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Offline Bynw

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Characters
« on: October 27, 2017, 04:43:26 pm »
You can post characters here (and in your profile too if you like). Even include a picture you are artistically inclined.
Otherwise just put a description.

Here is a template to use:
Character Name:                                                                                 Race:
Gender:                                               Age:                                         Size:

Hit Points:                                                                                             Movement:
Weapon Proficiency Group:
Weapon Mastery:

Family Trade:
Belief:
Gold:

Traits:

Inventory:


Offline Laurna

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Re: Characters
« Reply #1 on: November 05, 2017, 10:57:26 pm »
          Washburn Alaric Cynfyn Morgan

Race: Deryni
Gender: Male                                              Age: 24                                      Size:Tall, broad of shoulder

Hit Points:   6   
                                                                                       Movement:
Weapon Proficiency Group: Heavy Melee Weapons
Weapon Mastery:Great Sword
Additional Proficiency Group: Ranged Weapons
Additional mastery: Bow

Family Trade: Nobility, brother to the Duke of Corwyn and the Earl of Lendour
Belief: Honor and loyalty to kingdom and family.

Gold: 10 gold

Traits:
1) Additional Weapon Proficiency: Multi-talented in combat. You can choose a 2nd or more weapon group to be proficient with allowing you to use more weapons without penalties
2) Additional Weapon Mastery: A true warrior. You can choose another weapon to have Mastery within any weapon group you are proficient in.
3) Telekinesis (Deryni): Moving without moving You can move small options just by thinking about it. You must have eye contact with the object and make a standard 2d6 Test.
   
Power Trait is automatic:
Power (Deryni): Also, I can kill you with my brain. You have power because of your species or you are a human that has been granted power by another Deryni. You can read minds of others, create hand-fire or light a campfire or candle, you can tell if someone is lying. And you can communicate telepathically with others. Doing this is an action, and you must make a standard 2d6 Test. If you are trying to manipulate an object or creature, you must have eye contact with it. You can also perform a simple Ranged attack, such as throwing a ball of kinetic energy, which is treated just like any other Ranged attack in Combat.

Appearance:
Washburn’s appearance: Tall, broad of shoulder, shoulder length blond hair, mustache, blue eyes. Normally seen wearing black breeches and tunic, tunic is embroidered with the ancient family heraldry of Lendour (a red leaping stag), belted with a knight’s white belt. Chain mail shirt worn under the tunic. Helm, and riding grieves not always worn but never left behind.

Inventory:
Every Adventure starts with 10 gold coins.
One weapon of choice is a Great sword- rubies in the hilt.
Second weapon, an ebony longbow with a quiver of red and black feathered arrows.
Standard Adventurer's kit which contains the following items: a bedroll, flint & steel, a belt pouch, a rucksack, a lantern, an empty waterskin, 3 pints of oil, a rope (50 feet), rations (7 days), a torch, and a cloak.

Additional weapons, equipment, horse (black R'kassi stallion named Night Dancer. On more adventurous travels his steed may be left in the Corwyn stables and a decent quality destrier is purchased.) and the like will cost gold coins.


Hah! Bynw. I don't set my sights too high, now do I?



Name edited due to the time setting of the game. Washburn is the youngest son of Alaric Morgan and youngest brother of Duke Kelric. He now has a higher standard to live up to than did his name sake of 175 years ago. Like his name sake and his father  he succeeded by being the best warrior he can be, but the high court society doesn't quite fit with his copying his father's darkling-stage persona. and he prefers the challenges of scouting and adventuring that his king often sends him out on. edited 11/14/17 Laurna ;D



I found the perfect image of Chris Hemsworth Washburn    :-* ;D ;D ;D
« Last Edit: January 06, 2018, 02:22:29 pm by Laurna »

Online Evie

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Re: Characters
« Reply #2 on: November 06, 2017, 09:00:03 am »
Evie's Character Profile:

Character Name: Aliset de Mariot         
Race: Deryni
Gender: Female                                      Age: 19                              Size: 5'7"

Hit Points: 6                                                                                            Movement: 25 ft./round
Weapon Proficiency Group: Light Melee Weapons
Weapon Mastery: Dagger

Family Trade: Lesser nobility (father was a knight in service to one of the kingdom's barons)

Belief: This was her father's moral code, which he taught to all his children: "Deryni must be the guardians of peace, not instigators of violence except in extreme need. We use our powers to defend and protect, not to attack others unless it is in the service of our lord or the King.  We do not kill if incapacitation will suffice; we will not incapacitate if mere wounding will suffice, and we will not seek to wound at all if words will suffice. Deryni serve others for the good of the kingdom. When we assume the mantle of leadership, it is in the King's service and not for personal gain or glory. We do not flaunt our Deryni gifts among those who are made uneasy by them unless we must, but we are not ashamed of them, for despite some humans' lingering lack of understanding and acceptance of them, they are a divine gift. We seek constantly to improve ourselves and our gifts through knowledge and training."

Gold: 10

Traits:Power, Shapechanger, Spell-Trained, Ritual Magic. (Updated on 1/13 to reflect changes in trait list.)

Power (Deryni): Also, I can kill you with my brain. You have power because of your species or you are a human that has been granted power by another Deryni. You can read minds of others, create hand-fire or light a campfire or candle, you can tell if someone is lying. And you can communicate telepathically with others. Doing this is an action, and you must make a Test at a Disadvantage 1d6. If you are trying to manipulate an object or creature, you must have eye contact with it. You can also perform a simple Ranged attack, such as throwing a ball of kinetic energy, which is treated just like any other Ranged attack in Combat. Or even stopping someone's heart from a short distance

Shapechange (Deryni): The best way to hide in plain sight. As an Action, you can Test 2d6 to transform into someone else, compleating changing one’s appearance and even gender. You can revert to your normal form as an Action.

Spell-Trained (Deryni):  A fully trained Deryni is dangerous. You have been given a full set of training in the Deryni Arts. There is almost nothing you cannot do with your powers. You use a Standard Test 2d6 on all of your Deryni powers now. This Trait requires the Power Trait.

Ritual Magic (Deryni): Given the Sacred Space, nothing is impossible. You are more adept at channelling the arcane power flowing through your veins and can empower greater magical effects through rituals. There are specific rituals for nearly every purpose. With a successful Test, you can affect a wider area, more targets, or create a more powerful result. As always, the Game Master is the judge of what you can and cannot attempt to do. You can dispel the magical effects of Artificer objects. Ritual Magic is a Standard Test (2d6) that succeeds on a 4,5, or 6 due to the focal nature of Rituals. This Trait requires the Spell-Trained Trait.

Inventory: Belt dagger, a bedroll, flint & steel, a belt pouch, a rucksack, a lantern, an empty waterskin, 3 pints of oil, a rope (50 feet), rations (7 days), a torch, and a cloak. (If I can add items beyond the standard kit everyone gets, she would also have at least one complete set of male and female clothing in muted colors that will allow her to blend in rather than stand out in most surroundings, and if possible she'd have her family's old grimoire passed down through her mother's side of the family, which contains at least a basic useful collection of spells most trained Deryni would be aware of, and perhaps the occasional more unusual spell at the GM's discretion.  ;) )


Description: Brown eyes, long wavy brown hair normally contained in a single braid and sometimes knotted at the nape of her neck.  Her slender but lightly muscled build is on the tall side of average for a woman, not so tall that she stands out markedly in female company, yet not so diminutive that she can't pass herself off easily as a young man when shapeshifting.  As a daughter of a Deryni knight's household, she was taught all the expected domestic tasks of manorial household management, but her father believed in educating his children beyond the basics, so in addition to such skills, she is literate enough to enjoy reading and learning new things and new skills, especially in arcane matters (not that it is easy to get her hands on fresh reading material on arcane matters, after so many years of Deryni persecution). She was partially trained in the use of her Deryni gifts, and might have eventually achieved full mastery of them, if it were not for the untimely death of most of her family due to a border dispute with a greedy neighbor (and distant cousin) who took advantage of their manor's distant location from King and Council (and the temporary absence of their baron at Court) to arrange for a series of "accidents" to befall her father and brothers, leaving her as the heiress to the manor, whom he planned to marry to gain her lands. Shapeshifting into the male form of her late twin brother, Alister, Aliset fled from her manorial holdings before her neighbor could get his hands on her, and she intends to make her way to distant Rhemuth to plead her case before the King. In the meantime, her wily cousin, who is the heir apparent to her properties now that she has disappeared, has taken over the manor and staffed it with his own loyal servants and guard, so she can probably expect no help to arrive from that quarter despite the loyalties of her former household and villagers.  Aliset reverts to her female form whenever she feels it is safe to do so, but while traveling she tends to resume Alister's likeness since a young man traveling through the kingdom is less likely to cause comment than a lone female.



(See OOC thread at http://www.rhemuthcastle.com/index.php/topic,2092.msg17298.html#msg17298 for why I decided to post a doll photo for my character.  LOL!)

ETA:  Is it just me, or does Jyn Erso from Star Wars: Rogue One not look a lot like my Aliset doll?





[Edited to make her slightly younger, since given the younger age of full adulthood in Gwynedd, it would be more likely for a woman in her teens to still be unmarried than one in her 20s. Additionally edited due to the ridiculous lack of Google images of brown-haired women with a single braid.  New edit made to belief statement due to setting being a few decades after the repeal of the Statutes of Ramos.]
« Last Edit: January 16, 2018, 01:42:36 pm by Evie »
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Offline Laurna

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Re: Characters
« Reply #3 on: November 06, 2017, 11:22:59 am »
Love it Evie!

Love the new photos of Aliset.
« Last Edit: December 21, 2017, 10:46:31 pm by Laurna »

Offline Jerusha

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Re: Characters
« Reply #4 on: November 08, 2017, 02:16:38 pm »
Jerusha's character's profile.  I've never done this before, but here goes.  Hopefully this is not too much information.

Character Name: Darcy Solveig Cameron      Race:  Deryni (unknown to him)
Gender:  Male            Age:  22   Size:  5’ 4”; compact but strong

Hit Points: 6               Movement:
Weapon Proficiency Group:  Light Melee Weapons
Weapon Mastery:  Short sword


Family Trade:  Nobility, but has spent the last 12 years at sea
Belief:  There is a reason I still survive, and I will find it.
Gold:  10

Traits:  Power (automatic); Eidetic memory, Precise attacker; Survivalist

Power (Deryni): Also, I can kill you with my brain. You have power because of your species or you are a human that has been granted power by another Deryni. You can read minds of others, create hand-fire or light a campfire or candle, you can tell if someone is lying. And you can communicate telepathically with others. Doing this is an action, and you must make a standard 2d6 Test. If you are trying to manipulate an object or creature, you must have eye contact with it. You can also perform a simple Ranged attack, such as throwing a ball of kinetic energy, which is treated just like any other Ranged attack in Combat.

Eidetic Memory: You remember that guy in that city? Who did that thing? What did he say? When Testing to recall information you have seen or heard previously – even in passing – you succeed on a roll of 4, 5, or 6.

Precise Attacker: It’s not the size of your weapon, it’s how you use it. When using the Focus Action, your next attack with a light melee weapon is successful on a Test of 3, 4, 5, or 6.

Survivalist: These berries are safe to eat... I think. You gain Advantage when Testing to forage for food, find water, seek shelter, or create shelter in the wild.

Inventory: Standard Adventurer kit which contains the following items: a bedroll, flint & steel, a belt pouch, a rucksack, a lantern, an empty waterskin, 3 pints of oil, a rope (50 feet), rations (7 days), a torch, and a cloak.  A short sword and a pair of throwing daggers. 

Description:  Darcy Cameron is the second son of the Baron o’ Isles, a vassal of the Duchy of Claiborne holding a group of craggy islands in the Northern Sea northeast of Claiborne.  Isles has for centuries been the first line of defense against Norse invaders.  To this day, watch fires still stand ready to warn the mainland of attack while Cameron forces engage the invaders.  Darcy’s pale blond hair (worn in a highland braid) and ice-blue eyes are part of the Cameron legacy, along with being Deryni.

But Darcy does not know of this part of his heritage.  Iain, his older brother, was sent south by Baron Solveig Cameron for training at court when Darcy was five years old.  Within a year, the Baron mysteriously died, and only six months later his mother married a prosperous and ambitious merchant.  He is a cruel man and abusive, causing his wife to withdraw to the safety of madness. Isolated from his mother and misused by his stepfather, Darcy’s Deryni heritage has never been revealed to him. When Darcy was ten, his stepfather sold him to the captain of a northern trading ship, sending word to Iain that the boy had died of a fever.  In spite of the harsh life on the northern seas, Darcy worked his way up to the position of ship’s navigator. However, when the captain died and the new owner of the ship preferred his own navigator, Darcy decided to give up life at sea and was set ashore in Cassan.

Darcy leaves the ship wearing a plain brown tunic and hose. His boots are of sturdy, good leather.  He wears a supple, oiled-leather cloak.  His short sword hangs from the belt at his waist, and his sea bag is slung over his shoulder.

Last edit: Having now read some of the rules, I added a description of Darcy's apparel and removed the spyglass and sextant because they cost way too much!

Another edit:  Removed Additional Weapons Mastery because Bynw advised I had too many traits.
« Last Edit: November 14, 2017, 05:50:40 am by Jerusha »
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Offline Bifph

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Re: Characters
« Reply #5 on: November 16, 2017, 02:34:43 pm »
Character Name: Trello    Race: Deryni
Gender: Male                     Age: 15      Size: Shorter and thinner than average

Hit Points:    6          Movement:
Weapon Proficiency Group: Light Melee Weapons
Weapon Mastery: Dagger

Family Trade: Lesser Merchant Class - city of Beldour in Torenth

Belief: Trello is a loyal subject of King Liam Lajos. Trello would consider it shameful to ever do anything that would bring distress to the kingdom of Torenth. Trello is also loyal and honorable to his family and friends. Trello has a bit of ambition, but wouldn’t want to come off as haughty. He is a seeker of knowledge and a teacher of what he has learned.

Description: Born into a lesser merchant family in the city of Beladour, Torenth, Trello was better off than the common people who lived near the river. He knew he was fortunate indeed that his father was of some means, but he also knew that he could not long stretch the family income, so he must find himself gainful employment. Or in Trello's case, a sponsor.

Trello, as most around him knew from an early age, was not without his skill set. Beginning nearly as soon as he could walk, Trello had an uncanny ability with rhythm. Every pot, pan, spoon and tool became part of the percussion session. As his language developed, so to his ability to put words to the tunes that always seemed to be in his head. The nearby tavern introduced him to the lute, the fife, the horn, the pipes. Each in their turn he became master of until the locals could teach him no longer.

It is now Trello’s turn to depart his father’s shop and find places and people who can teach him more or would pay him for his skills.

Gold: 10

Traits: Spell Touched, Charismatic, Nimble Fingers, Perceptive

Spell Touched: It runs in the family. You were born with an arcane heritage, and while the centuries have diluted the power, you are still able to subtly influence the world around you by merely willing it to happen.

Charismatic: I can get what I want without even asking. You gain Advantage when attempting to convince someone of something or otherwise influence them.

Nimble Fingers: I could have sworn I left it right here! You gain Advantage when Testing to pick locks, steal, or do slight-offhand.

Perceptive: What has been seen cannot be unseen. You gain Advantage when Testing to gain information about your surroundings or find things which may be hidden. You gain this even while asleep.

Inventory: Adventure's kit, Lute, Tin Whistle, drum sticks (2), Concertina

« Last Edit: December 09, 2017, 10:39:18 am by Bynw »

Offline revanne

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Re: Characters
« Reply #6 on: November 29, 2017, 03:04:58 pm »
Revanne's character

Character Name:   Columcil                                                               Race:Half-blood Deryni

Gender:   Male                                            Age:   41 
                               
Size:Medium height 5'7", stocky with the muscular development of a working country priest

Hit Points: 6                                                                                            Movement:

Weapon Proficiency Group:Light Melee

Weapon Mastery:Staff

Family Trade:Clansmen in the following of the Earl of Transha

Belief:As a priest in the church of Gwynedd Columcil strives to obey God and serve his fellow men, whilst recognising his own fallibility and theirs.

Gold:10

Traits:

Power : Also, I can kill you with my brain. You have power because of your species or you are a human that has been granted power by another Deryni. You can read minds of others, create hand-fire or light a campfire or candle, you can tell if someone is lying. And you can communicate telepathically with others. Doing this is an action, and you must make a standard 2d6 Test. If you are trying to manipulate an object or creature, you must have eye contact with it. You can also perform a simple Ranged attack, such as throwing a ball of kinetic energy, which is treated just like any other Ranged attack in Combat.

Beast speaker :He has a way with animals. You are able to communicate with animals. This form of communication is primitive and very simplistic.

Ecologist: We go left. I can tell by some of the moss and from these rodent tracks. You gain Advantage when attempting to find your way through natural environments, and when attempting to identify dangerous creatures.

Healer (Deryni): I’ve seen worse, son. You’ll pull through. As an Action, you can Test 2d6 to heal another creature or Test 1d6 to heal yourself. If the Test is successful, the target creature is healed for 2 Hit Points or 1 Hit Point if used on yourself. This Trait can also be used to cure poison, disease, and other physical ailments that are non-magical. You must be next to the creature to heal it.
                     

Inventory:In addition to the standard adventurers' kit, Columcil carries a small pouch with a travelling mass set - small patten, chalice and purple stole and a letter of recommendation to the Archbishop in Rhemuth from one of the itinerant Bishops. Also a small, beautifully tooled, leather bound missal given to him secretly on the day of his ordination by his grandfather.

Description
Columcil is Dhugal's son conceived just before the events of the Bishop's Heir. Columcil's mother, a serving girl in Transha refused say who her son's father was, and has remained adament especially after Dhugal's heritage was known, partly because she truly loved him and partly because she had assured him, "Nay fret M'Lord, them herbs are sovereign sure against a lass fallin' wi' a child" - a statement which may or may not have been true had she chosen to drink them. A child born out of wedlock is no great shame where there is nothing to inherit and the child took his place happily amongst the youngsters of the clan. For many years his mother kept her own counsel, even from her son and was soon married, her husband being pleased enough to know that his wife had proof of fertility.

Being schooled with the other youngsters by the local priest, Columcil's intelligence, and devout nature soon became clear and the priesthood would have been the obvious choice were it not for the bar of illegitimacy, although in the borders rules on this, as in many things, are less strictly observed. The local priest, however dared not encourage the lad until the latter's mother approached him in confession and told him the truth of her son's parentage. She begged him to approach Bishop Duncan when he next came to Culdi, giving him leave to reveal the secret to him alone that he might intervene on his grandson's behalf. Though at first shocked, and then inclined to see in this divine chastisement for his own youthful passion and presumption, Duncan, after a night spent in prayer, agreed to write a letter of sponsorship, his episcopal authority overriding any disqualification. It was not in him to refuse to help a man to pursue his God given calling whatever the law might say, and on a more pragmatic level, once Columcil was safely in the priesthood, there was no danger of his offspring becoming an embarrassment to Dhugal's legitimate heirs were the secret ever to be betrayed. He insisted though that Columcil should be told under the seal who his father is, but be required to swear an oath never to to seek him out nor reveal his knowledge.

Columcil has spent the last fifteen years in a remote parish in Cassan, earning the respect of his parishioners by his hard work and kindliness to both man and beast, although he can be ill to cross. His church is an old foundation containing the ancient shrine of the 8th Century Saint Melangell, revered for her protection of people and animals in her troubled times, and in recent years healings have increased, which Columcil is quick to attribute to the virtue of the Saint. His is aware of Deryni power within himself but being totally untrained thinks of it as being little different than the sometimes strange powers of the border folk. He has been sent, with the blessing of the local Lord and the devout longings of his parishioners, to Rhemuth to seek permission for the shrine to be officially recognised as a centre of pilgimage. His letter of recommendation from the Bishop is specifically addressed to Archbishop (as he now is) Duncan due to his interest in healing. Columcil's is disquieted at the likely difficulties of such a meeting but has no reason he can give not to obey.

He wears the rough cassock of a working country priest, with leggings beneath, and a leather cloak against the weather. He carries a staff strapped across his back, although he has been given the use of a sturdy mountain pony for his journey, and for all his vows he is unafraid to lift it in defence of himself or others should the need arise. He has grizzled brown hair, a weather-beaten face and is altogether unremarkable other than for his amber eyes.

Modified to give him a mount and the same destination as the other players

Further modified as his character develops to remove anger issues as a trait and replace with ecologist. He has spent a lot of time finding his way around the far-flung parts of his remote parish

 
« Last Edit: January 16, 2018, 05:44:49 am by revanne »
"In the beginning was the Word, and the Word was with God and the Word was God...The Word became flesh and dwelt amongst us and we have seen His glory, full of Grace and truth."
Prologue to John's Gospel

Offline Bynw

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Re: Characters
« Reply #7 on: December 09, 2017, 02:10:48 pm »
This thread is currently locked for replies as there are no more slots open for the Ghosts of the Past game.

 

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