance, he introduces himself to the driver. "I'm London James Thorpe, former sergeant in the United States Marine Corps," he says, his voice calm but authoritative. "What's your name, and what do you mean by infection?" Turning to anyone who is standing nearby, he instructs, "Back up! Keep away from the scene. We don't want anyone else getting close and infected, until we know what's going on." He then speaks loudly to the gathering crowd, "Everyone, please stay back! Give us some space until emergency services get here." London maintains a vigilant watch over the old woman, ensuring she doesn't move or worsen her injuries, all while keeping a safe distance as advised. His mind races with the implications of this new information, but his primary concern remains the safety and well-being of everyone involved.
  11. Bellis Brightcandle, halfling witch - AC 17 | For 8 | Ref 7 | Wil 9 | Per 7 | HP 33/33 | Focus 1/1 Condition Normal | Linna HP 15/15 Bellis fell back a step as the creature approached; he couldn't help it. It... he? ...was just so... large. Large, and... not right. Behind him Kael gasped quietly, the reminder setting the halfling's feet. Whatever happened, the undead thing would not get past him. His hands raised fractionally higher again. But... there was something strange about this. That focused eye was like nothing he would expect to see in some necromancer's experiment. Uncontrolled, then? How? This was completely outside of Bellis's experience. "No necromancer?" And still no-one else seemed to be alarmed. The witch took a slow breath. Nothing in his interaction with Kjersti made him think she'd lay some elaborate trap for him. So this must -- somehow -- be an ally of hers. Or at least, probably not a foe. Some strange sort of test? He stood his ground as the ponderous hand swung within his reach. Polite autonomous undead: he'd seen it all. The sound of the corpse's voice (shocking that it even had one...) made Bellis wince, but... "G-greetings," he managed to reply. Before he could talk himself out of it, he extended his small hand to firmly grasp the broad cadaverous one that was offered. "I am... I am called Bellis, and this is Kael. Er..." Looking up at this angle, the handshake, the whole surreal experience sparked a strange echo in the halfling's head. Something... he studied the creature's ruined face. That eye, so blue and direct. The tilt of the head. Even the awful voice, in some way... -a quill, set aside - a tall figure standing, as at ease with paperwork as the sword at its side - a warm handshake, a hearty voice - "Bellis! It has been too long..."- The halfling's gaze flicked to the corpse's sword. That hilt, worse for wear but... Bellis snapped back to the horrible face above him, his eyes wide and shocked. "Guy...?" A world of horrified denial was sunk into the hoarse word. OOC n/a Innate Abilities - (1/day) Make your target clumsy - (Focus, rk2) Protect Linna from harm! - (1 action) Less-obvious casting - (2 actions) 1st-Rank - (1/turn) Jog someone's memory - (at will) Find hidden/concealed creatures - (at will) Escape restraints more easily - (at will) Hide behind others - (at will) Hide stuff more easily - (at will) May opt to take 10 on Arcana - (at will) May opt to tweak the effects of certain spells (Telekinetic Hand, Sigil) Prepared Spells Level 3 prepares 5 cantrips, 3 1st-rank, and 2 2nd-rank. Plus 1 extra cantrip from Cantrip Connection with Linna List may change every day with prep. Cantrips: Frostbite Glass Shield Gouging Claw Ignition Message Telekinetic Hand 1st-Rank: Force Barrage Grease Tailwind 2nd-Rank: Blazing Bolt Blazing Bolt Familiar - (from Patron, does not change) Linna provides distraction/flanking while Bellis casts/sustains a Hex - (species innate, does not change) Fly speed 25ft - (may change) Bellis can share Linna's senses - (may change) Can prepare 1 extra cantrip Cantrips Stored - small illusory sound or vision - freeze things solid - weak shield harms the breaker - last resort surprise attack - set things on fire with a snap - mobile ball of light - discreet communication - not just for porcupines - or tweak - tracking assist - or tweak - move things Rank 1 Spells Stored - create breathable air - ward an area - pew pew - slippery - you're someone else now - strengthen ally's weapon - fireworks r us - moar speed - zap Rank 2 Spells Stored - fire rays - May gain additional spells independently of the patron via various activities - If Linna dies, the patron replaces her during the next daily preparations Equipment Personal money -- 17gp in mixed coin - I'm not the one you're looking for - portable Light spell, always on - when regular flames won't do - backup backup weapon, or for eating - writing is important, okay - oops, forgot my key - fix what's broke - helps climbing - tie things up - carry all the stuffs - sturdy, not fancy - helps making things and the remaining - bedroll, flint and steel, 10 chalk, 2 weeks' rations, 5 torches, soap, waterskin
  12. Not a problem, take whatever time you need.
  13. I wish her a smooth recovery. Take care.
  14. Castaways of the Loop Capital: The Great Western Waste (Region 62) The Group of Twenty-Three D7 | M3 | E5 | F2 | I5 Expected gains: Round Nine Actions [Diplomacy] Encourage Settlement in region 60 (TN 12, result ??) [Diplomacy] Sway Government in Settlement in Arbor (TN 12, result ??) Non-Actions Resist and hinder all unsupported buyouts Resist and hinder all unsupported conversions News and Rumors Additional Notes Treasure: 3/5 Spent this round: Passive Treasure Income: 3/round Military Units: 5/10 Anyport Home Defense Militia, led by Cdr. Rhonda 28417 (ground) Orid-clan mercenaries, led by Amun Orid Sakar-clan mercenaries, led by Keti Sakar Orochon defense militias Drone flagship First to Fly, helmed by Cpt. Jeremy 25114 (space) Organizations EMP: Reputation 0, 0 favors WTU: Reputation 3, 0 favors BRG: Reputation 1, 0 favors Renown 1
  15. The Radiant Republic of Erisdor Round 9 Regions: Erisdor (32), Cannor (31), Eskor (30), Atmor (26), Region 101 Religion: Cult of Radiance (Unorganized) Leader: Sovereign Protector Cathal Oirbsiu Diplomacy 5 Military 10 Economy 10 Faith 2 Intrigue 2 Actions End of Turn Ruler Increases: Buyout Trading post [Economy]: Buyout Trading Post [Economy]: Raise Ground Unit [Military]: Raise Space Unit [Military]: Cultural Identity [Diplomacy]: The Republic of Virtue (2d8 to Impress) - Force alone upheld tyrants, force alone overturns them. Through long practice and experience, what was once barely controlled brutality has now been honed into a finely wrought instrument capable of ruthlessly and efficiently extinguishing all those who would choose to become the enemies of liberty, both within and without. But to those who hold virtue dear in their hearts, the blade of the republic only offers salvation and justice - prompt, severe and inflexible. Attend Events [Diplomacy]: Nonactions News and Rumours Unit Count: 4 Ground, 2 Space Treasure: 3 Country Information Special Actions Available: Special Actions Used: Military 5 & 10, Economy 5 & 10 Heir: Diplomacy Reputation/Favours Imperial Court: Rep -1, 0 Favours (Expected Change: None) Pan-Tekhum Worker's & Trader's Union: Rep 2, +2 Favours (Expected Change: None) Basu-Rahman Group: Rep 0, 0 Favours (Expected Change: None) International Renown: Renown 2 (Expected Change: ) Organisation Bases None Embassies None Cultural Identities Great Works None Military Unit Cap: 13 (4 + 5 regions + 4 support) Ground Units: 4 Space Units: 2 Government Support: 32, 31, 30, 26 Generals Aine Uistein (Mil 9): Boot of Liberty: On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle Admirals None Perfected Tactical Doctrines None Fortresses None Technologies Active Military Technology Man-Portable Weapons: N/A Infantry Equipment: N/A Combat Drugs and Medicine: N/A Armored Vehicles: N/A Field Fortifications: N/A Engineered Combat Organisms: N/A Detection and Rangefinding: N/A Ship to Ship Weapons: N/A Orbit to Ground Weapons: N/A Crew and Maintenance: N/A Armor and Shields: N/A Spacecraft Propulsion: N/A Electronic Warfare and Countermeasures: N/A Special Forces: N/A Logistics and Morale: N/A Economy Treasure: 5 (Expected Change:-2) Treasure Cap: 5 Trade Posts Effective Total TPs: 15 Treasure Rate: 2 Trade Posts 1. Region 32, TP1, TP3, Black Foundry (Fell Iron) (3) 2. Region 25, TP2 (Chitin Wargear) (1) 3. Region 40, TP3 (Salvaged Components) (1) 4. Region 52, TP3 (Deuterium) (1) 5. Region 24, TP1 (Gold) (1) 6. Region 44, TP2 (Unblemished Wreckages) (1) 7. Region 41, TP1 (Uniforms) (1) 8. Region 12, TP3 (Loans) (1) 9. Region 95, TP2 (Laser Rifles) (1) 10. Region 2, TP2 (Cybernetics and Prosthetics) (1) 11. Region 59, TP1 (Union Crews) (1) 12. Region 49, TP2 (Glit Limestone) (1) 13. Region 43, TP1, (Positronic Brains) (1) Merchant Support: Technologies 1. Aclaustrophobic Psychiatry 2. Algorithmic Imagination 3. Arcane Amplification 4. In Vivo Modification 5. Nuclear Fusion 6. Xenolinguistic Cataloguing, 7. Badalian Megadirigibles 8. Wet Ship Navy Arcologies 1. The Black Foundry (+1 to Offensive ground battles) Trade Routes None Faith Media Support: 32 Artifacts Holy Orders None Miracles None Intrigue Espionage Agency: No Claims 32 - Integration
  16. Combined Commonwealth of Glix (GCC) Prime Minister Dmitr'Hesk, The Parrot's Voice, Head of the Outer Duma Region 84, Parrot's Perch Game years 25-27 17 years since the year of Jubilee Resources Embassies= White Pawns, Arkhive Trade Routes= Glorious Purifiers Wealth: 1->(0 spent) 2 Income= 1/round cultural specialization: buyouts Space Units: 2 Mega-Dreadnought 7 Macaw Basillica of War: The Anvil Ground Units: 3 Carrier Groups: Wrath, Exoddus, Soulstorm Reputation: BRG 2 EMP 1 PTW 1 Favors: BRG 0 EMP 1 PTW 0 Diplomacy 5 Mil 2 Eco 5 Faith 6 Int 2 1. Diplomacy 5- Create an Embassy with LSP The Llort know many useful things. 2. Economy- Buyout some medicine 3. Economy- Buyout... something 4. Faith- introduce a minority of Imperial Cult to region 8 The Purifiers have long been our allies. The New Technomancers think they can be more. 5.Faith 5- Create a holy order in Parrot's Perch. The Glix have little to steal and no enemies. But, if they did... they're ready. The Brothers form a forced order of Annointed Soldiers transformed by Science! Non-actions: ARKHIVE: History: ARKHIVE: Philosophy: ARKHIVE: Culture: ARKHIVE Notes: The Combine sends a loyalist envoy from the New Technomancy movement, to represent the Combine apart from the exiled Irridentists. Expected growth: +1Econ, +1 Faith New Ruler: No New stats: Diplomacy 5 Mil 2 Eco 6 Faith 7 Int 2
  17. Hey gang, sorry for the delay; my wife dislocated her shoulder earlier today and free time basically evaporated. I'll plan to get things started as early tomorrow as I can find the time.
  18. The halfling shook his head, casting his glance from Karlov to the other members of the group and back again. "The only other route at this point is going to involve taking surface streets, and that means dealing with the dead." As if to emphasize his point, the distant groaning continued to grow louder and closer.
  19. Hey gang, sorry for the delay; my wife dislocated her shoulder earlier today and free time basically evaporated. I'll plan to get things started as early tomorrow as I can find the time.
  20. The Wicklund Salvagers Dip 10 | Mil 1 | Eco 10 | Fai 2 | Int 2 Round 9 Actions: 1: [???] ??? 2: [Dip] Establish Marriage Claim in region 109 (2d6 + 10 (stat) vs TN 12) 3: [Dip 5] Create Cultural Identity (TBD, needs approval) 4: [Eco 5] ??? 5: [Eco 10] Consolidate Holdings, gaining 1 Renown from Higher Powers Non-Actions: 1: Request an Interplanetary Guildhall from WTU in region 39, losing 1 Reputation and going 2 Favors into debt 2: Change rulers to Nemo Wicklund (Dip 1 (+3), Mil 2, Eco 3 (+3), Fai 2, Int 2) News and Rumors: Bookkeeping: Bookkeeping General data: Ruler (Wallace Wicklund) stats: Dip 10, Mil 1, Eco 10, Fai 2, Int 2 Heir (Nemo Wicklund) stats: Dip 1, Mil 2, Eco 3, Fai 2, Int 2 Specials available next round: Eco 5 Regions owned: 2 [39, 40] Government Supports: 3 [39, 40, 109] Mercantile Supports: 3 [39, 40, 109] Media Supports: 3 [39, 40, 109] Claims: Integration on 40, strong Marriage and Integration on 39 Permanent Cultural Identity: Sway Faction Diplomacy data: EMP reputation: 1 EMP favors: 1 WTU reputation: 3 (-1) WTU favors: 0 (-2) BRG reputation: 1 Renown: 1 Economic data: Trading Posts owned: 15 [5 TP2, 21 TP2, 25 TP3, 26 TP2, 27 TP2, 28 TP2, 28 TP3, 31 TP2, 38 TP2, 39 TP1, 40 TP1, 40 TP2, 48 TP1, 52 TP3, 82 TP2] Arcologies owned: 1 [40, Investigation] Treasure income: 4 [3 from TPs + 1 from WTU 3] Treasures owned: 4 Technologies: all nonregional starter techs (Aclaustrophopic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Pseudogravity Engineering, Xenolinguistic Cataloguing), Badalian Megadirigibles, Wet Navy Ships Military data: Ground units: 2 Space units: 1
  21. AC 37 F16 R13 Will 18 (20) Female Occultist (Haunt Collector) Lawful Neutral Level 10 Init 2 HP 88/88 DR 0, Speed 20' AC 29 Touch 14 Flat-footed 27 CMD 28 Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7 Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit] Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver Full Plate Armor Magic +2, Mithril Magic Full Shield Darkwood 11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8 Spells 0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand 1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command 2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick 3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility 4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil Condition Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving Powers Abjuration 6/6 Divination 9/9 Illusion 2/2 Transmutation 5/6 Constant (Resonant Powers) Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility. Transmutation Temporary +4 to Strength Guardian +1 to CMD Champion +2 to Non Spell Damage Trappings +3 to BAB with Fauchard Mental Focus Distribution 23/23 Divination 9/9 Abjuration 6/6 Transmutation 6/6 Illusion 2/2 Immediate Action Implement Abilities Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn] Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute Danger Sight 1pt 1/2 level (+5) insight bonus to AC/Saves for 1 turn Swift Action Implement Abilities Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd] Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd] Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd] Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd] Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage Standard Action Implement Abilities Aegis Abjuration 1pt 1 min +2 Armor Powers Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image Legacy Weapon Transmutation 1pt 1 minute +2 power bonus Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability Spells: 1st 7/7 2nd 6/6 3rd 3/4 4th 2/2 Spells 0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand 1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command 2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick 3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility 4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil Luce, still mentally kicking herself for not having the the full portfolio up prior to this fight, hacks at the two who inadvisedly closed on her at speed (#2, #6), walking straight into the reach of her polearm. She parries, dodges and deflects with her armor the fusillade of attacks on her with complete self assurance. Then... she steps back focussing on the one that looks the least ragged (#8), her polearm a blur of silver swinging in its direction over and over. Note the second AOO is 28, not 33. Move: None. Swift: Champion +3 attack/dam 1rnd. Full Attack with 1 extra attack for hasted.
  22. I'm trying to create some organization, it's not just twisted people out there... almost. :)
  23. Today
  24. Actions: [Dip] - Create Embassy with Someone (TBD) [Dip] - Diplomatic Mission to Region #128 Using Thaumonuclear Reactor Cores (powered by Electronic Edibles) Dip 5 + 1 (EMP Rep 1) - 3 (Distance Penalty) = +3 [Dip] - Placeholder Action [Dip] - Placeholder Action [Mil] - Recruit Admiral - Zara Tareta (Mil 7) TacDoc: TBD. [Int] - Track down the Megaform from 109? The Eucrus Alliance Capital: Anjahar (Region 11), Badal Archon Tuahine Roa Dip 5 | Mil 6 | Econ 3 | Faith 4 | Int 3 Myriarch Teva Maro (heir) Dip 2 (+2) | Mil 4 (+2) | Econ 2 | Faith 4 | Int 3 Non-actions: Resist any conversions in Region 11 [HOB] Request that HOB's Merchants block any buyouts against Region 11's TPs. Resist Buyouts independently against 11.1 as TP's owner. Resource Tracking Stat Changes: Treasure: Organizations: Faith: N/A Tech Changes: N/A
  25. Interesting. I wonder if— Zef loses her train of thought as she notices the nun leading Song on board. Time to go. "I would love to hear more about that, Ze Nalgron," Zef says with a genuine smile. "Perhaps once we're under way? It was lovely to meet you." She doesn't wait for a reply, darting up the gangplank after her brother.
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