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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Kiryu's Heroes mechanics n' rules n' stuff
Thread: Kiryu's Heroes mechanics n' rules n' stuff
kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted December 20, 2015 02:35 PM
Edited by kiryu133 at 17:24, 25 Feb 2016.

Kiryu's Heroes mechanics n' rules n' stuff

Work in progress

Extra reading for the crazy: Factions

Part one: creature stats and rules

1a: stats

Stats
Health: How much damage a creature can take before dying.
Damage: How much damage a creature deals when attacking.
Defense: How much damage is resisted on attack.
Attack: How much defense is ignored on attack.
Speed: How far a creature can move.
Initiative: How often a creature get a turn and in what order.

Any one combat turn the creature with the highest initiative goes first and the round continues until every creature has had at least one turn. If a creature has high enough Initiative it might be able to take an additional turn (up to a maximum of three) before the last creature gets a go. Once a creature gets its turn it has several basic options: move, dash, move and attack, attack, defend, use potential activated spells or abilities.

Defending has the creature end its turn right there and get a bonus to defense. The bonus is stronger if the creature would've had extra turns that combat turn.

Waiting has the creature wait for a more opportune moment. The creature stays put with a bonus to initiative its initiative but does not lose the turn. The bonus will be increased every time the creature waits but will be removed if it acts. A turn will be skipped if all creatures get a turn in which case the waiting creature will get the final turn but any turns saved up will be lost. waiting as the final creature will also waste that turn.

How far you can move is determined by speed. A creature can move beyond that limit by dashing but this movement does not allow attacking afterwards and gives a penalty to defense and retaliation damage. The reach of dashing is equal to 50% of creature speed.

Attacking deals creature damage times amount of creatures. This damage is then reduced by attacked creature defense however the attacking creature attack reduces the defense of the attacked creature by that amount with values under 0 being possible.

1b: combat abilities

Many creatures have special abilities that differentiate them from others on the field and gives them a role. Here are some common ones:
Flyer: This creature can fly and ignores collision from creatures and terrain when moving.
No enemy retaliation: When attacking the create suffers no counter-attack.
unlimited retaliation: Usually creatures will only have one retaliation every combat turn, however the creatures with this ability can retaliate endlessly unless the attacker has "no enemy retaliation" or other effects are in play.
No melee penalty: ranged creature will normally get a large damage penalty when attacking in melee. Creatures with this rule will attack with full power in close combat.
Caster: This creature has access to one or more spells and can cast them during combat. this counts as a ranged attack meaning you can only do it if standing still and there are no enemy creatures in contact.
X elemental damage: the creature attacks does elemental damage, applying any resistances/weaknesses into its damage calculation. Creatures immune to that elemental damage takes a minimum of 50% damage instead of no damage.
Mechanical: These creatures always have neutral morale and are immune to some spell-effects like healing and poison among other.
Boneless: This creature can not be used to create Skeletons or Bone Golems with necromancy.
breath-attack: This creatures attack damages any creature behind the targeted one.
No ranged penalty: The creature does no get the usual damage penalty for shooting longer than half the battlefield.
Beast: This creature is at least partly an animal and is affected by some spells and effects.

1c: Tiers

This game would use a 7-tier strength scale using a 3-tier structure: Core (the backbone and basic troops), Elite (the elite and more powerful creatures. professional soldiers and rare beasts), Champions (Centerpieces and symbols). The faction thread has all creatures in order of strength with excepting of champions who are about the same strength. Example:

Haven

        CORE
tier 1: Militia
Tier 2: Ranger
Tier 3: Thrower
       
       ELITE
tier 4: Crusader
tier 5: Griffin Monarch
tier 6: Champion
       
      CHAMPION
tier 7: Thunderbird/Garuda

Tier 3 are stronger than tier 2 and tier 2 are stronger than tier 1 but the jump between tier 2/3 and 5/6 are a bit larger as is the jump between core/elite/champ with some occasional exceptions.

1d: Sizes n' hexes

This game uses Hexes and in order to make sure sizes and feel of creatures can be good a "small" creature is not a single hex. Comparisons:

-Small: 7 hexes
-Long: 10 hexes
-Large: 19 hexes
-Very long: 34 hexes
-Huge: 37 hexes
-Massive: 61 hexes

With regards to terrain, creatures of the Massive size ignore terrain that they are larger than in both with and length and can stand on top of it. If any of the terrain-piece's sides are larger than any of the creature's sides it is not ignored.

Flanking is not a thing.

Part 2: Heroes stats, rules and progression etc

2a: stats

Attack: increases the attack of all creatures in hero army.
Defense: increases the defense of all creatures in hero army.
Spellpower: affects hero spell-casting effectiveness and power.
Knowledge: affects mana/mana regen and spell duration.
Movement: increases movement points.
Luck: increases chances of creatures getting a critical chance.
Leadership: Increases chances of creatures getting a bonus-turn.

Every level a hero gains one point in one of these stats.

2b: Progression

Heroes can gain experience and level up. The primary way of gaining experience is through winning battles, however there are other ways such as finding treasure, sacrificing artifacts or creatures in some locations or managing cities. When leveling up, A hero gets to choose one skill to level up or choose a perk within the tree of an already chosen skill. Chosen skills and how much you have invested in any chosen one increases stat-gain the closest affiliated stat, like offense increasing the chance of getting a point in attack on leveling up.

2c: Skills

When leveling up you can choose between three skills and 4 perks as long as there are enough of them to choose between. You can not learn more than six skills and a total of 30 perks. The exempt is the faction skill, which is always available beyond the six skill limit. Skills include:

Offense

Basic: increase damage dealt by creatures in melee by 10%
Advanced: increase damage dealt by creatures in melee by 15%
Expert: increase damage dealt by creatures in melee by 20%

Perks
(not limited to)

Ranger: Applies the damage boost to shooters as well.
Giant slayer: increases damage dealt to creatures larger than the attacker by an additional 10%.
Rush: Allows creatures to attack when dashing for half base damage without any hero modifiers.
Arcane attack(Tower only): All creature without it gets an elemental attack. Element is randomized between the highest skilled elemental magic schools of the hero. If no magic schools are picked, it is completely random.

increases chance of getting attack-stat

Armourer

Basic: reduces damage taken by 10%
advanced: reduces damage taken by 15%
Expert: reduces damage taken by 20%

Perks
(not limited to)

Shieldwall: creatures gain an additional 5 defense for every friendly creature in contact.
stand your ground: takes 20% reduced damage if the creature has not moved since the start of combat.
twin-strike: Gives creatures an extra retaliation.
Meat-shield(Dungeon only): Elite and and champion creature will have 20% of damage taken dealt to a random, adjacent core creature instead.

increases chance of getting defense-stat

Arcane

Basic: increase spell-efficiency by 10%
Advanced: increase spell-efficiency by 15% and allows level 2 spells to be learned without appropriate elemental skill.
Expert: increase spell-efficiency by 20% and allows level 3 spells to be learned without appropriate elemental skill.

Perks
(Not limited to)

Intelligence: increases maximum mana by 25%.
Arch-mage: allows caster to learn level 4 spells without appropriate elemental skill.
Channeler: increses spell-duration by 20%.
Life-force leech(Necropolis only): gain 1 mana for every 2 living creatures killed in battle.

increases chance of getting knowledge and spellpower-stat

Fire

Basic: Increase fire damage from spells and creatures by 10% and allows level 2 fire spells to be learned.
Advanced: Increase fire damage from spells and creatures by 20% and allows level 3 fire spells to be learned.
Expert: Increase fire damage from spells and creatures by 30% and allows level 4 fire spells to be learned.

Perks
(Not limited to)

Pyromania: fire spells ignite the target and does an additional 25% damage over 3 turns. Effect does not stack.
Blood-boil: Friendly creatures affected by any positive spell-effect gain a 10% damage boost for the duration of the spell.
Burning bright: The AoE of fire spells is increased by one hex.
Careful around fire(Fortress only): friendly creatures stuck in the outermost area (two if hero has "burning bright") of an AoE fire-spell are not hit by it.

Increases chance of getting spellpower-stat

Air

Basic: Increase air damage from spells and creatures by 10% and allows level 2 air spells to be learned.
Advanced: Increase air damage from spells and creatures by 20% and allows level 3 air spells to be learned.
Expert: Increase air damage from spells and creatures by 30% and allows level 4 air spells to be learned.

perks
(not limited to)

Tailwind: Using an air spell increases movement of friendly flying creatures by five until the end of the next turn. Effects does not stack.
Static: using beneficiary spells on friendly creatures will cause enemy creatures attacking them taking air damage.
Whirlwind: Using an air spell on any enemy shooter will cause their next ranged attack to do 30% less damage.
Thunderstorm(Haven only): Using any damaging air spell will leave the area under a storm cloud which will strike any creature within it for 20% of the original spells damage at the end of the next three turns. There can be 3 active at any time.

Increases chance of getting spellpower-stat

Earth

Basic: Increase Earth/poison damage from spells and creatures by 10% and allows level 2 earth spells to be learned.
Advanced: Increase Earth/poison damage from spells and creatures by 20% and allows level 3 earth spells to be learned.
Expert: Increase Earth/poison damage from spells and creatures by 30% and allows level 4 eart spells to be learned.

Perks
(Not limited to)

Rupture: Casting "slow" on an enemy creature creates a patch of quicksand under said creature.
Dust wall: Using beneficiary spells on friendly creatures decreases damage from the next attack by half. Lasts one turn.
Stone spikes: Stone spikes erupt in front of every friendly creature at the start of combat and lasts until the creature moves or is attacked. Any enemy creature attacking a creature with stone spikes takes damage based on length traveled and removes the spikes.
Nature protects(Preserve only): Using any single target beneficiary earth spell on a friendly target surrounds them in a tree, allowing them to heal every turn and makes them immune to damage. Lasts as long as the target defends or all other friendly targets die. Counts as terrain.

Increases chance of getting knowledge-stat

Water

Basic: Increase water/cold damage from spells and creatures by 10% and allows level 2 water spells to be learned.
Advanced: Increase water/cold damage from spells and creatures by 20% and allows level 3 water spells to be learned.
Expert: Increase water/cold damage from spells and creatures by 30% and allows level 4 water spells to be learned.

Perks
(Not limited to)

Chilly: Any ice damage reduces target initiative by 30 %.
Sheer cold: Any ice damage is guaranteed to kill one target and "Chilly" effect is increased to 50% reduced initiative.
Water Veil: Using beneficiary spells on friendly creatures removes any harmful effects and fully heals the top creature.
Ice Omen(Stronghold only): When attacking, the field is covered in a sheet of ice for 3 turns making enemy creatures move slowly or risk falling down and spending the next turn getting up.

Increases chance of getting knowledge-stat

Logistics

Basic: Increases max hero movement by 20%
Advanced: Increases max hero movement by 35%
Expert: Increases max hero movement by 50%

Perks
(Not limited to)

Homeguard: Doubles hero movement if visiting a town.
Tactics: Hero has an extra large deployment zone.
Death march: Friendly creatures get an additional 10 speed in sieges.
Manuevring(Haven only): Once per turn if attacked, the hero may choose to escape and run in the opposite direction for up to 25% of maximum movement.

Increases chance of getting movement-stat

Pathfinding

Basic: Penalty for moving over rough terrain is reduced by 25%
Advanced: Penalty for moving over rough terrain is reduced by 50%
Expert: Penalty for moving over rough terrain is reduced by 75%

Perks
(Not limited to)

Snatch: Hero spends no movement picking up resources and visiting adventure map objects.
Scouting: Increases hero vision range by 20% for basic, 50% for advanced and allows to see enemy numbers at Expert.
Ambush predator: Hero disguises her troops to show no numbers of the strongest creature. Expert scouting and ambush predator cancel each other out.
Forest paths(preserve only): Forest terrain counts as dirt road when no enemy forces or towns are in the area.

Increases chance of getting movement-stat

Navigation

Basic: Increases movement over sea by 50%
Advanced: Increases movement over sea by 100%
Expert: increases movement over sea by 150%

Perks
(Not limited to)

Favourable winds: Decreases movement cost as long as you travel in the same direction as you started moving in. Lasts until you change direction.
Promised Land: gives bonus morale and movement when seeing land that is either not part of the original landmass you left from or started the turn without any land in sight. Movement lasts for the turn and morale lasts until the next combat.
Mist cover: Hero ship is invisible without direct line of sight.
Raiding party(Stronghold only): It costs no movement to land.

No stat-growth impact

Warmachines

Basic: Warmachines use 30% of hero stats and get an additional 50 hp.
Advanced: Warmachines use 60% of hero stats and get an additional 100 hp.
Expert: Warmachines use all hero stats and get an additional attack/improved heal.
Applies to the Necropolis Bone golem. It does not get bonus stats from the hero without this skill.

Perks
(Not limited too)

Quick reload: Warmachines get an additional shot.
Exploding shells: Siege engines damage any units in contact with the hit wall section with fire damage. Fortress Giant toad adds 50% fire damage to it's normal effect instead.
Stronger medicine: Heal tents can now resurrect creatures.
Bone siege-craft(Necropolis only): Bone golem can attack walls, dealing half of the Catapult damage.

Increases chance of getting Defense/Attack-stat depending on chosen perks (tents for defense, Ballista for attack etc)

Leadership

Basic: Increase hero leadership by 10.
Advanced: Increase hero leadership by 20.
Expert: Increase hero leadership by 30.

Perks
(Not limited too)

Warpath: Hero gains 2 (increased to five against enemy hero/towns) leadership for every victory won until a loss or taking over 25% army losses.
Victory standard: Killing an enemy creature increases morale of all friendly creatures by 10.
Unstoppable force: Killing an enemy creature reduces morale of all enemy creatures by 5.
Skillful management(Fortress only): For every different Old and new creature, Hero troops gain 5 leadership (to a maximum of 15).

Increase chance of getting Leadership-stat

Luck

Baic: Increase hero Luck by 10.
Advanced: Increase hero Luck by 20.
Expert: Increase hero Luck by 30.

Perks
(Not limited too)

Lucky find: Hero finds extra resources in resource piles and chests. Extra amount is randomized between 10-100% with a minimum of 1 extra rare/common and 100 extra gold.
My fortune is your misfortune: In battle, enemy hero has his or her luck reduced by 10-15-20 for every luck mastery level.
Soldiers luck: Friendly creatures has their on-hit effects improved.
Dead mans curse(Necropolis only): Reduces all living creatures luck by 2 for every undead creature on the field.

Governor

Basic: Increases governed area of control income and creature growth by 20%
Advanced: Increases governed area of control income and creature growth by 40%
Expert: Increases governed area of control income and creature growth by 60%

Perks
(Not limited too)

Master weaponsmith (Demands hero with basic Offense): creatures hired or brought to this hero or her governed town with a blacksmith gets their attack permanently increased by 2/5/10 depending on offense proficiency.
Master armourer (Demands hero with basic armourer): Creatures hired or brought to this hero or his governed town town with a blacksmith gets their defense increased by 2/5/10 depending in armourer proficiency.
Town defender (demands hero with basic Warmachines): Increases wall health and tower damage based on warmachines proficiency.
Road builder (Demands basic Logistics): Hero can build roads from her governed province to any location of interest nearby. They can also connect to friendly towns as long as it stays in friendly or neutral province as long as said provinces does not have towns. Basic Logistics allows dirt roads, advanced allows for paved and Expert allows for additional roads to be constructed from any connected owns as well (though not beyond that). Amount of turns depend of length of the road being constructed and any already existing roads can be upgraded which will be the normal time and cost needed halved.

2d: Faction skills

Every faction has it's own skill only usable by their faction heroes, regardless of origin faction of their army (so a Haven hero can still use her racial with Stronghold troops).

On the move
Haven racial. Allows creatures to move before retaliating at half movement. Ranged creatures retaliate at half damage even if moving away. This can only happen once per creature turn.

Basic: 50% speed.
Advanced: 75% speed and 75% damage for ranged retaliation.
Expert: 100% speed.

Perks

Quick bows: Ranged creatures ignore any retaliation damage-reducing abilities or spells when performing a ranged retaliation with "On the move". It still suffers the damage reduction from "On the move" however.
Attacking maneuver: The creature can use the movement to retaliate against another creature instead as long as it moves into melee range. This attack is can be retaliated against.
Quick guard: Creatures using "On the move" also get a 10% defense bonus until their next action.

Raiders
Stronghold Racial. Gives resources when winning combats and stat bonuses when being the attacking party. They can also "sack" cities instead of conquering them. Sacking makes some buildings unusable and gives the town income into negative instead until fixed as well as giving large amount of resources to the hero.

Basic: 20/30/40% neutral/hero/siege value of enemy creatures gained in resources after combat. 10% stat bonus when attacking.
Advanced: 30/40/50% neutral/hero/siege value of enemy creatures gained in resources after combat. 15% stat bonus when attacking.
Expert: 40/50/75% neutral/hero/siege value of enemy creatures gained in resources after combat. 20% stat bonus when attacking.

Perks

Scavenging: Increase resource income from won battles based on army size.
Banditry: Allows the army to gain income based on the wealth of the current Province. Reduces income of said Province. Can Only be used in enemy provinces.
Bloodlust: Increases damage and attack when attacking by an additional 10%.

Planetary protectors
Preserve racial. Allows a random creature to gain an extra action when fighting an enemy with more towns as well as giving more movement when moving in territory owned by the player with the most towns. Every creature will get a turn at least once in a random order before the same can get one more.

Basic: Allows extra turns when fighting an enemy with 5 towns or more every 3 turns, 6 towns every 2 turns and 7 towns every turn. Movement is increased by 5% for every town more than the second strongest.
Advanced: Allows extra turns when fighting an enemy with 3 towns or more every 3 turns, 5 towns every 2 turns and 7 towns every turn. Movement is increased by 10% for every town more than the second strongest.
Expert: Allows extra turns when fighting an enemy with 2 towns or more every 3 turns, 4 towns every 2 turns and 6 towns every turn. Movement is increased by 10% for every town more than the weakest player.

Perks

Tactical decision: Allows the hero to choose which creature to give the bonus action to. Only action until every other creature  has gotten one still applies however.
There are more than one enemy: Bonus movement applies when moving in the second strongest player provinces with bonuses depending on the third strongest player in that case. If there is only one other player, the bonuses for that one is increased by 50% instead.
Forest assistants: Enemies need to be much closer in order to see the hero when in forest terrain.

Pioneers of magic and craft
Tower racial. Gives the hero spells increased power based on mana cost and the ability to craft custom artifacts. Bonus spell power is based on hero level and mana cost. Creating artifacts demand the hero knowing artifact effects which can be gain by disassembling owned artifacts. These effects include "atkUP", which gives the artifact a small bonus to attack or "DefUP++/atkDWN" which gives the artifact a great increase to defense but a small reduction to attack among others. Power of artifacts is dependent on skill mastery. Price of created artifacts is dependent on total Stat-levels. Can only create artifacts for slots already disassembled.

Basic: 2% bonus spellpower per mana over 20 and hero level. Can use basic artifact effects.
Advanced: Can use advanced artifact effects and increases effect power by 10+1% per hero level.
Expert: Can use any known artifact effect and increases their power by 25+2% per hero level.

Perks

Efficient forges: Reduces resource cost for artifact manufacturing by 25%
Magic sharpness: Reduces negative artifact effects by 50%
Unstoppable force: Ignores 25% magic resistance when bonus spellpower is activated.

Slavers
Dungeon racial. Gives big combat bonuses when fighting neutral armies and allows defeated enemies to be enslaved. Once a certain amount has been reached (100hp) the player can increase growth or production at any owned town or mine. Captured mines or towns with slaves will have them released for EXP unless it's a Dungeon hero, in witch case they can choose to take them for themselves, or a Necropolis/Forge hero who will always turn them into Skeletons/resources.

Basic: 25+1% per hero level bonus to all stats when fighting neutral armies and 20% of killed creature HP enslaved.
Advanced: 50+5% per hero level bonus to all stats when fighting neutral armies and 35% of killed creature HP enslaved.
Expert: 70+7% per hero level bonus to all stats when fighting neutral armies and 50% of killed creature HP enslaved.

Perks

Slave soldiers: Hero can put the slaves in any of their creature stacks instead. This gives the stack a "shield" of 100HP that will need to be broken through before damage can be dealt to the creature itself. Any slaves captured by said hero will first be used to fill any damage to any damaged shields before they're added to the pool.
Terror: Any creature the hero has gained at least 500HP worth to the slavery pool from will have "terror" in any combat, meaning they has a 10% chance of running in terror from any melee attack instead of retaliating.
Emergency rations: Once per turn the hero can use up any remaining HP from the Slavery pool (up to a maximum of 100) to refill their movement by up to 50%.

Necromancy
Necropolis racial. Allows hero to resurrect raise killed after combat based on type and amount of creatures killed.

Average sized - Skeletons
Boneless/spiritual - Ghost/Banshee
Dragons - Bone dragon
the number raised of these creatures is dependent on amount of killed creatures.

Champion and larger-than-average Core/Elite - Bone golem
The number raised for these is dependent on  total killed creature HP.

In addition, bone Golems and skeletons get their attack and defense from hero skill proficiency if hero has necromancy.

Basic: 20% of killed creatures are resurrected after battle. Skeletons and bone Golems get 1/10 Attack/defense per skill mastery.
Advanced: 30% of killed creatures are resurrected after battle. Skeletons and Bone Golems get 2/15 Attack/defense per skill mastery.
Expert: 40% of killed creatures are resurrected after battle. Skeletons and Bone Golems get 3/20 attack/defense per skill mastery.

Perks

Too many bones: Hero gets an additional creature slot reserved for any core creature already in the army.
The bone Zone: Hero can see locations where big battles once happened and raise a couple of undead once per location. This uses up any remaining movement.
Spooky mine: Hero can haunt a mine, putting a few ghosts/Banshees to protect it. Amount of creatures is equal to hero level in stacks equaling Necromancy proficiency (so a level 15 hero with advanced necromancy will get 2 stacks of 15 ghosts).

Isolationism
Fortress racial. Makes walls stronger in sieges and gives towers an additional shot at the end of the turn. Hero also has increased defense and movement when in territory that is or was owned at some point during the last 3 turns.

Basic: 1 defense and 2% movement increase per hero level in friendly territory. Wall health increased by 25%. Towers do 2 extra damage per hero level.
Advanced: 2 defense and 5% movement increase per hero level in friendly territory. Wall health increased by 50%. Towers do 5 extra damage per hero level.
Expert: Wall health doubled and towers do 10 extra damage per hero level and ignores 20% of enemy defense.

Perks

Tar pit: If defending during a siege any wall segment can drop tar once per segment/battle. This does 50*hero level damage that ignores 50% defense and creates a tar pit for 5 turns. moving in the tar pit cuts speed in half for this and the next turn. Damage dealt can not be more than 25% of total HP.
Tall walls: Flying creatures can not fly over the walls if it would cost more than half their movement during a siege defense.
Man the gates!: Every creature gets to take any remaining turn if the gate falls during a siege defense.


____________
It is with a heavy heart that I must announce that the cis are at it again.

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted December 20, 2015 03:24 PM

reserved

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted December 20, 2015 03:29 PM

and so is this one

(ooh, a warning!)
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Mediczero2
Mediczero2

Tavern Dweller
Return of the Naga
posted December 20, 2015 05:41 PM

Nice expansion to the original idea!

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