New Psychic character class
Moderators: Immortals, Supreme Beings, Old Ones
New Psychic character class
Well, I hope that this isn't too similar to the physical psychic, since I've never seen that RCC. The post w/ the details will be pretty long. Let me know what you think.
BTW, I was trying to make a class that would work in most settings. For BtS, I think that you wouldn't want to allow the Super Psionics, but I'm not sure. The class might seem a bit powerful at first, but it's weaker then the Juicer, Battle Magus, etc.
BTW, I was trying to make a class that would work in most settings. For BtS, I think that you wouldn't want to allow the Super Psionics, but I'm not sure. The class might seem a bit powerful at first, but it's weaker then the Juicer, Battle Magus, etc.
Last edited by Stattick on Tue May 16, 2006 8:01 am, edited 2 times in total.
R.C.C. Physical Master
The Physical Master is a master psychic that has turned his powers to the physical development of his own body. These psychics have little in the way of showy powers, and may not even be aware of possessing psychic abilities. However, they excel in any type of physical endeavor, and are often considered masters of any activity that they have taken the time to study. Although not all have studied combat, the ones that have are usually deadly in the extreme.
These characters seldom fit the profile of most psychics. Often they are happy, outgoing people that are more than happy to lend a hand or offer encouragement to someone who is down in their spirits. They frequently have high M.A. and P.B. scores. More so then other psychics, they enjoy the limelight and the attention of other people. Of all the psychic classes, the Physical Master is the most likely to seek out fame. However, they do seem to be rather obsessive about their diets and activities, and truly seem to enjoy pointing out the flaws in other people’s food and activity choices. They generally frown upon any drug or steroid that is supposed to be an activity enhancer. These people frequently have a wanderlust, as if their constant need to be physically moving has translated into a psychological desire to frequently change locations. Conversely, those of evil alignment are usually intolerably arrogant, and have a need to constantly prove their superiority to others. They can also be heartless bullies and cruel tormentors of those less perfect then themselves. Physical Masters also tend to look down on formal education, even challenging the mainstream beliefs of those in the fields of sports medicine, dieticians, and physical education. Ironically, many Physical Masters have intuitively discovered many truths about the human body that science has later proven to be accurate. Many ancient schools of health, medicine, and physical activity have been created around the wisdom of one or more Physical Master.
The Physical Master’s Powers:
1. Superior Strength: Add 1D6 to P.S. attribute. Minimum P.S. is 18, if lower, adjust P.S. up to 18. The Physical Master can lift and carry twice the amount of a normal human with the same strength and endurance, although their strength and endurance are not considered supernatural. In an M.D. environment, they would remain an S.D.C. creature like most humans.
2. Superior Endurance: Add 1D6 to P.E. attribute. Minimum P.E. is 18, if lower, adjust P.E. up to 18. Add 4D6 x 10 to S.D.C., and add 3D6 to hit points. Normally only needs 4 – 5 hours of sleep per night without suffering from fatigue, although many will insist upon 7 – 8 hours when possible.
3. Superior Speed: Add 1D6 to Spd. attribute. Minimum Spd. is 18, if lower, adjust Spd. up to 18. Add 1D6 to P.P. attribute. Minimum P.P. is 18, if lower, adjust P.P. up to 18.
4. Superior Reflexes: +4 to roll with punch, fall, or impact; +2 to initiative; +2 to strike; +4 to parry, and dodge. Gets an automatic dodge or parry to all attacks, even from behind or if surprised. Add 1D6 to P.P. attribute. Minimum P.P. is 18, if lower, adjust P.P. up to 18.
5. Superior Beauty: Add 1d4 to P.B.
6. Saving Throw Bonuses: +8 to save versus anything that physically transforms the character or his biochemistry by any means and to any degree, including but not limited to the following: induce sleep, bio-manipulation, metamorphosis potions and spells, the transformation ritual, vampire transformation, petrifaction, turn to mist, curses, wishes, or any form of magic or supernatural transformation, spell, psychic ability, or enchantment. The character also gets a +2 bonus to save versus poisons, drugs, and chemicles.
7. Enhanced Healing: The character gets a minor form of Bio-Regeneration. The character regenerates one hit point every two hours, or two S.D.C. every two hours. This is six times faster then a normal human! The character also has a +40% to save versus coma and death.
8. Body Awareness: The character knows his body, every muscle, nerve and scar. Thus, he is keenly aware of injuries, illness, and fatigue, and the full extent of any problem they represent. Every ache, twinge, and impulse tells the Physical Master about himself. Thus, he can more accurately gauge how long he can perform, what distance he can run, what amount of injury he has sustained, how serious an injury or illness is, how it will affect him, and how soon he needs medical treatment before it becomes life threatening. He also has a special form of E.S.P. that allows him to feel the physical presence of anything within about three feet of him. This ability allows the character to move or parry without seeing, although the impressions that he gets will be vague. For instance, if the character moved into a pitch black room that he’d never seen before, he’d have a general idea of where the furniture was, but he wouldn’t be able to tell a bean bag from a pile of laundry. The character also has a unique form of sixth sense that alerts him a few seconds before physical injury.
9. Boost Physical Body: At any time, the character can expend I.S.P. to temporarily boost his physical attributes. For every 5 points of I.S.P. spent in this manner, the character may boost one attribute by one point. This increase lasts a number of minutes equal to the character’s level. So, if a 6th level character spent 35 points of I.S.P., he could boost his Speed attribute by 7 points for 6 minutes. The character would regain the spent I.S.P. as normal.
10. Permanent Physical Boost: This is an ability that a character can only try once per attribute, and only after reaching 6th level. This dangerous feat of mind over body entails the character to enter into a deep death like trance, as he prepares his body to metamorphosis. This trance will last 3d4 days, and if successful, the character will become much more powerful then he was. The character may attempt to boost any physical attribute in this way. A successful boost to P.P. or Spd. will permanently add 3d4 to the attribute score. A successful boost to either P.S. or P.E. will not add to the score, but the attribute will become supernatural. A boost to P.B. will remove all scars, tattoos, birth defects, moles, wrinkles, and other physical imperfections. The attribute will increase by 2D4 points, to a minimum score of 19.
The Sacrifice: The character must spend 30 I.S.P. permanently. The character can never regain this I.S.P. Then the character enters the trance, and cannot be awoken, and is not aware of his surroundings. The character could literally be nibbled to death by rats without ever being aware of the danger. The character slowly metamorphosis’s while in this trance. Once the time has elapsed, the character must make a save versus coma. If successful, then the transformation was a complete success. If not, then the character awakens to excruciating pain, and looks like a wasted cripple. The character still has all of his psychic abilities, but even after recovery, his body will only be a wasted shell of what it once was. The character new physical stats will all be reduced to 3D4, and his HP and S.D.C. will both be ¼ of their original stats. The character must roll twice on the random insanity table.
The Consequences: The character is no longer quite human. Regardless of what attribute he boosted, he now has a supernatural aura. He can no longer have children. The process will have aged him 6D6 years, although if P.B. was boosted, it will not be visibly apparent. The process is also so arduous that the character must make a save versus insanity. If the character fails the save, then he must roll once on the Random Insanity Table (Resulting from Trauma).
In the unlikely event that a character attempts to boost another attribute, then he does so without the benefit of the +40% to save versus coma, and at a –4 penalty to his save versus insanity. The character would realize this before the attempt though.
11. Psychic Abilities at First Level:
Bio-Regenerate (self)
Death Trance
Mind Block
Resist Fatigue
Summon Inner Strength
Character Progression:
At each level beyond first level, the Physical Master must make a choice to either improve their body, or gain one new psychic ability. If he chooses a new psychic ability it can be from the Healing, Physical, Sensitive, or Super categories, although the Super psychic abilities are limited to the following: Bio-Regeneration (super), Mind Block Auto-Defense, P.P.E. Shield, or Telekinesis (super). Instead of choosing a new ability, the character may choose to improve one physical attribute by one point. If the character decides to improve an attribute score, then he must enter a deep meditative trance. He cannot be awoken during this time, even by physical attack. The trance will last 3D6 hours, but can be done anytime after the character reaches a new level. If the character decides to improve an attribute, then he does not get the normal increase in I.S.P.
The influence of ley line energy
The duration and range of the Physical Master’s psychic powers are increased by 50% whenever on or near (one mile) a ley line.
The duration and range of the Physical Master’s psychic powers are doubled whenever at or near (one mile) a ley line nexus point.
P.P.E.: Most of the person’s P.P.E. has been expended in the development of psychic abilities. The remaining Permanent P.P.E. Base is 2D4
I.S.P.: Much of the individual’s I.S.P. has already been spent augmenting their physical form. At first level, the Physical Master starts with 1D4+1 x 10 I.S.P. So a roll of 2 would give the character 30 I.S.P. to start, i.e. (2+1) ´ 10 = 30. The character gains another 10 points of I.S.P. for each additional level of experience.
I.S.P. is regained at the rate of 2 per hour of activity, or 12 per hour of mediation or sleep.
Considered a master psionic, needs a 10 or higher to save versus psionic attack.
Attribute Requirements: None, however a high I.Q. and M.E. are recommended.
R.C.C. Skills:
Language: Native tongue at 98%
Literacy: One of choice (+20%)
Basic Math (+20%)
Pilot: One of choice (+15%)
Lore: Health (+40%) – (base skill level 35%)
W.P.: Blunt
W.P.: Throwing
W.P.: One ancient of choice
Physical: Four of choice (+20% where applicable)
HtH: Intuitive Combat (The equivalent of HtH: Martial Arts)
O.C.C. Related Skills: At first level the character can select six skills from the list below, plus one additional at levels 4, 9, and 12.
Communications: Any
Cowboy: None
Domestic: Any
Electrical: Basic only.
Espionage: Any
Mechanical: Basic and Automotive only.
Medical: First Aid, Holistic Medicine, and Chiropractic Medicine Only
Military: Any
Physical: Any (+20% where applicable)
Piloting: Any (+10%)
Pilot Related: Any
Rogue: Any
Science: None
Technical: Any (+10%).
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The character gets five secondary skills from the list above, excluding those marked "None." Plus two additional secondary skills at levels 3, 6, 9, and 12. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level.
The Physical Master is a master psychic that has turned his powers to the physical development of his own body. These psychics have little in the way of showy powers, and may not even be aware of possessing psychic abilities. However, they excel in any type of physical endeavor, and are often considered masters of any activity that they have taken the time to study. Although not all have studied combat, the ones that have are usually deadly in the extreme.
These characters seldom fit the profile of most psychics. Often they are happy, outgoing people that are more than happy to lend a hand or offer encouragement to someone who is down in their spirits. They frequently have high M.A. and P.B. scores. More so then other psychics, they enjoy the limelight and the attention of other people. Of all the psychic classes, the Physical Master is the most likely to seek out fame. However, they do seem to be rather obsessive about their diets and activities, and truly seem to enjoy pointing out the flaws in other people’s food and activity choices. They generally frown upon any drug or steroid that is supposed to be an activity enhancer. These people frequently have a wanderlust, as if their constant need to be physically moving has translated into a psychological desire to frequently change locations. Conversely, those of evil alignment are usually intolerably arrogant, and have a need to constantly prove their superiority to others. They can also be heartless bullies and cruel tormentors of those less perfect then themselves. Physical Masters also tend to look down on formal education, even challenging the mainstream beliefs of those in the fields of sports medicine, dieticians, and physical education. Ironically, many Physical Masters have intuitively discovered many truths about the human body that science has later proven to be accurate. Many ancient schools of health, medicine, and physical activity have been created around the wisdom of one or more Physical Master.
The Physical Master’s Powers:
1. Superior Strength: Add 1D6 to P.S. attribute. Minimum P.S. is 18, if lower, adjust P.S. up to 18. The Physical Master can lift and carry twice the amount of a normal human with the same strength and endurance, although their strength and endurance are not considered supernatural. In an M.D. environment, they would remain an S.D.C. creature like most humans.
2. Superior Endurance: Add 1D6 to P.E. attribute. Minimum P.E. is 18, if lower, adjust P.E. up to 18. Add 4D6 x 10 to S.D.C., and add 3D6 to hit points. Normally only needs 4 – 5 hours of sleep per night without suffering from fatigue, although many will insist upon 7 – 8 hours when possible.
3. Superior Speed: Add 1D6 to Spd. attribute. Minimum Spd. is 18, if lower, adjust Spd. up to 18. Add 1D6 to P.P. attribute. Minimum P.P. is 18, if lower, adjust P.P. up to 18.
4. Superior Reflexes: +4 to roll with punch, fall, or impact; +2 to initiative; +2 to strike; +4 to parry, and dodge. Gets an automatic dodge or parry to all attacks, even from behind or if surprised. Add 1D6 to P.P. attribute. Minimum P.P. is 18, if lower, adjust P.P. up to 18.
5. Superior Beauty: Add 1d4 to P.B.
6. Saving Throw Bonuses: +8 to save versus anything that physically transforms the character or his biochemistry by any means and to any degree, including but not limited to the following: induce sleep, bio-manipulation, metamorphosis potions and spells, the transformation ritual, vampire transformation, petrifaction, turn to mist, curses, wishes, or any form of magic or supernatural transformation, spell, psychic ability, or enchantment. The character also gets a +2 bonus to save versus poisons, drugs, and chemicles.
7. Enhanced Healing: The character gets a minor form of Bio-Regeneration. The character regenerates one hit point every two hours, or two S.D.C. every two hours. This is six times faster then a normal human! The character also has a +40% to save versus coma and death.
8. Body Awareness: The character knows his body, every muscle, nerve and scar. Thus, he is keenly aware of injuries, illness, and fatigue, and the full extent of any problem they represent. Every ache, twinge, and impulse tells the Physical Master about himself. Thus, he can more accurately gauge how long he can perform, what distance he can run, what amount of injury he has sustained, how serious an injury or illness is, how it will affect him, and how soon he needs medical treatment before it becomes life threatening. He also has a special form of E.S.P. that allows him to feel the physical presence of anything within about three feet of him. This ability allows the character to move or parry without seeing, although the impressions that he gets will be vague. For instance, if the character moved into a pitch black room that he’d never seen before, he’d have a general idea of where the furniture was, but he wouldn’t be able to tell a bean bag from a pile of laundry. The character also has a unique form of sixth sense that alerts him a few seconds before physical injury.
9. Boost Physical Body: At any time, the character can expend I.S.P. to temporarily boost his physical attributes. For every 5 points of I.S.P. spent in this manner, the character may boost one attribute by one point. This increase lasts a number of minutes equal to the character’s level. So, if a 6th level character spent 35 points of I.S.P., he could boost his Speed attribute by 7 points for 6 minutes. The character would regain the spent I.S.P. as normal.
10. Permanent Physical Boost: This is an ability that a character can only try once per attribute, and only after reaching 6th level. This dangerous feat of mind over body entails the character to enter into a deep death like trance, as he prepares his body to metamorphosis. This trance will last 3d4 days, and if successful, the character will become much more powerful then he was. The character may attempt to boost any physical attribute in this way. A successful boost to P.P. or Spd. will permanently add 3d4 to the attribute score. A successful boost to either P.S. or P.E. will not add to the score, but the attribute will become supernatural. A boost to P.B. will remove all scars, tattoos, birth defects, moles, wrinkles, and other physical imperfections. The attribute will increase by 2D4 points, to a minimum score of 19.
The Sacrifice: The character must spend 30 I.S.P. permanently. The character can never regain this I.S.P. Then the character enters the trance, and cannot be awoken, and is not aware of his surroundings. The character could literally be nibbled to death by rats without ever being aware of the danger. The character slowly metamorphosis’s while in this trance. Once the time has elapsed, the character must make a save versus coma. If successful, then the transformation was a complete success. If not, then the character awakens to excruciating pain, and looks like a wasted cripple. The character still has all of his psychic abilities, but even after recovery, his body will only be a wasted shell of what it once was. The character new physical stats will all be reduced to 3D4, and his HP and S.D.C. will both be ¼ of their original stats. The character must roll twice on the random insanity table.
The Consequences: The character is no longer quite human. Regardless of what attribute he boosted, he now has a supernatural aura. He can no longer have children. The process will have aged him 6D6 years, although if P.B. was boosted, it will not be visibly apparent. The process is also so arduous that the character must make a save versus insanity. If the character fails the save, then he must roll once on the Random Insanity Table (Resulting from Trauma).
In the unlikely event that a character attempts to boost another attribute, then he does so without the benefit of the +40% to save versus coma, and at a –4 penalty to his save versus insanity. The character would realize this before the attempt though.
11. Psychic Abilities at First Level:
Bio-Regenerate (self)
Death Trance
Mind Block
Resist Fatigue
Summon Inner Strength
Character Progression:
At each level beyond first level, the Physical Master must make a choice to either improve their body, or gain one new psychic ability. If he chooses a new psychic ability it can be from the Healing, Physical, Sensitive, or Super categories, although the Super psychic abilities are limited to the following: Bio-Regeneration (super), Mind Block Auto-Defense, P.P.E. Shield, or Telekinesis (super). Instead of choosing a new ability, the character may choose to improve one physical attribute by one point. If the character decides to improve an attribute score, then he must enter a deep meditative trance. He cannot be awoken during this time, even by physical attack. The trance will last 3D6 hours, but can be done anytime after the character reaches a new level. If the character decides to improve an attribute, then he does not get the normal increase in I.S.P.
The influence of ley line energy
The duration and range of the Physical Master’s psychic powers are increased by 50% whenever on or near (one mile) a ley line.
The duration and range of the Physical Master’s psychic powers are doubled whenever at or near (one mile) a ley line nexus point.
P.P.E.: Most of the person’s P.P.E. has been expended in the development of psychic abilities. The remaining Permanent P.P.E. Base is 2D4
I.S.P.: Much of the individual’s I.S.P. has already been spent augmenting their physical form. At first level, the Physical Master starts with 1D4+1 x 10 I.S.P. So a roll of 2 would give the character 30 I.S.P. to start, i.e. (2+1) ´ 10 = 30. The character gains another 10 points of I.S.P. for each additional level of experience.
I.S.P. is regained at the rate of 2 per hour of activity, or 12 per hour of mediation or sleep.
Considered a master psionic, needs a 10 or higher to save versus psionic attack.
Attribute Requirements: None, however a high I.Q. and M.E. are recommended.
R.C.C. Skills:
Language: Native tongue at 98%
Literacy: One of choice (+20%)
Basic Math (+20%)
Pilot: One of choice (+15%)
Lore: Health (+40%) – (base skill level 35%)
W.P.: Blunt
W.P.: Throwing
W.P.: One ancient of choice
Physical: Four of choice (+20% where applicable)
HtH: Intuitive Combat (The equivalent of HtH: Martial Arts)
O.C.C. Related Skills: At first level the character can select six skills from the list below, plus one additional at levels 4, 9, and 12.
Communications: Any
Cowboy: None
Domestic: Any
Electrical: Basic only.
Espionage: Any
Mechanical: Basic and Automotive only.
Medical: First Aid, Holistic Medicine, and Chiropractic Medicine Only
Military: Any
Physical: Any (+20% where applicable)
Piloting: Any (+10%)
Pilot Related: Any
Rogue: Any
Science: None
Technical: Any (+10%).
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The character gets five secondary skills from the list above, excluding those marked "None." Plus two additional secondary skills at levels 3, 6, 9, and 12. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level.
Last edited by Stattick on Tue May 16, 2006 12:49 pm, edited 4 times in total.
- Steve Dubya
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I agree that the concept of "The Sacrifice" is cool but might need some tweaking - sort of like doing a MOM procedure using the power of your own mind.
You could also think about having the character develop nasty genetic diseases (think diabetes, cancer, the like) if they fail rather than age them - they would be risking making themselves infirm by forcing their minds over their matter.
You could also think about having the character develop nasty genetic diseases (think diabetes, cancer, the like) if they fail rather than age them - they would be risking making themselves infirm by forcing their minds over their matter.
"Things aren't what they used to be" is the rallying cry of small minds. When men say things used to be better, they invariably mean they were better for them, because they were young, and had all their hopes intact. The world is bound to look a darker place as you slide into the grave.
Best Served Cold, Joe Abercrombie
Best Served Cold, Joe Abercrombie
You Know wrote:I agree that the concept of "The Sacrifice" is cool but might need some tweaking - sort of like doing a MOM procedure using the power of your own mind.
You could also think about having the character develop nasty genetic diseases (think diabetes, cancer, the like) if they fail rather than age them - they would be risking making themselves infirm by forcing their minds over their matter.
Hey, I LIKE that idea.
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Another consequence you could use instead of the aging is a sort of obviousness.
The P.S. boost gives a steroid-like bulk. A P.P. boost would be more subtle, but the person would have little of the normal human fidgeting and fumbling, and this would be apparent, if only on a rather unconscious level. He would seem inhuman somehow, even if you can tell how. A P.B. boost would have a mannequin like perfection, even in shabby clothes, or after just waking up in the morning, and would not have B.O or halitosis. He or she would appear "too perfect"
These things would unnerve people. I don't know if this could be refected in game mechanics. Maybe a slight hit to M.A.
Brian
The P.S. boost gives a steroid-like bulk. A P.P. boost would be more subtle, but the person would have little of the normal human fidgeting and fumbling, and this would be apparent, if only on a rather unconscious level. He would seem inhuman somehow, even if you can tell how. A P.B. boost would have a mannequin like perfection, even in shabby clothes, or after just waking up in the morning, and would not have B.O or halitosis. He or she would appear "too perfect"
These things would unnerve people. I don't know if this could be refected in game mechanics. Maybe a slight hit to M.A.
Brian
All I need is a warm bed, a kind word and unlimited power.
BillionSix wrote:Another consequence you could use instead of the aging is a sort of obviousness.
The P.S. boost gives a steroid-like bulk. A P.P. boost would be more subtle, but the person would have little of the normal human fidgeting and fumbling, and this would be apparent, if only on a rather unconscious level. He would seem inhuman somehow, even if you can tell how. A P.B. boost would have a mannequin like perfection, even in shabby clothes, or after just waking up in the morning, and would not have B.O or halitosis. He or she would appear "too perfect"
These things would unnerve people. I don't know if this could be refected in game mechanics. Maybe a slight hit to M.A.
Brian
Good ideas. Mabe a slight penalty to MA and a low Horror Factor
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Stattick wrote:Good ideas. Mabe a slight penalty to MA and a low Horror Factor
I wouldn't go as far as Horror Factor. They are a little unnatural, but not really blatantly inhuman. In BtS, the average person doesn't believe in the supernatural, so they wouldn't be that freaked out. They might just have a vague uneasiness that they can't explain.
I would stick with a slight M.A. hit. They are odd, but they aren't going to make normal people run away with fear.
Brian
All I need is a warm bed, a kind word and unlimited power.
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Stattick wrote:You Know wrote:I agree that the concept of "The Sacrifice" is cool but might need some tweaking - sort of like doing a MOM procedure using the power of your own mind.
You could also think about having the character develop nasty genetic diseases (think diabetes, cancer, the like) if they fail rather than age them - they would be risking making themselves infirm by forcing their minds over their matter.
Hey, I LIKE that idea.
I aim to please...
And sometimes my ideas aren't even awful.
"Things aren't what they used to be" is the rallying cry of small minds. When men say things used to be better, they invariably mean they were better for them, because they were young, and had all their hopes intact. The world is bound to look a darker place as you slide into the grave.
Best Served Cold, Joe Abercrombie
Best Served Cold, Joe Abercrombie
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You need to include an option for "Yams".
when you get right down to it, Sentinel's right.~Uncle Servo.
Sentinel. you'll be always loved by the German Princess.~Nelly
That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.
That's the best place to start. Otherwise, listen to Sentinel~lather
Listen to the Sentinel...he speaks truth.~ Shadyslug
Sentinel you have the biggest sig I've ever seen~Natasha
Sentinel. you'll be always loved by the German Princess.~Nelly
That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.
That's the best place to start. Otherwise, listen to Sentinel~lather
Listen to the Sentinel...he speaks truth.~ Shadyslug
Sentinel you have the biggest sig I've ever seen~Natasha
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Stattick wrote:Sentinel wrote:You need to include an option for "Yams".
Yams?
I'm not sure if you're trying to be silly, or if "Yams" is role-playing slang/jargon that I don't know.
Every poll should have an option for Yams.
Yummy, delictable, mashed sweet potates, with brown sugar and butter...mmmmmmmmmmmmmm, yams.
when you get right down to it, Sentinel's right.~Uncle Servo.
Sentinel. you'll be always loved by the German Princess.~Nelly
That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.
That's the best place to start. Otherwise, listen to Sentinel~lather
Listen to the Sentinel...he speaks truth.~ Shadyslug
Sentinel you have the biggest sig I've ever seen~Natasha
Sentinel. you'll be always loved by the German Princess.~Nelly
That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.
That's the best place to start. Otherwise, listen to Sentinel~lather
Listen to the Sentinel...he speaks truth.~ Shadyslug
Sentinel you have the biggest sig I've ever seen~Natasha