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Author Topic: BZ's Deadlands/BHB: Dude, Where’s My Train? PCs  (Read 26299 times)

BerkaZerka

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BZ's Deadlands/BHB: Dude, Where’s My Train? PCs
« on: October 28, 2010, 12:51:12 pm »

Here are the Characters from my Deadlands/BHB: Dude, Where’s My Train? adventure  ;D

Deadlands/i20: Dude, Where’s My Train?
You’ve heard tale of some great train robberies, but since when do they take the whole train?!? Weird West Steampunk Adventure Ala Deadlands Style. Come play i20 Horror with the Creator of the Bounty Head Bebop RPG.

BZ
« Last Edit: September 01, 2016, 04:16:23 pm by BerkaZerka »
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BerkaZerka

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Re: BZ's Deadlands/i20: Dude, Where’s My Train? PCs
« Reply #1 on: October 28, 2010, 12:55:15 pm »

Rex Bolliger
36xp Rifleman/Bounty Hunter
 
Abilities
Str 3; Agi 4; Con 4; Int 3; Wis 4; Pre 3; Vitality (0) 26; Wounds (-2) 9 (Armor 3)
Saves
React 9; Endure 9; Will 9; Luck 3; Surge 4/4
Psychosis 3
Movement
Init 13; Move 30 ft (Run 90)
Attacks
Unarmed Strike 10/3S; Bowie Knife 7/5L; Gun Butt 6/5S; Winchester Rifle 12/14L/800 ft (15); Colt Peacemaker 11/10L/50 ft (6)
Combat Skills
Dodge 10; Feint 6; Grapple 6; Melee 7; Ranged 12; Target 6; Throw 7; Unarmed 10
All Other Skills
Appraise 9; Balance 7; Bluff 6; Climb (7.5’) 6; Conceal 10; Diplomacy 9; Disguise 7; Escape 7; Gamble 10; Gather Information 11; General Knowledge 6; Gunsmith 9; Hide 10; Intimidate 10; Interrogation 11; Jump (20’l/4’h) 6; Listen 10; Move Silently 10; Political Sciences 7; Ride 10; Search 9; Sense Motive 11; Spot 10; Streetwise 10; Swim (7.5’) 6; Taunt 6; Track 11; Treat Injury 7
Edges
Born Leader; Bull’s Eye; Sharpshooter; Uncanny Shot; Marksman; Sniper; Spirited; Toughness
Flaws
Chain Smoker; Code of Honor (Against Lying); Heroic

Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600
Leather Duster; Brown Stetson; Bowie Knife; Winchester Repeating Rifle; Colt Peacemaker; Horse & Tack; Gear (bedroll, candles, canvas tarp 10x10ft, lantern-shuttered, rations, rope 100 ft, shackles, signal whistle, spyglass, steel-jawed traps, tinderbox, tobacco); $75

Notes
Born Leader: The character has the natural ability to encourage, motivate, and push others beyond their normal limitations. The character gains a second set of Surge Points (equal to his own), which he can give to others within the sound of his voice. Unlike his personal Surge Points, these are not limited to being spent just one per round.

Bull’s Eye: Spend a Surge Point to double the X-Damage of a single Ranged attack.

Sharpshooter: The character has a dead aim and suffers no penalties for Small or Tiny Size; opponents with Partial Cover; who are Prone; or when firing into opponents engaged in Close Quarter Combat. For targets of Miniscule Size the penalty is reduced to MTN 10 or Crit.  Further, the user can also make Called Shots without first taking an Action to line up the shot.

Uncanny Shot: Spend a Surge Point to make a single Armor Piercing Ranged attack (or) disregard the MTN normally associated with Called Shots while making a single Ranged attack.

Steel-Jawed Traps: Those who move through an area where Steel-Jawed Traps have been hidden (Conceal roll) must make a Reaction Save every thirty feet, or have a trap clamp down on their leg for 3L (plus the X-roll of the failed Save) in Damage and gain the Bum Leg Flaw until the damage is healed.  Additionally, the traps can be chained down to hold a victim to that spot, until a Full Round Action is spent to open the jaws, where they can then free their trapped appendage.
« Last Edit: April 30, 2011, 09:31:24 am by BerkaZerka »
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BerkaZerka

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Re: BZ's Deadlands/i20: Dude, Where’s My Train? PCs
« Reply #2 on: October 28, 2010, 01:00:25 pm »

Westin Spade
36xp Gunfighter
 
Abilities
Str 3; Agi 5; Con 3; Int 3; Wis 3; Pre 4; Vitality (0) 24; Wounds (-2) 8
Saves
React 10; Endure 8; Will 8; Luck 4; Surge 3
Psychosis 3
Movement
Init 17; Move 30 ft (Run 90)
Attacks
Unarmed Strike 11/3S; Buck Knife 11/4L; Pistol Whip 11/4S; Colt Lightning Pair 16/8L/40 ft (6/6)
Combat Skills
Dodge 11; Feint 7; Grapple 6; Melee 11; Ranged 15; Target 6; Throw 11; Unarmed 11
All Other Skills
Balance 8; Bluff 10; Climb (7.5’) 8; Conceal 6; Diplomacy 10; Disguise 6; Escape 8; Gamble 10; Gather Information 10; General Knowledge 6; Handle Animal 10; Hide 8; Intimidate 12; Jump (15’l/3’h) 8; Listen 9; Move Silently 11; Ride 12; Search 9; Sense Motive 10; Spot 10; Streetwise 10; Survival 9; Swim (7.5’) 6; Taunt 12; Treat Injury 6
Edges
Grim Reaper; Multi Shot; Quick Draw; Rapid Shot; Sharpshooter; Combat Reflexes; Lucky; Marksman; Toughness
Flaws
Distinctive Features (Keeps a silver dollar with the center shot out in the band of his black Stetson); Lecherous; Outlaw

Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600
Fancy Black Duds; Black Stetson; Buck Knife; Colt Lightning Pair; Horse & Tack; Gear (bedroll, lantern, rations, tinderbox, tobacco); $150

Notes
Grim Reaper: The character can spend a Luck Point to change any Attack-based Extra Success (successful roll of ten or higher) into a Crit instead.

Multi Shot (With Pistols Only): Can take two attacks per Attack Action, sacrificing accuracy for speed.  Multi Shots cannot Crit, suffer a -2 Penalty on each attack, and cannot be used with Called Shots or any other roll that requires a MTN to succeed.  

Quick Draw: The character can draw a weapon and have it ready for use as a Free Action rather than the normal Move Action.

Rapid Shot: The character has superior speed and grace with firearms and the like. He can use back-to-back Attack Actions (Attack + Attack) when using the Ranged skill, without spending Surge Points during combat.

Sharpshooter: The character has a dead aim and suffers no penalties for Small or Tiny Size; opponents with Partial Cover; who are Prone; or when firing into opponents engaged in Close Quarter Combat. For targets of Miniscule Size the penalty is reduced to MTN 10 or Crit.  Further, the user can also make Called Shots without first taking an Action to line up the shot.
« Last Edit: April 30, 2011, 09:31:43 am by BerkaZerka »
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BerkaZerka

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Re: BZ's Deadlands/i20: Dude, Where’s My Train? PCs
« Reply #3 on: October 28, 2010, 01:01:41 pm »

Kitty Conners
36xp Saloon Gal/Feng-Shui Master
 
Abilities
Str 2; Agi 3; Con 3; Int 4; Wis 3; Pre 5; Vitality (0) 13; Wounds (-2) 8
Saves
React 10; Endure 8; Will 8; Luck 7; Surge 3
Psychosis 0
Movement
Init 13; Move 30 ft (Run 60)
Attacks
Unarmed Strike 8/2S; Scattergun 10/10L/20 ft (2); Thrown Knife 9/3L/20x ft (6)
Combat Skills
Dodge 9; Feint 8; Grapple 5; Melee 8; Ranged 8; Target 7; Throw 9; Unarmed 8
All Other Skills
Appraise 11; Balance 6; Bluff 13; Climb (7.5’) 5; Conceal 10; Diplomacy 11; Disguise 10; Entertain 12; Escape 6; Gamble 10; Gather Information 12; General Knowledge 10; Hide 9; Intimidate 8; Jump (10’l/2’h) 5; Listen 9; Move Silently 9; Open Locks 11; Ride 6; Search 10; Sense Motive 9; Sleight of Hand 10; Spot 10; Streetwise 10; Swim (7.5’) 5; Taunt 11; Treat Injury 6
Edges
Feng-Shui Master; Charismatic; Feng-Shui Powers x5
Feng-Shui Powers
Read Aura; Danger Sense; Divine Location; Alter Chance; Harmony
Flaws
Compulsive Gambler; Greedy; Klepto

Equipment Normal Load 25; Encumbered 50; Limit 75; Drag 300
Fancy Chinese Dress; Silver and Jade Hairstick; Scattergun; Throwing Knives; Carpetbag; Disguise Kit; Lockpicks; Lopan with Gatestone; Deck of Cards; $25

Notes
Read Aura: Read Aura allows the Feng-Shui Master to spend a Round to study the Lopan in such a way as to reveal the nature and condition of anyone he concentrates on.  Information gleaned from the Lopan includes whether the target has a good heart or is evilly inclined; what the target’s three highest skills are (but not their level); whether the target has Psychic Feng-Shui or Hexslinging Powers; the target’s current health status, including internal injuries, diseases, common mental disorders (including Psychosis), drug use, poisons, radiation, implants, and memory loss; and when the target is lying.

Danger Sense: Danger Sense gives a Feng-Shui Master advanced warning of any imminent danger to himself (like an ambush), although it doesn’t give him specific information about what the danger is or where it will originate.  While in effect however, the Feng-Shui Master gets a +2 bonus to Initiative and Reaction Saves, and cannot be caught Flat-Footed except on a Botched Initiative roll.  Danger Sense lasts as long as the Feng-Shui Master has his Lopan in hand.

Divine Location: Divine Location allows the Feng-Shui Master to concentrate on his Lopan, in order to determine the direction to and vector (direction of movement) of any object or person he has ever touched. This ability does not provide information about the target’s range, although the Feng-Shui Master could triangulate a more exact position by using the ability from several different locations, charting each reading to the point they intersect.

Alter Chance: Alter Chance allows the Feng-Shui Master to alter the die result (the actual number rolled on the die) for a single roll by +/–1.  Doing so requires one Action of Lopan study and must be declared before the die roll in question, although it can be used to affect anyone’s roll (including the GM’s – who does not have to roll openly, but should take the result in the character’s best favor).  Note that the die roll does not have to be adjusted if the natural result is better than an adjustment up or down.

Harmony: Harmony and a Gatestone allow the Feng-Shui Master to attune himself more keenly than ever to the forces of fate and destiny, increasing his Total Luck Points by +4 for as long as a Gatestone remains in his possession.  In addition, the Feng-Shui Master can now spend one Action (when desired) to give one of his own Luck Points to another for immediate use.
« Last Edit: October 28, 2010, 01:09:38 pm by BerkaZerka »
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BerkaZerka

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Re: BZ's Deadlands/i20: Dude, Where’s My Train? PCs
« Reply #4 on: October 28, 2010, 01:07:38 pm »

Sigmund Van Hoff
36xp Mad Scientist
 
Abilities
Str 3; Agi 3; Con 3; Int 6; Wis 3; Pre 3; Vitality (0) 14; Wounds (-2) 8 (Armor 10)
Saves
React 8; Endure 8; Will 8; Luck 5; Surge 3
Psychosis 8
Movement
Init 9; Move 60 ft (Run 180)
Attacks
Unarmed Strike 4/3S; Heavy Tool 2/4S; Freeze Ray 9/♠/30 ft (15); Thrown Dynamite 4/8L A15’r♠/20x ft
Combat Skills
Dodge 7; Feint 7; Grapple 4; Melee 4; Ranged 7; Target 13; Throw 4; Unarmed 4
All Other Skills
Appraise 14; Balance 4; Bluff 7; Climb (7.5’) 4; Conceal 7; Demolitions 13; Diplomacy 10; Disable Device 14; Disguise 7; Drive 7; Escape 4; Gamble 7; Gather Information 10; General Knowledge 12; Hide 4; Intimidate 7; Interrogation 10; Jump (15’l/3’h) 4; Listen 7; Mad Sciences 15; Mechanics 15; Move Silently 4; Ride 4; Search 15; Sense Motive 10; Spot 10; Swim (7.5’) 4; Taunt 7; Treat Injury 10
Edges
Chosen One; Mad Scientist; Wildcard; Gizmo (Accelerator Switch); Gizmo (Armored Vest); Gizmo (Chem Plant); Gizmo (Freeze Ray); Gizmo (IR Goggles); Lucky
Flaws
Absent Minded; Geezer; Heavy Drinker
 
Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600
Lab Coat; Leather Aviator’s Helmet; Armored Vest; IR Goggles; Freeze Ray; Chem Plant; Accelerator Switch; Gizmo Bag; Mechanics Tools; Demolitions Kit; Dynamite (12); Smoke Bombs (6); Doctor’s Bag (Surgical Tools, Trauma Packs 3, Antitoxin 4, Black Hole 1, Gamma Green 3, Lightspeed 3, Pain Killer 8, Stimdose 8, Super-Coag 3); $850

Notes
Chosen One: The character can spend a Luck Point to change any non Attack-based Extra Success (successful roll of ten or higher) into a Crit instead.

Wildcard (MTN 5): The Mad Scientist Wildcard Edge allows the Mad Scientist to cobble together in a pinch virtually any mundane non-complex, non-electronic, item that lasts for one scene.  See Cheat Sheet for a list of items that can be produced with the Mad Scientist Wildcard Edge (though others are certainly possible as allowed by the GM).

Accelerator Switch: The Accelerator Switch Gizmo is a network of wires worn under the clothing and against the skin that sends unique bioelectrical signals throughout the body, causing an explosive twitchiness in the muscle fibers. The effects of this allow for very quick gross motor movement, which doubles the user’s Normal Movement speed and grants an additional Dodge Action each round.

Armored Vest: The Armored Vest Gismo is a padded ballistic jacket, giving the user and Armor Value of 10/-2.

Chem Plant: The Chem Plant Gizmo is strapped-on like a backpack and is designed to produce and inject a variety of bio-chemical concoctions directly into the bloodstream according to the following predetermined stimuli of the user:
  • The Chem Plant will automatically oxygenate the blood when oxygen levels drop, allowing the user to go without breathing for as long as his environment requires.
  • The Chem Plant instantly rallies against any introduced pathogens or poison, granting the user complete immunity to all Disease and any blood or nerve agent based Poisons.
  • The Chem Plant automatically produces Antirad whenever the user is exposed to Radiation.
  • The Chem Plant automatically administers Stimdose whenever the user is KO’d and at the user’s Free Action to reduce Fatigue.
  • The Chem Plant will also administer Pain Killer at the user’s Free Action.
  • The Chem Plant also contains storage bays for three doses of any other drug the user wishes to inject into them, which can then be instantly administered at any time at the user’s Free Action.
.
Freeze Ray: The Freeze Ray Gizmo shoots out a beam of numbing cold that causes a level of Fatigue each time it hits a living creature; that translates to Fatigued, Exhausted, Unconscious, and then Dead.  For inanimate objects the effects also stack, ranging from Cold to Frost Covered to Frozen Solid, to Shattering.

IR Goggles: The IR Goggles Gizmo grants the user the ability to see in the dark without penalty.

Trauma Pack: The Trauma Pack is a specialized bandage pack that instantly stops blood loss through open wounds when applied, Stabilizing a Dying character without a Treat Injury roll.

Antitoxin: When administered immediately after exposure to poison (within 30 seconds or 6 rounds), each dose of Antitoxin gives the user an additional Endurance Save with a +4 bonus to resist the poison’s effects.  It can also be used to Stabilize a character who is Dying due to a failed Endurance Save, regardless of how long the character has been poisoned, although it will not work on someone who is already Dead.

Black Hole: Black Hole grants +10 Wound Points for 1 hour, but causes incoherent speech (–5 penalty to all Charisma skills).  When it wears off, 10 Wound Points are lost as damage (whether the additional Wound Points granted by the drug or the character’s own).  Those not killed coming down from the drug are Disabled.

Gamma Green: Gamma Green grants a +4 Strength bonus while imposing a –4 penalty to all Wisdom based rolls for 1 hour.  When the drug wears off, it causes Exhaustion (and sterilizes the user for 1-20 months).

Lightspeed: Lightspeed grants a +3 Agility bonus, a +3 Wisdom bonus, and a +10 Movement bonus for 10 rounds.  It permanently increases Psychosis by 1 and Exhausts the user after the effects wear off.

Pain Killer: Pain Killer reduces all Wound Penalties by 1 for the next 8 hours, but imposes a –2 penalty to all Intelligence rolls while in effect.

Stimdose: Stimdose instantly counters Unconsciousness and reduces Fatigue by one step (Exhausted to Fatigued; Fatigued to Normal), but causes the shakes and imposes a cumulative –1 penalty to all Agility based skills per dose, until after eight hours of rest.

Super-Coag: A dose of Super-Coag instantly stops blood loss through open wounds and restores 5 Wound Points (Stabilizing Dying characters and taking Disabled characters back to Wounded).  Using Super-Coag more than once within 24 hours of a previous dose is dangerous, as the drug can cause deadly blood clotting in the heart and brain.  If taken more than once within a 24 hour period, the user must make a MTN 10 or Crit Endurance Save (each dose) or become Dying (which cannot be Stabilized with further use of this drug).  No more than a total of 10 Wound Points may be restored for any one wounding through the use of this drug.
« Last Edit: April 30, 2011, 09:32:10 am by BerkaZerka »
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BerkaZerka

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Re: BZ's Deadlands/i20: Dude, Where’s My Train? PCs
« Reply #5 on: October 28, 2010, 01:12:53 pm »

Lady Abigail
36xp Hexslinger
 
Abilities
Str 2; Agi 3; Con 4; Int 4; Wis 4; Pre 3; Vitality (0) 25; Wounds (-2) 9
Saves
React 8; Endure 9; Will 9; Luck 5; Surge 3
Psychosis 6
Movement
Init 12; Move 30 ft (Run 60)
Attacks
Unarmed Strike 6/2S; Derringer 9/10L/10 ft (2)
Combat Skills
Dodge 11; Feint 6; Grapple 5; Melee 6; Ranged 10; Target 7; Throw 6; Unarmed 6
All Other Skills
Appraise 11; Artistry 11; Balance 6; Bluff 9; Climb (7.5’) 5; Conceal 7; Diplomacy 5; Disguise 7; Escape 10; Forgery 11; Gamble 7; Gather Information 7; General Knowledge 7; Hide 10; Intimidate 8; Jump (10’l/2’h) 5; Listen 10; Move Silently 10; Occult Sciences 12; Ride 4; Search 11; Sense Motive 10; Spot 10; Swim (7.5’) 5; Taunt 6; Treat Injury 7
Edges
Evasion; Hexslinger; Sensitive; Spirit Sight; Uncanny Dodge; Agile; Charismatic; Hexslinger Sphere Focus x5 (Artisan, Destruction, Levitation, Life, Protection); Lucky; Toughness
Spells and Powers
Spells:  (Spiff 5, Repair 10, Fortify 8♠, Enhance 13♠, Make Whole 18♠); (Weaken 5, Corrosive Touch 10, Shatter 8♠, Deteriorate 13♠, Disintegrate 18♠); (Light Touch 10, Heavy Hand 8♠, Flight 8♠, Deflection 13♠, Fling 18♠); (Restore Vitality 5, Suppress Toxins 5, Close Wounds 10, Heal 13♠, Regeneration 18♠); (Shield 10, Unbreakable 8♠, Magic Ward 8♠, Dispel Magic 13♠, Reflect Magic 13♠)
Flaws
Animal Antipathy; Malevolent; Soft

Equipment Normal Load 25; Encumbered 50; Limit 75; Drag 300
Fancy Dress; Lady’s Hat; Derringer; Scholar’s Case (forgery tools, hourglass, inks, magnifying glass, merchant’s scale, mirror, opera glasses, paints, paper, pens, scrolls, scroll tubes, waterproof case, $225)

Notes
Evasion: The character can use the Full Defense Action (Defend + Defend) without spending Surge Points during combat.

Sensitive: The character can feel the presence of supernatural energies when they are nearby, whether magic, demons, spirits, or psychic powers. Only the proximity of these energies are felt, but not their precise location or nature (unless the Sensitive happens to be touching the source at the time).

Spirit Sight: The character can see through the curtain that separates the realms, allowing him to notice any unmanifested spirits, demons, or oni within his line of sight.

Uncanny Dodge: Spend a Surge Point to automatically Dodge any one attack, or area attack, even if the attack does not require a roll to hit. This includes both physical and mental attacks, such as those produced by spell effects, psionics, and feng-shui powers.

Spells: See Cheat Sheet
 
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BerkaZerka

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Re: BZ's Deadlands/i20: Dude, Where’s My Train? PCs
« Reply #6 on: October 28, 2010, 01:17:16 pm »

Mongo
36xp Brute Squad
 
Abilities
Str 6; Agi 3; Con 6; Int 2; Wis 2; Pre 3; Vitality (0) 29; Wounds (-2) 16
Saves
React 8; Endure 11; Will 7; Luck 3; Surge 3
Psychosis 3
Movement
Init 14; Move 25 ft (Run 150)
Attacks
Unarmed Strike 11/6S; Grapple Moves 15/♠; Brass Knuckles 11/7S; Buck Knife 9/7L; Large Heavy Tool 6/8L; Gun Butt 8/8S; Scattergun Pair 11/10L/20 ft (2/2)
Combat Skills
Dodge 9; Feint 6; Grapple 15; Melee 9; Ranged 9; Target 5; Throw 9; Unarmed 11
All Other Skills
Artistry 8; Balance 6; Bluff 6; Climb (6’) 12; Conceal 5; Construction 8; Diplomacy 6; Disguise 5; Escape 6; Gamble 5; Gather Information 6; General Knowledge 5; Handle Animal 11; Hide 7; Intimidate 14; Jump (30’l/6’h) 12; Listen 3; Move Silently 9; Ride 6; Search 8; Sense Motive 3; Spot 6; Survival 8; Swim (6’) 9; Taunt 7; Treat Injury 5
Edges
Crushing Grapple; Grapple Master; Martial Throw; Grappler; Hard to Kill; Toughness
Flaws
Big’Un; Clumsy; Oblivious

Equipment Normal Load 150; Encumbered 300; Limit 450; Drag 1800
Mexican Poncho; Luchedor Mask; Sombrero; Scattergun Pair; Buck Knife; Brass Knuckles; Ox Wagon; Gear (bedroll, candles, canvas tarp 10x10ft, crowbar, iron spikes 12, lantern, pickaxe, rations, rope 500 ft, shovel, sledge hammer, steel-jawed traps, tinderbox); $25

Notes
Crushing Grapple: Spend a Surge Point to double the X-Damage of a single Grapple attack.

Grapple Master: Spend a Surge Point to disregard the MTN normally associated with advanced Grappling Maneuvers for a single Grapple attack, such as body slam, choke, disarm, and pin.

Martial Throw: The character knows how to use the ground against an opponent. He can cause unarmed damage on any successful Grapple Trip and +5 damage on a successful Grapple Body Slam attack.

Steel-Jawed Traps: Those who move through an area where Steel-Jawed Traps have been hidden (Conceal roll) must make a Reaction Save every thirty feet, or have a trap clamp down on their leg for 3L (plus the X-roll of the failed Save) in Damage and gain the Bum Leg Flaw until the damage is healed.  Additionally, the traps can be chained down to hold a victim to that spot, until a Full Round Action is spent to open the jaws, where they can then free their trapped appendage.
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BerkaZerka

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Re: BZ's Deadlands/i20: Dude, Where’s My Train? PCs
« Reply #7 on: October 28, 2010, 01:18:43 pm »

I really look forward to playing this particular game  ;D

BZ
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