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OOC Treasures of the Old World (A Fallout RP)

Discussion in 'Skyrim Roleplaying' started by Simus, Aug 4, 2013.

  1. Simus

    Simus An Excellent Site Member

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    The year is 2294 and the place is, or rather was, San Francisco California. Much of the city was destroyed when the bombs fell and the once famous bay has dried up completely. Yet the Golden Gate Bridge still stands and the past two hundred and twenty years have seen it become a rallying point for a new city. A city that reflects a world broken by atomic fire and only a shadow of the one that preceded it but a city nonetheless. Like New Vegas or New Reno, New Frisco took on a life of its own. Like many others the NCR annexed New Frisco during its expansion across California. It now stands as a marshaling point for the NCR to move into northern Nevada and secure it. Both as a flanking route in the ongoing war with Cesar's Legion and to secure the rumored Old World treasures for the war effort.

    One such treasure is a massive underground complex supposedly untouched by the bombs. This complex, known only as Vault 0 glitters with Old World treasures and contains a weapon that would allow the NCR to end the Legion threat forever. The Legion knows this too and seeks to destroy Vault 0 and all of its pre-war wonders. The Brotherhood of Steel also knows of Vault 0 and the High Elders in Maxson have called for a massive commitment to seize it but they are divided on how to proceed. An informal alliance has been formed between the Brotherhood and the NCR to stand against Cesar's Legion and many Elders and their chapters wish to aid the NCR. Others still have memories of the terrible conflicts between the two powers and demand that they cleave through the NCR to reach Vault 0. The NCR top brass is equally divided on whether to work with the Brotherhood and strengthen ties or to use this as an opportunity to destroy their old enemies once and for all. Only time will tell which course of action is taken, and how loyal the Knights, Scribes, Paladins and soldiers of the two powers will be to their leaders. And of course, there's always the threat of the Enclave still out there somewhere, waiting for the right time to rise to power yet again.

    An independent expedition has been organized in New Frisco by the mysterious ruler of New Vegas, Mr. House. Its mission is to find Vault 0 before the three armies do and the agent Mr. House works through supposedly has a key to unlock it. A key no one else knows about. No one knows why Mr. House wants Vault 0, but the bigger question is can the team get to it before one of the armies decides to "liberate" the key?

    Rules:
    1. No godding. (That means no super-duper American Southweast killing powers, character ideas, abilities or anything else that ruins other people's fun. If you're not sure if your idea crosses the line, please ask.)
    2. This is a Fallout RP. You should be familiar with the universe before joining. If not, the Fallout Wiki is a great resource.
    3. There are no set points for S.P.E.C.I.A.L but please keep it realistic. Try to have no more than four skills your character's really good at (as if these were your four Tag! skills in any Fallout game.) Give a little explanation of how your character's good at these skills and bad or just average at others.
    4. Please try and keep cursing and lewd speech to a minimum in the RP itself. I don't care what you guys do in the OOC chat (this thread here).
    5. Make all of your posts at least a paragraph (Five sentences.) and please try to post every other day. More is better. Anyone who does not post for two weeks or more and has not posted a reason why will be considered inactive and have their character suffer a terrible death at the claws of a thousand mudcrabs be parked somewhere for when and if they decide to come back.
    6. If you know you have an upcoming commitment, you get bored with the RP, life hijaks you or you become otherwise unable to post for an extended number of days, please let us know in the OOC chat or PM me. That way the group knows what's going on with you, we can park you somewhere until you get back, and the story can move along smoothly. More importantly, you don't get badgered about where you are and you can do whatever it is you have to do in peace.
    7. I will start this RP when we have 4-6 people, but it will remain open. If you're new and you wish to join, please introduce yourself and submit a character card. You must also provide a generous sample of your own roleplaying along with your character card. This can be something you've written before or something new. Whichever gives you less of a migraine. This includes everyone from the old story in the interest of fairness. Also, please note which color you want your dialogue to be. Colors are first come first served. NPC's will be standard gray unless Sheogorath deems otherwise.
    8. You may have one or two characters in this RP and any NPC's you feel would add to the story. However, please take note of who is doubling up on characters before doing so yourself and be mindful of how it would affect the group. A 20 man party over 10 members is a bit unwieldy. If you need to drop a character because two is too hard to manage, that's fine. Just let us know.
    9. Have fun! This is the most important rule. If you have any questions about anything, please speak up.

    Story thread: http://skyrimforums.org/threads/treasures-of-the-old-world-a-fallout-rp.28551/#post-441441
     
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  2. Daryl Dixon

    Daryl Dixon Well-Known Member

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    I'm on my phone so I can't post a character card but can you just check on another RP I'm in for the cards and see if they're accepted? It's Elder Scrolls background so obviously that'll change but the character is mostly the same

    I'd defiantly want light blue, I don't think I'll be keeping Daryl but if I am can I reserve Orange? Like the one in my signature. Sorry I'm on my phone so I can't provide samples.


    Elizabeth is basically a medic/lock pick, she also doesn't enjoy killing...I'll post a character card later but you can check on some "Wildstalkers" RP

    My other character will be very different.. You said one or two characters so I'm assuming I'm allowed, if not I'm sorry for the misunderstanding.
     
  3. Simus

    Simus An Excellent Site Member

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    Please make up a proper character card when you have time. I'll review it (or then if there's two) then. Type their names in the text color you want.
     
  4. Seanu Reaves

    Seanu Reaves The Sexy Beast

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    let me grab my old CC real quick. Also awesome idea. :D I was even going to ask if Fate could be an agent of Mr. House.

    Full Name: Michael “Fate” Aspili

    Sex/Gender: Male

    Race: Half Filipino/ Half Caucasian

    Age: 25

    Birthplace: Novac

    Occupation: Traveling Gambler/ Hit man

    Gear: .357 revolver, silenced .22 handgun. Handfuls of revolver ammo, about 56 rounds. And 4 clips for the .22 Pre-War business suit and gambler hat.

    Appearance: about 6'2" slightly heavier than average build. darker skin, medium length shaggy black hair.

    Personality: quiet and unassuming. Sarcastic and often has some quip up his sleeve. Cleverness is optional.

    Skills: Small guns, speech, sneak

    SPECIAL: S-5 P-7 E-5 C-6 I-5 A-5 L-10

    Back-story: Michael was born son of a New Vegas city slicker and his wife. Due to unfortunate gambling debts Micheal’s father had to leave New Vegas. But he often filled his son's head with wondrous stories of the shining city. Of the wonderful casinos and a city untouched by the Great War. He would teach his son card games and laugh when Michael won. His father seemed to see the boy as his salvation. Often saying your proof that fate wants us to return to New Vegas. But soon fate revealed to not be on his father's side. His father soon died from lung cancer, and his mother never held any illusions about Micheal’s fate. She sent her son into the world, hoping that he could find greater purpose than earning a pass into New Vegas. But gambling was implanted to deep into Micheal's mind. He now travels scraping what money he can. Be it hustling three card Monty, caravan, other cards, or darker industries like hired gunman. Micheal “Fate” Aspili is traveling the wasteland earning his way into New Vegas.
     
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  5. Daryl Dixon

    Daryl Dixon Well-Known Member

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    Name: Daryl Dixon

    Gender: Male

    Appearance: Daryl is a slim built Caucasian man with brown hair and commonly keeps facial hair on his lip and chin. His eyes are blue.
    On Daryls back he has multiple scars from his fathers abuse, he has a hefty amount on his chest and stomach too.
    View attachment 5472

    Gear: Daryl mostly sticks to his crossbow for combat, he also carries a dagger used for gutting and skinning his prey, but occasionally used when things get too close and he has no alternative. He has a sleeveless olive coloured top, and a black leather jacket with angel wings on the back, and brown trousers.

    Occupation/Major skills: Daryl is a deadly marksman with his crossbow and is relatively strong, his style of living is hunting for the dinner table so he knows a fair bit about the southern part of the wasteland, he's an expert tracker and can track animals or people when the tracks seem faded away and gone to the untrained eye.
    An experienced tracker and hunter, he is deadly accurate with his Horton Scout HD 125 crossbow. He is also highly skilled with various firearms and knives.

    Personality: Daryl can often be seen as angry, hot headed and rude, in which he is. However he's nothing like his older brother Merle, Daryl isn't the kind to help you out to only rob you blind or kill you later, that's Merle. Getting close to Daryl can show who he really is, he looks out for those he cares about and serves undying loyalty. People would rarely see this and not many have thus far, but the potential is there for him to develop out of his brothers shadow and into his own person.
    Daryl is often volatile but is still significantly more level-headed and rational than his older brother, Merle Dixon. Despite usually acting distant, Daryl has shown on numerous occasions to be caring, and selfless.


    History: Daryl and Merle lived within the mountains of North Georgia, under the roof of their neglectful parents; their father being an abusive alcoholic and their mother being both that and a chain-smoker. When Daryl was old enough to ride a bicycle, they lost their mother to a house fire that had been caused by her cigarette when she was asleep (or possibly drunk in bed). Merle was at least 12 years old when their mother died, as he was locked up for his crimes at the time. Merle raised Daryl to share his beliefs and be tough like a grown man. However, he too was often absent from Daryl's life; part of that had to do with the fact that he was frequently in jail. This led to Daryl having to frequently fend for himself. Once, after their mother's death, but before Daryl reached age 12, he got lost in the woods for nine full days and lived off of wild berries and used poison oak as a substitute for toilet paper. Merle was again locked up for his crimes when Daryl managed to find his way home, his father had not noticed his absence. He walked in through the back door and then made himself a sandwich.
    The beating Daryl received from his father regularly has made him defensive of others who are abused, slaves, defenceless people etc.However the way he was treated has made him a less pleasant person, and a more volatile and rude one.

    Both Daryl and Merle were physically abused by their father, causing Merle to abandon the family. Merle claims that he didn't know that his father was hurting him too but Daryl doesn't believe him. Daryl is a survivalist relying on himself and is very slow to trust others.

    -------------------------------------

    Name: Elizabeth

    Sex: Female

    Age: 20

    Appearance: She's 5 ft 6 with dark brown hair and nice blue eyes. She is a beautiful young woman looking like she's just out of her teens, as she is.
    [​IMG]

    Gear: Elizabeth doesn't wear armour, being locked up her entire life she has only been given access to what she's been given such as what is shown in this picture.

    Major skills: She is an excellent medic and lock smith.

    History: Elizabeth is a twenty-year-old woman who has been imprisoned in the far reaches of the wasteland, in a vault, since she was an infant. Daryl Dixon is sent to retrieve her from her captors, and bring her back to his employer. She is guarded by Ruth, a monstrous mutant who was both her guard and only friend during childhood; she began to hate him as she grew up, seeing him as a warden prohibiting her freedom. Her only company being Ruth and the books and things Ruth brought her she learnt a lot about history and the geography of the areas in the pre war and current world, she has never been able to explore them however. She learned a lot about lock picking while being locked up herself, this knowledge in no way could ever help her escape though. She has been able to practise first aid, becoming an excellent medic and lock pick.

    Personality: Despite years of isolation, Elizabeth has a free-willed, almost childlike spirit, demonstrated by her dancing and singing, and in her interaction with her surroundings. She is also somewhat mischievous, being able to pick locks. She has a biting wit and sarcastic humour, calling her companions out on their missteps without hesitation. At the same time, she possesses an immense amount of reserve and determination, as she is able to focus on her goals and move past stressful situations relatively quickly, though they are still shown to affect her deeply. Because the only thing to keep her company in her prison was books, Elizabeth is a fountain of information, ranging from lock-picking to medical treatment.Despite her immense intellect, her determination and lack of life experience have made her somewhat reckless, and she does not always think her plans through. She is also very naïve, likening the NCR's side. At first she sees them to be freedom fighters, helping their land. However, once she sees the consequences of what the war is doing she quickly changes her mind. Elizabeth greatly dislikes killing, avoiding doing it herself whenever she can.



    (I came up with "Ruth"s name at a moments notice, I will very likely change this. Just the name, not the character)
     
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  6. Mr.Self Destruct

    Mr.Self Destruct Chosen Undead

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    Name: Christopher

    Gender: Male

    Age:
    Mid-20's

    Appearance: Christopher bears the look of a rugged and seasoned wastelander, he keeps his facial hair untidily and rough, and his brown hair is disheveled and blown back from the wind. Complementing this is a pair of strong and restless blue eyes, which give Christopher the look of someone stoic and vigorous. Years of living in the wasteland have given him a stronger build, and years of constant fighting and drub abuse has left him with many scars. For clothing, Chris wears what he can salvage; a dusted and battered brown coat, and a pair of old and washed out black pants.

    Gear: Chris carries with him an old hunting rifle, fitted with a scope he had found while prospecting the wasteland. For close quarters, he has a rusted 9mm which he keeps holstered at his side. Between his two firearms, Chris has about 12 rounds for his hunting rifle and 7 for his pistol.

    Personality: Christopher's experiences with life have left him jaded and his often dreary and cynical attitude and personality can be attributed to a past filled with hardship. Above all, Christopher values the ability to survive. He can often times be ruthless, and although he may seem like a tired and gloomy individual Chris is truly capable of terrible things. He is mistrusting and can be unfriendly, but despite all this, he is true hearted and generous at his core. His trust is hard to earn, but he can be fiercely loyal to his companions.

    Skills: Christopher is an excellent shot with his rifle, having killed several men before from hundreds of meters away. He also has some knowledge with mechanics and medicine, he isn't very experienced with either although he knows enough to get by. Aside from this, he is an experienced and competent navigator and tracker, and knows how to survive in the wasteland.

    Occupation: Chris works as a courier, taking packages from place to place for people who don't have the ability to do it themselves. It's a dangerous line of work, and Chris has encountered more than enough life or death situations while on the job.

    Backstory: Born as a bastard, Chris' mother was a sleazy, drug abusing woman who hung around the fiends of New Vegas to get her next fix. The fiends equally took advantage of her, and Christopher's father could have been anyone of them. When Chris was a toddler, his mother overdosed while on a drug binge. Leaving the young boy with a band of murderers and thieves. He was brought up by them, taught to kill and steal. For many years, Chris was angry at the world. And felt no qualms about killing for loot or using drugs, something he did often.

    When he was a teenager, Chris was caught by a squad of NCR troops while picking through the remains of a dead trading caravan. He was arrested and detained, and spent ten years in a NCR correctional facility. When he was released, he emerged a changed man. Leaving his past behind him, he set off, simply trying to survive.


    (Sorry it seemed so brief, most of you already know Chris from the last thread.)
     
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  7. Simus

    Simus An Excellent Site Member

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    Name: Jessica Brown. This blue is her text color.

    Sex: Female

    Age: 17

    Birthplace: Hidden Valley

    S.P.E.C.I.A.L:

    Strength: 3
    Perception: 7
    Endurance: 4
    Charisma: 5
    Intelligence: 10
    Agility: 7
    Luck: 5

    Appearence: Pale skin, susceptible to sunburn, long straight red hair, oval shaped face, blue eyes and usually a big smile.

    Clothing: One Merc Troublemaker Outfit (Long black leather coat, black fingerless gloves, and black knee high boots over sky blue jeans. The boots don't have laces like in the game but instead are smooth leather with a full zipper on the inner side of the shafts) with a black T shirt and a pair of white long underwear she sometimes wears underneath. She also has a set of Wasteland Doctor Fatigues, a pair of pj's and a Followers Lab Coat. She would wear the lab coat with the rest of her merc outfit sans the leather coat. She's also got a set of recon armor with hood and gloves for combat. She has yet to receive training to operate Power Armor.

    Weapons: One plasma defender with seven E cell packs and one laser rifle with seven Microfusion Charges. She also has a combat knife used primarily as a tool and a cosmic knife she keeps in a locked saturnite box for emergency situations.

    Misc Gear: A medkit containing six stimpacks, two strings of tubing, scissors, forceps, two empty syringes, gauze pads, sterile burn cream and disinfectant (like neosporen), three doses of Med-X, three doses of Rad-X and three doses of Rad-Away. She has a rucksack containing an assortment of packaged and canned food, a hotplate, a set of silverware, two drinking glasses, a mag light, a bedroll, an old quilt and a teddy bear.

    Personality: Friendly to the point of being bubbly, well educated and interested in all kinds of technology, absolutely brilliant but physically weak. Relatively naive and innocent.

    Skills: Like all members of the Brotherhood of Steel, Jessica has been trained in the use of energy weapons and is proficient in most of them. The ones she carries are her favorites and the ones she's the best at. She can use her pistol while on the move but she must be stationary to use her rifle. She isn't strong enough to wield heavy weapons such as gattling lasers or flamers. She's also had some training with explosives and has a talent for diffusing munitions and setting them. Guns are more difficult for her to use due to their greater recoil and weight compared to energy weapons but she can still use them if she must. She doesn't have much hand to hand training and avoids combat if possible.



    Jessica has had extensive training in all scientific areas as a Brotherhood Scribe and is an excellent machinist. She can take apart, clean, fix and put back together most any weapon and knows a great deal about computers and robotics. She also has a great interest in the life sciences and has extensive knowledge of most areas of chemistry and biology. Plus enough experience and education to conduct her own experiments and chemical tests, including being able to synthesize several types of chems and medicine. She's proficient in first aid and basic lifesaving skills and would be a capable medic or assistant to a full doctor.

    Despite her extensive book smarts, Jessica has much to learn about the wider world. Her young age and relative inexperience make her gullible at times and too trusting for her own good. She's good at constructing an argument and is quite persuasive when prepared, but has difficulty improvising and she doesn't have a very good head for business. She has little skill with a lockpick or living off the land and is too clumsy to be effective at sneaking.

    Backstory: Jessica grew up in Hidden Valley as a member of the Brotherhood of Steel. She loved the advanced technology her home offered and was slated to become an excellent scribe but she wanted more than a cloistered life inside a bunker. She always envied the Knights and Paladins, who got to go out on patrol and see the world thanks to good relations between her chapter and the NCR. She also grew up with stories about her mother Moira Brown who was born in the Capital Wasteland and wrote a Wasteland Survival Guide. It made her so much money that she was able to buy a vertibird from the Brotherhood of Steel and spread the book as far as the NCR. Jessica saw this adventure as a testament to the notion that nothing is impossible and this made her hunger for her own adventures. Her older friend and de facto big sister Veronica would sometimes take her out to shop for supplies and this only strengthened her wanderlust. Jessica's parents knew this well and wanted to keep their daughter safe while still making her happy. So, rather than force her to remain in the service of the Brotherhood or wander off into the wastes by herself they made arrangements for her to be taken on by the Followers of the Apocolypse Chapter in San Francisco. With the help of a few brave battle brothers they were able to get Jessica into San Francisco and set her up with the Followers. However, thanks to tensions with the NCR they couldn't stay with her and had to put their trust in the Followers to look after her. This was two weeks ago and while Jessica is reveling in the opportunity to explore the wider world she's beginning to realize how little she really knows.
     
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  8. Simus

    Simus An Excellent Site Member

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  9. Skyrimosity

    Skyrimosity Fine Southern Gentleman

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    I'll join and shall have an entirely new character card ready by morning
     
  10. Simus

    Simus An Excellent Site Member

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  11. Seanu Reaves

    Seanu Reaves The Sexy Beast

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    Hey guys I think imam drop out. Don't think I'm gonna be on enough to keep up. :D I can't wait to read it though
     
  12. Simus

    Simus An Excellent Site Member

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  13. Daryl Dixon

    Daryl Dixon Well-Known Member

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    I have now highlighted the names in my character card the colour I want their dialogue to be.
     
  14. Simus

    Simus An Excellent Site Member

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  15. Skyrimosity

    Skyrimosity Fine Southern Gentleman

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    Name: Carsten Richter

    Gender: Male

    Age: 32

    Appearance: 6'4, 250 pounds. Short blonde hair, blue eyes. A scar from lip to jaw. Extremely muscular from head to toe. Very white skin, but not quite to the point of being pale

    S.P.E.C.I.A.L:

    Strength: 10
    Perception: 5
    Endurance: 10
    Charisma: 3
    Intelligence: 4
    Agility: 5
    Luck: 6

    Gear: Has a machete that he has sharpened and is experienced with, allowing him to use it extremely effectively. Putting all his might into one blow allows him to easily cut off an enemy limb. On his back is a hunting spear he has used both to kill animals and people. Carries a 10 mm pistol but prefers melee combat with possible. Recon Armor, Helmet, and Boot to allow him to move easily while fighting.

    Personality: Carsten is very aggressive and will never back down from a fight. When selling goods, he uses his height and strength to get a better price. After all, most merchants prefer not being dead. Does not generally co-operate with others due to the risk of being turned on. However, he is comfortable around a group of people if they are competent fighters. Weaklings are, after all, the ones who betray most often.

    Skills: Great with his machete and hunting spear. Is capable of taking a good bit of damage before going down and when his adrenaline is running it would take no less than his heart to stop beating before he quit fighting. A decent shot with his pistol, but prefers his machete above all. Having lived alone most of his life he has become accustomed to using medicine himself and is skilled in that art. His tall height and long stride allows him to close in on an enemy quickly even though when running he is not very fast.

    Occupation: Completes odd jobs for money on occasion but for the most part lives off of the land.

    Backstory: Carsten was raised with his family and a group of other people who chose to live off of the land and adapt to the Wasteland instead of trying to deny what happened. This was where he learned first to use a machete and spear. The group did well though there were arguments over who the leader should be and then they split apart. Carsten was ten years old at the time so he followed his family.

    His father kept Carsten in touch with his German heritage, even if Germany was a nation long ago. His father told stories of German greatness and instilled in Carsten a military-like discipline. Carsten learned many things from his father including: to be proud of his ancestry, never surrender, and never be afraid to kill. His father always went on about how Carsten had the body-build of a German and his father was always proud of him. His father was like a personal fitness trainer, making Carsten build-up his strength for the fights he would have later in life.

    At the age of eighteen, Carsten was a well-built muscular adult and left his family. He has been living off the land not far from New Frisco ever since, occasionally getting a contract from a nearby town to go to the city for whatever reason.
     
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  16. Skyrimosity

    Skyrimosity Fine Southern Gentleman

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    I prefer my color either to be light blue, or the sandy-looking color FFFF99
     
  17. Daryl Dixon

    Daryl Dixon Well-Known Member

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    But I'm light blue :O
     
  18. Simus

    Simus An Excellent Site Member

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    Daryl is light blue Sky. Could you highlight your characters name in the desired text color please?

    Also, we ready to get this started?
     
  19. Skyrimosity

    Skyrimosity Fine Southern Gentleman

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    Done
     
  20. Simus

    Simus An Excellent Site Member

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