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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 15, 2012 8:33 pm 
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Journeyman
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Has anyone ever tried to make a Men in Black Rp?

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To be prepared for war is one of the most effectual means of preserving peace- General George Washington

If you are far from the enemy, make him believe you are near- Sun Tzu

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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 15, 2012 9:49 pm 
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The idea was tossed around a while back, but nothing came of it.

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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 15, 2012 9:52 pm 
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What of a Metal Gear Solid rp?
If done right, may work..

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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 15, 2012 10:00 pm 
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I call the box! :P

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 Post subject: Re: Future RP Ideas
PostPosted: Sun Dec 16, 2012 12:57 am 
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Metal Gear RP would be pretty awesome if done right.

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 Post subject: Re: Future RP Ideas
PostPosted: Sun Dec 16, 2012 1:02 am 
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I know, but how? How do we do the thing right? When do we set it?

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 Post subject: Re: Future RP Ideas
PostPosted: Sun Dec 16, 2012 1:09 am 
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After Snake Eater and before Metal Gear?

The thing is there are loads of ideas for RPs that could be fun. TES, Bioshock, Lovecraft, Dragon Age, Mass Effect, Fallout, Fantasy, Super Powers, Horror, Historical, Sci Fi, Real World, Espionage, etc. It is hard to figure out which you want to do.

I'll do a TES RP set on Stirk but no promises that it will be the one I do after They Came From Beyond The Stars!

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 Post subject: Re: Future RP Ideas
PostPosted: Fri Dec 21, 2012 7:35 pm 
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Journeyman
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I remember having my Trugomar RP up, and then there being complications (sorry). Now, would anyone be interested in that starting back up again?

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 Post subject: Re: Future RP Ideas
PostPosted: Fri Dec 21, 2012 10:03 pm 
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I'm really interested in the idea of a Fire Emblem RP.

You don't really need to know any lore about it from the games, because there can be self contained universes and stuff, and it's...a fairly simple concept.

Fantasy world--swords, axes, lances, bows, magic, horses, wagons...

Character development--romances, friendships, rivalries, all of which tie into the epilogue.

--What happens in the games...Wars, really. Against kingdoms or armies of monsters or what have you. YOU, the player, take control of various units (of various classes [archers, thieves, priests, soldiers, whatever]) and move them around the field in turn-based tactical combat.

In an RP, we would be just creating and controlling ONE character each, of course.

It could get very complex, or very simple. Perhaps we would be multiple players from multiple enemy/allied kingdoms, it could be a big War RP where we take villages and capture resources and stuff.

Or a simple action-adventure, everyone on the same side, perhaps with a spy or two in our ranks.


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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 22, 2012 12:42 am 
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Spoiler:
They Came From Beyond The Stars!
Image

Story:
On July 7th 1947 we discovered that we are not alone in this universe. An alien scouting vessel crashed near Roswell, New Mexico. The newly formed UN set up the Planetary Defense Agency to protect earth against possible invasion from the stars. It is now the 21st of December 1959. For the past week many UFOs have been spotted over earth. They appear to be preparing for a mass invasion. Governments have been passing the sightings off as mass hysteria but it isn't known how long people will believe them. When the sightings first began, East Berlin was evacuated and there has been no contact by anyone on the other side of the iron curtain. The PDA began recruiting new members. You are one such person and are joining the PDA base located in North America. Good luck, the fate of the world is in your hands.

Combat and Skills checks

It will be determined by rolling dice. It will be done behind the scenes by me. Requirements are based off a number of factors such as CASPIE, Tag Skills et cetra. Health is as follows:

Healthy
Lightly Wounded
Wounded
Badly Wounded
Unconscious
Dead

Resting will heal you overtime. Medigel and the First Aid skill heal instantly.


Crippled

Eyes=You are far less perceptive and it is very hard to hit with ranged attacks.

Right Arm=Can't use 2 handed weapons. If both arms are crippled can only use unarmed attacks.

Left Arm=Can't use 2 handed weapons. If both arms are crippled can only use unarmed attacks.

Right Leg=Move with a limp. If both crippled must crawl or be carried.

Left Leg=Move with a limp. If both crippled must crawl or be carried.

Crippled bodyparts can only be healed by the doctor skill with a doctor's bag or by visiting a doctor.


Primary statistics

Think of CASPIE as SPECIAL without luck.You get 1 point in every CASPIE and then 29 points to spend in what attributes you want. All stats are capped at 10 or 1.

C= Charisma
A= Agilty
S= Strength
P= Perception
I= Intelligence
E= Endurance

Charisma= A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words.

Agility= Coordination and the ability to move well. A high Agility is important for any active character.

Strength= Raw physical strength. A high Strength is good for physical characters. Need 8 strength to use massive weapons. Also affects how much you can carry.

Perception= The ability to see, hear, taste and notice unusual things. A high Perception is important for a sharpshooter.

Intelligence= Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for the use of psionics. For every 2 points of Intelligence you get a 1 Tag Skill.

Endurance= Stamina and physical toughness. A character with a high Endurance will survive where others may not.

Quote:
Sample CASPIE
C 10 (capped)
A 5
S 1 (can't go lower)
P 6
I 6
E 7


Skills:
Charisma:
Persuasion= Skill at inspiring, seducing and manipulating people
Deception= Skill at bluffing, misleading and lying to people.

Agilty:
Guns= Skill with conventional firearms.
Sneak= Skill sneaking, remaining unseen and stealing.
Pilot= Skill at operating vehicles on air, sea and land.

Strength:
Unarmed= Skill at fighting in unarmed combat.
Melee= Skill at fighting with melee weapons such as knifes, swords, blunt objects, axes et cetera.

Perception:
Energy Weapons= Skill at using energy based weapons like laser, plasma and gauss.
Explosives= Skill at using wepaons that explode like mines, grenades, missile launchers and flamethrowers.
Lockpicking= Skill a picking locks both electronic and otherwise.


Intelligence:
Psionics= Ability to use your mind to do amazing feats such as telekinesis or telepathy.
Repair= Skill at fixing broken machinery, equipment and electronics.
Science= Skill and knowledge of computers, biology, chemistry, physics, and geology.
First Aid= Skill at healing minor non crippling injuries.
Doctor= Skill at healing crippling injuries.

Endurance:

Athletics= Skill at climbing, acrobatics, running, swimming, and jumping.

Traits

Gifted:
You have more innate abilities than most, so you have not spent as much time honing your skills. You have 6 extra CASPIE points, but it takes 3 points of Intelligence to get 1 Tag Skill.

One Hander:
One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem.

Look Ma' Two Hands:
You are used to using both hands at a job. You excel with two-handed weapons, but single-handed weapons cause a problem.

Small Frame:
Due to your small frame you move much faster and gain one point to Agility. However you will find your limbs are crippled with greater ease.

Night Person:
As a night-time person, you are more awake when the sun goes down. Your actions are improved at night, but dulled during the day.

Early Riser:
You always get up early. Your actions are improved during the day but dulled at night.

Brawler:
Who needs a gun? You are better using Melee Weapons or fighting Unarmed. However you are poor with ranged weapons.

Mind Over Matter:
The only weapon you need is your mind. You are better with Psionics but worse with all other forms of attack.

Good Natured:
You try to help others instead of harm them. You are better at Persuasion, Repair, Science, First Aid and Doctor but you are worse in combat.

Built to Destroy:
Half as long, twice as bright. You take more damage from attacks but deal more damage yourself.


Quote:
Starting Equipment

Primary Weapon (Pick one):
Thompson M1A1 (SMG), Scoped M14 (Sniper Rifle), Remington Model 870 (Shotgun) , Stun Rod, None

Secondary Weapon (Pick One):
Bowie Knife, M1911, Prototype Laser pistol, Brass Knuckles, None

Small Equipment (Pick one):
2 Frag grenades, 2 Incendiary grenades, 5 throwing knives, 2 medigel, None

Large Equipment (Pick One):
Doctor’s Bag, Repair kit, Lockpick Kit, None

Armour (Pick One):
Light Armour mk1 (Looks like this), Medium Armour mk1 (Looks like this)

Armour Colour:


Note: Medigel are single use. Doctor’s bags, repair kits and lockpick kits are reusable.

Character Sheet (Copy and paste the code)

Code:
[b][color=#000000]Name:[/color][/b]

[color=#000000][b]Age (18-55): [/b][/color]

[color=#000000][b]Sex:[/b][/color]

[color=#000000][b]Physical Appearance:[/b][/color]

[color=#000000][b]Sexuality:[/b][/color]

[b][color=#000000]Family:[/color][/b]

[b][color=#000000]Biography:[/color][/b]

[b][color=#000000]Primary Weapon:[/color][/b]

[b][color=#000000]Secondary Weapon:[/color][/b]

[b][color=#000000]Small Equipment:[/color][/b]

[b][color=#000000]Large Equipment:[/color][/b]

[b][color=#000000]Armour:[/color][/b]

[b][color=#000000]Armour Colour:[/color][/b]

[b][color=#000000]C:[/color][/b]
[color=#000000][b]A:[/b][/color]
[color=#000000][b]S:[/b][/color]
[b][color=#000000]P:[/color][/b]
[color=#000000][b]I:[/b][/color]
[b][color=#000000]E:[/color][/b]

[b][color=#000000]Tag Skills:[/color][/b]

[b][color=#000000]Traits:[/color][/b]


Rules

1. No Godmodding. (Control other characters, determining the outcome of combat, changing the time, et cetra.)
2. 1 character per person. You can have family members but i'll be controlling them if they show up. However it is possible that I will hand over control of a character to a player.
3. Try your best to use good grammar and spelling.
4. All out of character talk in spoilers after the RP starts. Spoilers that is. Double parentheses  aren't acceptable.
5. Characters have to be approved by me.
6. You can die. If you die you can make a new character. PM me about it.
7. If you wish to join after the RP has started then PM about it.
8. I will kick as a last resort if I really have to. Please don't make me.

Player Characters


This is hopefully the finished OP. Does it look okay? Now all I have to do is decide when to put it up and hope people join.

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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 22, 2012 12:44 am 
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Journeyman
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I'd definitely join.

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To be prepared for war is one of the most effectual means of preserving peace- General George Washington

If you are far from the enemy, make him believe you are near- Sun Tzu

When you aim for perfection, you discover it's a moving target


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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 22, 2012 1:05 am 
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Master
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Does anyone have plans of a Molag Bal game in the future?

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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 22, 2012 1:06 am 
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You mean, Mouldy Balls? Or was it Moody Balls. What was it your crazy character called him, again?

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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 22, 2012 5:00 am 
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Arch-Mage Matt wrote:
Does anyone have plans of a Molag Bal game in the future?

I'm pretty sure we voted Eltee to do it, with me coming in second place, so if he cannot fulfill his obligations I guess it would fall to me. I'll ask him, but I think he still plans on making it.

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 Post subject: Re: Future RP Ideas
PostPosted: Mon Dec 24, 2012 2:03 am 
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They Came From Beyond The Stars! is up.

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 Post subject: Re: Future RP Ideas
PostPosted: Mon Dec 24, 2012 9:05 pm 
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Here am i, with a proposal in mind, anyone want in?
Rules are ready, just two or more players and we start. (PM me if you're in)

Spoiler:
The Dungeon of Eternal Justice
A multiplayer dungeon crawling adventure!


For centuries different factions battled in petty wars and border conflicts, until in 2E 896 Tiber Septim crushed all those who opposed him and took control, proclaiming himself as Emperor. Still, the bitter years of war had its effect on the populace. The name Tamriel, Elvish for 'Dawn's Beauty', seldom fell from anguished lips and was soon forgotten. In a place where life and death were different sides of the same coin tossed every day, the people of the world began calling the land of their sorrow, the Arena...
The Emperor is betrayed by Jagar Tharn, who immediately takes the throne. Manipulating the essence of magic, Tharn prepares to take the true Emperor's place as ruler of the known land. The Imperial Wizard wastes no time in gathering his servants and turning them into twisted counterparts of the Emperors Guard. Tharn's second in order, Dusnir Sales, is sent to a forgotten dungeon, in order to retrieve an artifact capable of summoning Mehrunes Dagon and all of his Daedric horde. Two war heroes, living in different provinces, are awakened after having a dream with a woman named Ria Silmane. They travel to the forgotten dungeon, knowing that a third champion is searching for another artifact, the staff of chaos, they venture onto the dungeons entrance.



This is a multiplayer graphical adventure; that means that most actions will also be represented with a corresponding drawing.
There are two main characters, to be chosen by the first two posts describing them, even though there's only two of them, the amount of players has no limit, everybody can use them, one at a turn, letting others play them also, no player possesses a character.
The turns will be like this:
In one turn, one player can choose one character and assign it one or more actions, so only two players will be able to interact each turn.
Actions taken depend on the time needed to do them; looting a body or resting will take one full turn, while drinking a potion, changing a weapon, attacking a monster or looking at something usually will take less than a turn, thus the player can assign more than one at a time.


General knowledge:
Each character will have an inventory of their own, however, they won't be able to carry many items at once.
Combat, and it's results will be decided by the GM using a system of his own devise, don't ask him about it, it's kinda confusing.
Wounds are wounds, only spells can cure them, so don't rest when wounded. otherwise you can bleed out.
When choosing equipment remember that you'll face traps, locked doors, pits and water.
Death is possible, yet not probable. Restoration is handy, but conjuration can take back your dead partner.
Creatures have weaknesses and strengths, it is good to observe before attacking.
Targeted attacks can be made, with extra chance of failing but a higher outcome if successful.


About the characters:
Two characters will be made and drawn, in order for them to be accepted in the story, they need the following things:
-A name, lore friendly.
-Race, only the normal ones (Dwemer, Falmer, and extinct/non-playable won't go)
-Origin
-Job
-Specialization (Magic,Stealth,Combat)
-A little background story
-Starting equipment, (ONE weapon, Clothing type and armor worn,if any, Potions, and tools).
-Magical knowledge (two schools of magic to choose)
-General look (for illustration purposes)

Equipment options.

You can choose one weapon of these:
-Iron: Longsword, Claymore, Battleaxe.
-Steel: Warhammer, Hammer, Longsword.
-Silver: Shortsword, Axe, Spear.
-Elven: Bow, Staff, Throwing knife.
-Dwarven: Crossbow, Axe, Boomerang.
-Ebony: Dagger, Ebony-tipped whip, Knucklers.

Spears and staffs have longer reach, Blunt weapons are slower, yet stronger, Swords are balanced, Axes can deal massive damage or fail massively, Bows are weak but fast, while crossbows are slower but pack the punch, throwing items can get lost, they're deadly. Boomerang is sharp and returns, can get stuck, Daggers are fast an precise, however not always strike in the right places, knucklers depend a lot on physical strength, and whips can immobilize.

You can choose one kind of armor:
Protection=p, Mobility=m
Protection is how much of the damage it absorbs, while mobility is how fine can you move when worn, how agile you are.
-Robe- P:0.5-M:8
-Studded leather- P:2-M:6
-Fur- P:3-M:5
-Light chainmail- P:4-M:4
-Heavy chainmail- P:5-M:3
-Scaled plate- P:6-M:2
-Full plate- P:8-M:0.5

You can only choose two types of equipment:

-Probe- For trap Disarming
-Lockpick- For lockpicking
-Rope- for climbing
-Magicka gauge- For trap detection
-Stucker- For lock locking
-Dwemer lantern- Unending light
-Cooking pot- For cooking and brewing

You can choose up to two potions:

-Potion of regeneration: Regenerates health and missing limbs.
-Potion of invisibility: Makes the drinker invisible.
-Medicinal brew: Takes all diseases away
-Dragonstrength potion: Makes the drinker a perfect fighter, landing each strike in the vital parts, after the effect, long rest is needed.
-Potion Of levitation: Upon drunk it makes the drinker light as air.
-Skooma:Returns energy and adds a boost to it, makes the drinker fast but stupid.

Magic, to choose up to two schools:
Restoration: Healing magic.
Destruction:Use the elements to destroy your foes.
Conjuration:Summon creatures even from oblivion or bring back those that just departed.
Alteration:The ability to change the nature around the caster.
Illusion:It focuses on modifying the living creatures, changing their state.

Please, Don't try to take over a character, let other players have a turn, and if no one takes one, and i specifically say so, you can have a double turn.
Don't send the characters on suicide endeavors, they're shared and other people might want them alive.
I can and will make random happenings, in order to spice up things.
Don't give long turns, fast and easy, one paragraph's enough for me to get an outcome and draw.
Players can join whenever they want, yet it is to know that a whole story has been developing, so reading the whole thing and keeping with what has been done so far is a joining rule; no coming and doing what you just please!

Have fun!

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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 29, 2012 9:47 am 
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Novice
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Joined: Sun Dec 16, 2012 9:16 am
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Location: skyrim
ES Games: skyrim oblivion morrowind daggerfall
Platform: pc
Status: wishing Al would stop running
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A rp set in skyrim where everyone except one person is a werewolf the hunters hunt the werewolf. who at the start they don't know who it is.The rooms that are described to both groups are ins these,
Spoiler:
so only one group see's yours.The rp goes with trying to pick them out from the crowd, for example when searching for the wolf the party of hunters could show up in a town on the night of a full moon to surprise the wolf, yet the wolf can look at the travelers coming into town to know when to leave.
the only rules would be along with the standard ones would be
no cheating this is a game
stay true to elderscrolls lore in other words no killing Ulfric
I do know this sounds impossible but the subforum said ideas instead of, not difficult to do ideas.

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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 29, 2012 4:27 pm 
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Archmage
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Posts: 1902
Location: The astral plane
ES Games: Morrowind Oblivion and Skyrim
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Status: Something pretentious.
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UESPoints: 1
Did anything come of the Dragon's Dogma RP idea?

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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 29, 2012 5:58 pm 
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Apprentice
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Status: Thinking about odd things, like Rubble Sharks.
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I'm doing it the now, coming soon in the form of the name..
Dragon's Duplication
Interested Hissien?

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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 29, 2012 6:20 pm 
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Archmage
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ES Games: Morrowind Oblivion and Skyrim
Platform: Xbox 360, PC
Status: Something pretentious.
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UESPoints: 1
I'm totally interested, playing the game right now ;).

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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 29, 2012 6:25 pm 
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Master
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I am interested as well, Shadow! I love the game so far. :P

Thanks for recommending it, by the way, Hiss.

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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 29, 2012 6:39 pm 
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Apprentice
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Joined: Sat Apr 23, 2011 10:14 pm
Posts: 166
Location: Scotland
ES Games: Oblivion GOTY, Skyrim
Platform: PS3
Status: Thinking about odd things, like Rubble Sharks.
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Recommend to your friends! Right. Anyone object to it starting late Jan/early Feb? or at least until I kill the dragon on my character?

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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 29, 2012 6:48 pm 
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Archmage
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Joined: Sun Jan 22, 2012 5:10 pm
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Location: The astral plane
ES Games: Morrowind Oblivion and Skyrim
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Status: Something pretentious.
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I slaughtered the fiend >:D but sure, could you send me some of the ideas you have? I enjoy reading that kind of stuff :p.

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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 29, 2012 6:49 pm 
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Apprentice
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Joined: Sat Apr 23, 2011 10:14 pm
Posts: 166
Location: Scotland
ES Games: Oblivion GOTY, Skyrim
Platform: PS3
Status: Thinking about odd things, like Rubble Sharks.
UESPoints: 2
Sure, you might be waiting a while however as I'm at my grandparent's house at the moment.

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Call me Rainbow Fox if you want
In Command of Rainbow Fox Dungeon
"They call him the Joker. But my puddin' is no joke." -Harley Quinn
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 Post subject: Re: Future RP Ideas
PostPosted: Sat Dec 29, 2012 6:50 pm 
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Archmage
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Joined: Sun Jan 22, 2012 5:10 pm
Posts: 1902
Location: The astral plane
ES Games: Morrowind Oblivion and Skyrim
Platform: Xbox 360, PC
Status: Something pretentious.
Other Profiles: Xbox: AbroadHarpy22 Steam: Hissien
UESPoints: 1
I'm in no hurry, thanks TSO

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