| Stats and Abilities Guide | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Magister | Jun 14 2015, 06:51 PM Post #1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Abilities define how the characters interact with the world. They describe those areas in which a character excels and those in which he could use a bit of help. A character’s abilities can also provide a snapshot of the PC, offering a glimpse of her style, possibly her motivations, and her strategy in surviving the game of thrones or the battlefield. Of course, to the untrained eye, abilities look very much like a collection of numbers, but these numbers have meaning, and in them is where your character lives. Talent or lack of talent in an ability is measured by rank. The greater the rank, the better you are at using the ability. Rank provides an obvious benefit by telling you how many dice you can roll, but ranks can also serve as a foundation for portraying your character in the game. Ranks say a lot about your character, and knowing what they mean can help you translate the number into a useful character trait.
Below are the list of all abilities and their Specialties, unique areas of expertise within each field that grant you a bonus to whenever you roll the Test Dice. You only roll 2 Test Dice for every test, and then add the relevant Stat, followed by the relevant Ability, including any Specialties you have as bonus points. From this score added all together, you determine whether you passed or failed a test. Primary Stats Primary Stats are different from your abilities because they are almost entirely static, in order for you to change these stats a major event must occur or you must undergo a serious change. Your starting stats are determined by your character's Race, Class and even the circumstances of their birth. When rolling a test, you choose the most appropriate stat from this list, and then the most appropriate ability. Strength The statistic that encompasses physical strength, force of your blows and how well you can wield melee weapons. Weapons with the Powerful quality can add half your Strength into the base damage the weapon deals, Athletics that revolves around muscular strength also require Strength. Dexterity The statistic that encompasses acuity, reflexes and hand-eye coordination. Dexterity is used is determine your skill in Marksmanship rolls, or wielding weapons like daggers or shields, where placement is more important that aggression. The other half of Athletics is dependent on Dexterity, Thievery and is factored into your Combat Defense. Magic The statistic that encompasses spellpower, arcane knowledge and supernatural ability. Magic will not be very useful unless you are a Mage, but it can apply in areas like Alchemy, Knowledge or Healing when they start turning towards the mystical. For Mages, your Magic score determines things ranging from the damage spells do, what effects they have, and the base damage of staves. Cunning The statistic that encompasses mental speed and your way to work through complex problems. Cunning applies the most to cerebral skills, such as Knowledge, Language, Persuasion or Deception. Cunning can also be used in certain Rogue skills which require it to work out complex problems. Cunning is also applied to your Intrigue Defense, which is useful among leader and schemers among the nobility. Willpower The statistic that focuses around your stamina, ability to weather physical or mental assaults, and how tough your mind can be against horrendous sights. Willpower is one of the most important stats to focus on, as it used to determine your Composure, how much Stamina Fatigue you can take before becoming overworked and exhausted. Constitution The statistic that focuses on physical fortitude, health and your tolerance to pain. Constitution determines your Health, how many Injuries you can take before you die, and can be used as a prerequisite for types of armor or weapons, as well as several abilities that Warriors get. If you are hoping to fall into a martial path, Constitution will keep you alive on the battlefield. Status Not so much a statistic, as a reflection of your character's situation or public station. Status is determined entirely by which Heritage quality you take, and which race or class you are from. Status is the other stat used in Intrigue Defense, and is used when you use your influence or politics to persuade someone when you use Persuasion or Deception. Status is purely an Intrigue based stat, so any Schemer or Royalty will need it if they want to protect themselves from conniving members of their court. Alchemy Alchemy Alchemy is the study of magical ingredients and their properties. Thedas is a wide, wide world filled with many different supernatural elements and spiritual locales, oftentimes you will find materials here that are unlike mundane steel or leather. These materials require a different hand to work them, and that is where Alchemy comes in. Few people outside the Circles of Magi have a devoted study to alchemical techniques and properties, but a few smiths and healers may know a little something about it if you are in need of study. Alchemy is applied to tests whenever you are looking to inspect the magical properties behind a object, or when crafting concoctions or poisons using them. Alchemy has the following uses Concoctions You will find that entire markets in Thedas focus on the buying and selling of Concoctions; an application of healing alchemy, Concoctions are used to improve the health and strengthen the body when ingested. The ever-present Injury Kit can be used to accelerate healing and repair injuries, while a Lyrium Potion can enhance a Mage's awareness of the Fade and grant them more magical power, while other incenses and salves can provide resistances or increased defense or attack. Oftentimes a character will roll a Cunning + Alchemy test in order to concoct a potion, and compare it to the following table:
Poisons In the same markets will you likely find a few poisons as well, toxic chemicals and weapon coatings that could harm the opponent even when without the user being physically present. When crafting these poisons, a common Cunning + Alchemy roll should suffice, though it could also be used with a Healing roll if you are looking to understand the effects of a poison or how to treat it. Bombs Some flasks are not subtle at all, instead they are created to just be volatile mixtures that lasted for as long as they could be thrown at an opponent. Made of simple chemicals that could easily ignite with one improper movement, it takes some knowledge and skill to craft them appropriately. Use an Agility + Alchemy roll in order to create a bomb, as careful hands are more useful than knowledge of bomb-making. Animal Handling Animal Handling Expertise in handling animals is a valuable talent, one that finds the best trained employed by noble houses great and small. The reason is simple: humanity relies on beasts to survive. A trained dog is more than just a companion; it’s a servant, a fellow warrior, and even a savior. Thus, from kennelmasters to horse trainers, those trained in Animal Handling are among some of the most valued folk in the Thedas. Animal Handling addresses the various skills and techniques used to train, work, and care for animals. Whenever you would regain control over a panicked mount, train a dog to serve as a guardian, or train ravens to carry messages, you test this ability. Animal Handling is also used to control dray animals, guiding them in their work as they pull ploughs or wagons. In short, this ability serves for just about any interaction between man and beast. Animal Handling has the following uses. Charm Those who spend a lot of time around animals become more comfortable with them. Such individuals become so comfortable that they can remain calm and bear their vast experience when encountering wild and feral creatures. Upon first meeting a wild animal, you may test Animal Handling to calm the beast. The Difficulty is equal to the animal’s passive Will result. If you succeed, you improve the animal’s disposition by one step per degree of success. Generally, wild animals have the Unfriendly disposition to humans, while domesticated animals are Neutral. An animal’s disposition must be at least Neutral for you to handle it. (Using Animal Handling to ride an unfamiliar steed is an exception.) Once you test Animal Handling, you may try again, provided the animal stays around long enough for another try. Drive Whenever you would control an animal-drawn vehicle such as a cart, wagon, or coach, you may test Animal Handling. Provided the animal is comfortable, not injured, and not frightened, the test is automatic (0). However, if the animal becomes panicked or injured in combat, you must succeed on an Animal Handling test to restore your control. The Difficulty is equal to the animal’s passive Will result. If you succeed, you may direct the animal as normal. If you fail, the animal sprints away from the source of its fear or injury. You may try again on following rounds Ride Riding an animal trained to bear a rider requires an automatic (0) Animal Handling test. When you try to ride an animal that’s not inclined to be ridden (Dislike or worse disposition), you must succeed on an Animal Handling test. The Difficulty equals the animal’s passive Will result. A success indicates you gain control for a number of rounds equal to your Animal Handling rank times your degree of success. Three consecutive successful tests mean you gain mastery over the animal, and it will bear you. Train You can use Animal Handling to teach animals to perform tasks, ranging from simple tricks to complex tasks, such as war training. Animal instruction is an Extended Action. You must succeed on a number of tests equal to the animal’s Will, with each test made once per week of training, assuming you spend a few hours every day with the animal. The test Difficulty is based on the animal’s Will as shown on the following chart
Athletics Athletics Athletics describes the degree of training, the application of physical fitness, coordination, training, and raw muscle. Athletics is an important ability in that it determines how far you can jump, how fast you run, how quickly you move, and how strong you are. Your Athletics rank alone describes many elements of your characters, but you can test Athletics to push yourself beyond normal limits. Athletics has the following uses. Acrobatics You may use Athletics to perform flips, tumbles, somersaults, to leap to your feet when lying on the ground, and a variety of other acrobatic maneuvers.
Balance Athletics also helps you keep your balance when moving across a precarious surface, allowing you to move forward or backward on a narrow ledge. The only time you need to test Athletics to maintain your balance is when failure to do so would have consequences (a fall that could result in death or when you would move more quickly across treacherous terrain). A failure means you make no progress, while a Critical failure means you fall.
Contortions You may test Athletics to slip through a tight space. The Difficulty depends on the size of the space through which you’re moving, as shown on the following chart. A successful test allows you to move through the gap with no trouble, while a failure results in no progress. A Critical failure indicates you become stuck and must succeed on another Agility test against the same Difficulty to escape. In addition, you can also use Contortions to slip free from rope bindings and manacles. The Difficulty depends on the quality of the bindings, usually Formidable(12) for ropes and Hard (15) for manacles. On a failed test, you make no progress.
Dodge During combat, you may use a Greater Action to Dodge all attacks made against you. The result of your Athletics test replaces your Combat Defense until the start of your next turn, even if it’s worse than your Combat Defense. Jump You test Athletics whenever you would leap up or over an obstacle such as a fence or pit. The Difficulty depends on the type of Jump attempted. There are three basic Jumps—running jumps, standing jumps, and high jumps. To make a running jump, you must move at least 3 yards; otherwise, it is a standing jump. Should you need to know, when performing a standing or running jump, your vertical height is equal to half the distance jumped. In combat, you can also perform a jumping attack as a greater action, relying on your Athletics roll instead of your Fighting roll, if you manage to beat their Combat Defense, you deal ordinary damage +1, with ordinary fighting rules applying after that. Run Most times, you don’t need to test Athletics to Run. You simply move at your sprint speed. However, two uses require tests. Whenever you would cover any great distance, you must succeed on a challenging (9) Athletics test. If you succeed on the test, you may Run for an hour per degree. At the end of this time, you must test again, but the Difficulty increases by one step to formidable (12). The other major use of Run is to increase your speed. In combat, whenever you take the Sprint action, you can attempt a formidable (12) Athletics test to run faster and, thus, cover more ground. A success allows you to sprint 1 extra yard per degree. Awareness Awareness Awareness measures your senses, how quickly you can respond to changes in your environment, and your ability to see through doubletalk and feints to arrive at the truth of the matter. Whenever you would perceive your surroundings or assess another person, use Awareness. The Awareness ability has the following uses Empathy You may use Awareness to look into the hearts of others and perceive the truthfulness of what they say and whether or not they seem genuine. Normally, this test is passively opposed, meaning you pit your Awareness test result against your target’s passive Persuasion result. If the target is actively resisting your attempt, it may oppose your Awareness test with a Persuasion test (bonuses from Deception apply). If you equal or beat your target’s result, you learn the target’s disposition and each additional degree of success reveals a more refined look at the target’s agenda, attitude, and technique. This use of Awareness doesn’t provide mind-reading; it merely lets you get an instinctual hunch about a target’s motives based on his manner, expressions, and the tone of his voice. Notice Awareness is most often used to employ your senses, to perceive the world around you and see the small details. Unless you’re actively searching or looking around, you don’t test Awareness. Instead, anyone who tries to hide from you or conceal something from you must beat your passive Awareness result. On a failed test, you become aware of the effort to hide automatically. If, however, you are actively searching for something or someone, you must equal or beat the opponent’s Stealth test or the Difficulty set by the Narrator to find the hidden item. Most Awareness test difficulties made to locate hidden objects, levers, and doors are formidable (12), though well-hidden objects may be harder to find. Deception Deception Deception measures your gift at duplicity, your ability to lie and deceive. You use Deception to mask your intentions and hide your agenda. You also use Deception to pretend to be someone other than who you really are, to affect a different accent, and pull off a disguise. While Deception has negative connotations, it is a useful ability for those who play the Orelesian Game. Deception has the following uses. Act Whenever you would pretend to be someone other than who you really are—in a stage performance or when impersonating someone else— you test Deception. Acting requires a conflict test in which you test Deception against your opponent’s passive Awareness result. If your opponent has cause to suspect your duplicity, the Difficulty is equal your opponent’s Awareness test result. Under certain circumstances, you may be entitled to add your Disguise bonus dice to acting Deception tests provided the costume is integral to your performance. Bluff Deception is also a useful tool in intrigues. You may test Deception whenever you would test Persuasion to compel another target but only if your role in the intrigue involves concealing information, misleading your opponent, or blatantly lying about your intentions. As well, when a target attempts to discern your motives, your opponent’s Difficulty is equal to your Deception test result. Cheat Whenever you are engaged in a game of chance or similar situation, you can fudge the results to give yourself an advantage. Roll a Deception test against your opponent’s base Awareness result (or your opponent’s Awareness result if he has reason to believe you are cheating). If you succeed, you may add (Deception rank x degree) to the test result involved in the game (usually Cunning) Disguise Similar to Act, using Deception to Disguise means you are concealing your identity, but you are not actively trying to be someone else. Disguise allows you to conceal your identity in plain view, such as wearing a hooded cloak and garb suited to smallfolk to hide the fact that you are actually an infamous knight. Disguise requires a conflict test in which you test Deception against your opponent’s passive Awareness result. If your opponent has cause to suspect your duplicity, the Difficulty is equal to your opponent’s Awareness test result. Under certain circumstances, you may be entitled to add your Act bonus dice to Deception tests, provided a performance is integral to your disguise. Fighting Fighting Fighting describes your skill at arms, your ability to wield weapons effectively in combat. Whenever you would attack unarmed or use a hand-held weapon, you test Fighting. Fighting Specialties depend on the type of weapon used, and will not be listed here Healing Healing Life in Thedas is perilous, and those who venture beyond the relative safety of their walls are at risk of attack from bandits and mountain men, rogue knights, and even from some predatory animals. With such encounters come injuries, and while many may recover on their own, injuries left untended may fester, and death can result even from a minor cut. Healing, then, represents a skill with and understanding of the accumulated medical knowledge throughout the world. Rank in this ability reflects an understanding of health and recovery. Healing has the following uses. Diagnosis You may examine a sick or injured patient to see what is wrong with them or try to determine what is wrong with a patient by hearing a description of the symptoms they are suffering from. A typical test is formidable (12) when the patient is present, though the Difficulty can drop as far as automatic (0) if the cause of the injury is readily apparent—it’s hard to miss a spear stuck in the belly. When diagnosing an absent patient, the Difficulty increases by 5. A successful test means you understand the general problem, while a failed test means you must guess. Each additional degree on the test can reduce the difficulty on the Healing test made to repair the damage or wound. Treat Injury Healing is also used to treat the injured and speed along the natural recovery process. To treat a patient in this way, you must attend to the patient, spending at least one hour every day the patient must rest (or not rest) cleaning the injury and changing bandages. At the end of this time, substitute your Healing test result for the patient’s Endurance+Will test. The patient must accept the result of your Healing test, even if it is worse than what the patient could have achieved on his own. However, a patient in your care is never at risk of further injury from a failed Healing test. Treat Ailment You can roll a Healing test to treat a patient suffering from sickness, poison, or some other hazardous effect. You substitute the result of your Healing test for the patient’s Endurance+Will test to resist the hazard’s effect. You must use your result, even if it is worse than what the patient could achieve on his own, and you must test Healing before the patient tests Endurance. Knowledge Knowledge Knowledge describes your general understanding and awareness of the world in which you live. It represents a broad spectrum of subjects, ranging from history, agriculture, economics, politics, and numerous other subjects—but only in the broadest possible ways. For specialized forms of knowledge, you must invest Destiny Points to acquire the Knowledge Focus benefit. Knowledge has the following uses. Education You test Knowledge to recall useful information about a subject. Generally, the Education specialty is used to identify things around you, such as knowing what a darkspawn is, a major historical event, or who sits on the throne. The Difficulty depends on the question, specifically how widely known the sought-after information is. Research Education isn’t the only to way to find out information about the subject; if you have access to relevant texts, you can scour those tomes to locate the elusive knowledge. Researching functions much like Education, except it takes more time and requires a great deal of reading and searching. You may only Research a subject if you have access to a library that holds the information you’re seeking. The test’s Difficulty depends on the obscurity of the subject and uses the same difficulties described under Education. The number of successes needed to find the information depends on the library’s size. Larger libraries are more likely to hold the information you seek, but sifting through the often-disorganized mess takes far more time. In addition, with larger collections come more opportunities to become lost, misled, or follow the wrong line of research.
a Underworld You can use Knowledge to acquire useful information by listening for rumors, talking with the average person, and spending time in some of the seedier places in a community. By gathering information in this way, you can learn a great deal about current events, attitudes, and the atmosphere of the community. The Difficulty depends on how much time you spend haunting an area. A successful test only reveals rumors and speculation, but usually, one can learn a great deal about what’s going on from such information. You gain one bit of useful information per degree of success.
Language Language Language is the ability to communicate in a tongue, usually through speech, but among the best educated, also through the written word. The starting rank in this ability applies to your knowledge of the Common Tongue spoken throughout Thedas. You start with rank 0 in all other languages. When you improve this ability, you may improve your ability with the Common Tongue or select another language. Language has no special uses. It simply confers the ability to communicate in a particular tongue. The rank you give a language determines your eloquence when using the language and determines if you are literate in the language or not.
Marksmanship Marksmanship Marksmanship represents your skill with ranged weapons—most notably bows and crossbows, but also slings, thrown weapons, and even larger siege weapons. It is the ability to use them appropriately and accurately in combat. Whenever you make an attack using a ranged weapon, you test Marksmanship, likewise when you are target shooting or simply showing off your skill. Marksmanship Specialty is dependent on the type of ranged weapon used Persuasion Persuasion Persuasion is the ability to manipulate the emotions and beliefs of others. With this ability, you can modify how others see you, shape their attitudes towards others, convince them of things they might not otherwise agree to, and more. While a potent ability—and one vital to those who play the game of thrones—limits do exist, and those who have no interest in intrigue or conversation can’t be forced to endure your efforts of manipulation. But for those who want something from you or who are amenable to you, Persuasion can be a powerful tool. One of several important abilities you will use when engaged in an intrigue, Persuasion has many different expressions, each differentiated by the techniques you employ and what it is you are after. Bargain reflects exchanging a service or good for something of equal battle. Charm serves to cultivate friendships and alliances. Taunt can compel targets to action to escape condemnation, while Incite works to diminish a target’s opinion of someone else. The various techniques involved in Persuasion are found in the Intrigue guide. Stealth Stealth Stealth represents your ability to creep about unseen and unheard. Whenever you would move without being noticed, you test Stealth. Stealth has the following uses Blend In In a crowded area, you may use the Blend In specialty to make yourself part of the crowd. To conceal your presence, you must make a Stealth test against your opponent’s passive Awareness result. However, if your opponents are actively searching for you, you must beat their Awareness tests with a Stealth test. In combat, if your opponent is unaware of you, you gain +1D on all Fighting and Marksmanship tests during the first round. Sneak You can also use Stealth to move unseen and unheard through the shadows. You may only test Stealth in this way if you benefit from rain, foliage, darkness, or some form of cover. A normal Stealth test requires you beat your opponent’s passive Awareness result, but if your opponent is searching for you, you must beat your opponent’s Awareness test result. As with Blend In, you gain +1D on all Fighting and Marksmanship tests against opponents that are not aware of you. This extra die is good for the first round of combat only. Survival Survival Survival is the ability to get by in the wild, to hunt, to forage, to avoid getting lost, and to follow tracks. The Survival skill is important for a variety of people in that hunting remains an important method of providing food for one’s family, especially in the more remote corners of Thedas. Survival has the following uses. Forage You can test Survival to gather edible food and water for yourself and your companions with the Forage specialty. You may only test this ability in areas that actually contain food. The Difficulty depends on how long you spend foraging, as well as the terrain and season. A successful test provides enough food for one person for one day per degree Hunt You can also test Survival to go hunting for animals. You may only test this ability in areas that actually contain wildlife. The Difficulty depends on how long you spend hunting, as well as the terrain and season. A successful test provides enough food for one person for one day per degree. If you have hounds or a hunting bird (such as a hawk), you gain +3 to the test. Traps A skilled hunter is good at capturing his prey, through any means necessary, so often that means that they must build traps. A trap can be any sort of device that is used to capture or impede prey, anything from a rope tied to a tree to a mine inscribed with elemental magic. Often it is an Cunning+Survival test to make a trap, though it can very if it requires knowledge of magic, or alchemy. The Difficulty of the test depends on it's complexity, and can be found the following table.
Track Finally, you can test Survival to follow tracks. Before you can follow them, however, you must first find them. Locating tracks requires an Awareness test. The base Difficulty is challenging (9) but is modified by lighting, weather, and the surface holding the tracks. Once you locate the tracks, you can follow them by succeeding on a Survival test against the same Difficulty used for Awareness. A successful test indicates you follow the tracks for two hours per degree without having to test Survival. A failed test means you lose two hours but don’t lose the tracks. A Critical failure means you lose the tracks completely. If at any time the terrain, time, or weather changes, you must make a new Survival test to follow the tracks. You can also learn information from impressions left in the ground. Make a Survival test as if you were following the tracks. A success tells you how many different sets of tracks are present. Each additional degree of success gives you one more important aspect, such as approximate sizes, the speed they’re traveling, how many animals, if they are being pursued, the age of the tracks, and so on. Thievery Thievery Thievery is a catchall ability for any skill or talent that involves larcenous activities. Examples include picking locks, hand tricks, and general robbery. Thievery has the following uses Pick Lock You can test Thievery to bypass a lock. The Difficulty of the test depends on the quality of the lock; common locks are challenging (9), good locks are formidable (12), and excellent locks are hard (15) or harder. A successful test indicates you pick the lock. Each additional degree reduces the time by 10 seconds. A failed test means you were unable to open the lock, but you may try again. A Critical failure means the lock has defeated you, and you cannot try again until you place another bonus die in Pick Lock. Sleight of Hand Sleight of Hand involves simple tricks used to entertain and misdirect a person’s attention. You can substitute a Thievery test for a Cunning test whenever you distract in combat. You can also palm small objects (like a ring) without anyone noticing. You have to test Sleight of Hand against the target’s passive Awareness result to palm the objects unnoticed. You also know how to play simple conjurers’ tricks, such as pulling coins out of your ears. You have to succeed on a routine (6) test to play tricks with small objects, such as coins. To play tricks with bigger objects, such as knives, you have to pass challenging (9) or harder test, depending on the size of the objects. Finally, you can also conceal small objects on your person (daggers, poison, scrolls, and so on). Whenever you are searched, the searching character must equal or beat your Thievery test result with an Awareness test to find the item. Steal You can use Steal to rob unsuspecting people by cutting their purses or picking their pockets. Against an unaware opponent, you must succeed on a Thievery test against the target’s passive Awareness result. If you succeed, you manage to get the purse away without their knowledge. However, the target is entitled to a challenging (9) Awareness test to notice the lightened load each round. Each additional degree gives you an extra round before the target begins testing Awareness to know they were had. Warfare Warfare Warfare describes a character’s talents at managing the battlefield, covering the ability to issue commands, strategic knowledge for maneuvering armies and tactics for dealing with small engagements. Warfare is used extensively in combat and warfare but may also be used outside of combat to look for areas or opportunities for strategic or tactical advantage. Warfare has the following uses Command Warfare is used during skirmishes and battles. During such encounters, a character tests Warfare (using Command) to issue commands to his unit. Strategy In skirmishes and battles, a side’s leader tests Warfare (using bonus from Strategy) to determine the order of the initiative between over several units. Tactics In combat, you roll a Warfare test using Tactics in order to change Formations, or to use a unique strategy that is enforced by a unit. Edited by Magister, Jun 23 2015, 03:24 AM.
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12:54 AM Jul 11