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Flight of teh Banshee 2: Lost but not alone OOC and profiles

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Flight of teh Banshee 2: Lost but not alone OOC and profiles

Tips: 0.00 INK Postby Irish Wolf on Fri May 02, 2008 12:39 am

Welcome to Flight of the Banshee 2. The RP will be taking place about a year and a half after the end of Fight of the Banshee. Its not necessary for new players to have been in or read Flight of the Banshee but it would be nice if you did.

Have you ever been lost and out of fuel? Now try it in outer space

Now I'd like to say this right off the back, I don't plan on as much plane hopping or epic space battles as took place in Flight of the Banshee. The RP is going to focus more on one planet this time. I can't say much more with out giving away the main point of the loose plot. Please make sure to read the Rules and special notes at the bottom of the page.

Space Powers
Human Empire: Called the Human Empire but has several different races in it. The Empire as some of the best weapons and largest fleet. Controls twenty-five planets and looking for more. Currency is the Imperial Credit.
The Protectorate: A highly religious faction often imposes harsh moral and religious beliefs on the planets under its control. Has some of the best ship armor and rumored to be developing plasma based shields. The driving religion and current ruling power in the Protectorate worships the suns and has very high moral standards, they will allow religions similar to theirs to continue. Controls sixteen words. Currency is the Flare
The Confederacy: A loose collection of plants that either wanted to remain independent or broke away from The Protectorate or Human Empire. As a standing fleet but is ragtag and really can only go toe to toe with pirates. The other space faring powers tolerate the confederacy. Currency is the Eagle
The Mining Guilds Coalition: A corporate space faring power. Controls a dozen planets and has a small but formidable navy. Second best technology. Currency is the Ruby. Most of the mines are on Empire controlled planets or within Imperil controlled space.
The Slave Guilds: A shadowy power. Only fully controls three planets but has stranglehold of a six other worlds and powerfully influence other several planets.
The Pirate Guilds: A loose group of outsides that raid ships and colonies for resources.
There are also small planet nations: These would have a few ships for defense and orbital platforms for defense and be weak at best.


Space travel
Ships travel through space using advance nuclear reactors. going from one solar system to another take weeks. Space faring ships can't land on a planet's surface. The engines make ships to heavy to take off, there for ships dock at a spaceport and people and goods are taken down to the surface and back up shuttles. Jumping/Hopping, a ship can make short jumps or hops across space by over charging its engine(s) and then releasing all that power at once. This can caused damages to a ship’s engine(s) and runs a high risk of over heating the reactor. There are also unconfirmed reports of ships disappearing after making a hop.


Weapons
weapons for personal use have not radically changed over the years. guns still use chemical charges to launch bullets. weapons used on space faring ships are restricted to missiles, rail guns and coil guns (coil guns work along the same lines as rail guns but are less powerful). gun batteries on space faring vessels are crew with gunnery teams, who aim and fire the gun Independently of the bridge. Ships are protected by heavy armor plating, which can be polarized to repulse rounds.


Civilian Ships
Heavy Freighter: they can carry up to twelve cargo pods. Also heavy freighters have a medium sized cargo bays with in the ship itself.
Freighter: they can carry up to eight cargo pods. Freighters have a medium sized cargo bay inside the ship.
Fast Freighter: they can carry up to four cargo pods and have a small cargo bay inside the ship. As the name implies, fast freighters can move cargo and people faster then other freighters and transports.
Transport: transports are used to move people and a small amount of cargo from planet to planet. Military forces also use transports.
Cruise Liners: cruise liners are the grandest ships. Used to take people on vacations and on tours around solar systems. One of the slowest ships around.
Yachts: the personal pleasure ships of the rich and powerful.


Military Ships
Super Dreadnought: The newest ships in space. Larger and more heavily armed, these Imperial vessels are the true lords of space. Armed with ten railgun batteries, each of five guns, five on the bow and five on the stern. There are also two coilgun batteries on each side, each with four guns. Super Dreadnoughts also have two bow mounted missile pods. The new Dreadnought class also has shields, created using stolen Protectorate technology.
Dreadnought: largest and most heavily armed ships. The dreadnought class has six batteries of five heavy rail guns, three aft and three stern and two stationary coil gun batteries, of three guns, on each side. Dreadnoughts also have three missile batteries, one on each side and one the belly. Dreadnoughts command fleets in the Imperial and Protectorate navies.
Heavy Cruiser: the heavy cruiser class has four batteries of four rail guns, two aft and two stern. Heavy cruisers also have one coil gun battery, of three guns, one each side. The coil gun batteries can rotate 160 degrees. Heavy cruisers also have a belly mounted missile battery
Light Cruiser: light cruisers have two batteries of rail guns, three guns each, one aft and one stern. Light cruisers also have two coil gun batteries, three each, one aft and one stern. Light cruisers have two missile batteries, one on each side.
Frigate: frigates are a lightly armed and used for patrolling boarders and raiding shipping. Frigates are armed with five missile batteries.
Destroyer: destroyers are the lightest warships. They are used as support ships in large fleet engagements and as patrol vessels. Destroyers are also used as primary planet defense ships and pirate command ships.
Gunboat: small ships, crewed by a few men. Gunboats are just to disable merchant ships rather then destroy them. Gunboats have two batteries of light coil guns, each having two guns. Most commonly employed by pirates
Boarding Craft: used to board vessels. They attach to a hatch, form an airlock and cut a hole in hatch.
Landing Craft: a shuttle used to land men and armor on a planet


Races
Humans: native of earth or one of its colonies. Life time 80 to 110 years, mature at 15

Turun.
Life Time: 50 to 75 years, mature at 14
Description: A native of the planet Taypler. A humanoid canine. Both hands and feet are very paw like. The hands only have four digits. They stand between 5 and 6 feet tall. There are three distanced tribes, one resembling the Husky, one resembling the Black Lab and one resembling the Irish Setter.
Society/history: They have been used in the outer rim slave trade for years. The first race discovered by human explorers. When they were discovered, their culture was very much like that of the northeastern American Indian. Unlike the Burer, they were considered subhuman and perfect beings for slaves.
Clothing: Depends on the owner

Rhaem
Life Time: 60 to 90 years, at mature 15
Description: A humanoid feline. Their bodies are covered in fur, with colors ranging from gray to brown to black. Their hands are similar to humans but with shorter and slightly thicker. Each digit is tipped with a small retractable claw. The feet are smaller and very paw like. They prefer physical contact when sleeping Fur and face structure resembles the American short hair cat. a native of Rhoslor
Society/history: A recent addition to the outer rim slave trade, the Rhaem were in something similar to the Renaissance on Terra before the slavers found the plant Rhosler. The slavers, to make them more submissive, destroyed most of their religion, culture and cities. Like the Turun, they were and are considered subhuman, that could be used as slaves without moral dilemma
Clothing: Depends on the owner

Cheich
Life Time:about 40 years. They could live longer though, if they got proper medical care and a better diet. They mature at 14 years of age.
Description: A humanoid canine, resembling the Red Fox, Fennec Fox or Corsac fox. Native to the planet Precaran, which is far outside the outer rim. Their hands and feet resemble humans more then fox paws. Their bodies are covered in soft fur, ranging in color; from red, to white, to tan to a grey-reddish with silver. There are three subgroups with in the Cheich race; the Tont, the Cred and the Mosr. The Fennec fox resembling Tont tribe is the smallest in size, standing about 3 and half feet tall, with very large ears. Their fur color is normally tan and white. The Cred, resembling the Red fox, are the tallest and most numerous, standing around 6 feet tall, their fur ranging from red and white to silver or black. The Corsac fox resembling Mosr tribe is in the middle for height, normally reaching 5 feet tall. Their fur is a mix or patterned coat of tan, silver and white. All three tribes have the same golden colored eyes with distinctive vertical-slit pupils, similar to those of Tarran domestic cats and the Rhoslor.
Society/history: The Cheich have evolved a culture like the Urnfield culture of Terra. They live in small villages and towns, surrounded by a raised earthen ring and wall of timber. A chieftain and a priest head each settlement. The dead are cremated and buried in urns in a large field west of the village with gifts in small pottery bowl. The most common metal is Bronze, with copper being used in jewelry (mostly being bracelets and necklaces). Females play a secondary role in Cheich society save for hunters, female hunters are equal to males. Other occupations that Cheich can have are; Trackers (law enforcement), Farmers or Smith (weapons and jewelry). All males and some females take on a secondary role as warrior. Common weapons are bronze headed spears, knives and wicker shields. There are some bronze short swords and small axes. Armor only consists of padded vests. The different villages often raid each other and get into blood feuds.
The Cheich are forced to send farm labors and dinner servants (none have ever returned) to serve the Xillienx and the priest class chooses those sent. Thus the priest class has a great deal of power with in Cheich society and are often corrupt.
Different groups of Cheich have tried to revolt against their Xillienx masters but were beaten down by their sonic weapons and superior technology.
Clothing: mostly tight fitting vests and pants, made from leather or cotton. The cotton may be plain white or dyed red, yellow or purple.

(this race was recreated by Skallagrim)
Burer
The Burer, or as they call themselves in their own language, Bur’er’achel are a race of tall, indigo-skinned bipedal beings. They have a pronounced brow ridge over their eyes, which accentuate their high cheek bones and angular faces. They have no visible ears on their head. Most Bur’er’achel are tall, standing a little over 2.5 meters tall, and even female Bur’er’achel stand at two meters.
Burer have raven colored hair until they reach the age of 40-45, when the hair slowly turns a silvery-white. Thus all elder statesmen of the Burer are white-haired, where as their subordinates are often deep black.

Burer eyes are large and expressive, their eyes blend well with their skin, being almost black in color, however when they catch the light the eyes turn an emerald green color as they have more rods and cones in their eyes than humans, allowing them to see better in the dark, which is evolutionary function of their home world which is further away from their sun, than Terra is to Sol. The distance is similar to the distance from Mars to Sol.

Bur’er’achel age similar to human beings, reaching their physical maturity by their eighteenth year of life, and have a life span equal to humans terminating at 120 years of age.

The Bur’er’achel's home world, Banay is similar to Terra, although it has a thinner atmosphere and the amount of light reaching the plant is not as intense. The gravitational mass of Banay is slightly heavier than Terra, giving the Bur’er’achel a blockier and denser appearance than humans. This also allows the Bur’er’achel a greater amount of speed and control over their body in normalize gravitational spin found on most human ships.

The Bur’er’achel are a space-faring race and had expanded their scope of control to encompass several solar systems. When they first encountered the Human Empire, the Bur’er’achel had no desire to confront them, but early mistakes led to bloodshed on both sides.

The Bur’er’achel were prepared to fight a long and bloody war against the humans, when a war ship of both sides, met in space. Both Captains, being men of peace, opened channels of communication and slowly began to resolve the misunderstandings that had led to the firing of weapon to begin with.

Soon the Empire realized that the Bur’er’achel with their different technological branches, had learned to develop weapons on a scalar level made them valued allies to the human Empire. The Burer Democratic council made it clear when they joined the Empire, they would share some scalar-research with the humans. However the Council also made it clear they would not divulge the scalar weapon technology because they believed the Human Empire was too aggressive and that such weapons technology could lead to disastrous consequences.

Bur’er’achel warriors carry the traditional weapon of the Burer, the Ha’sum’al, long, thin truncheons made of light but incredibly strong metal. These weapons are used with deadly effectiveness in close combat.

Burer warriors also carry heavy bolters, hand held magnetic accelerated weapons that fire incredibly dense bolts that can shred the hulls of most ships. These bolters are very effective ranged weapons, and were designed to puncture the hulls of enemy ships allowing decompression to take place before the Burer troops entered the ship in their protective armor and breathers.

The Burer are a very spiritual race, they tend to live their lives along lines similar to the concepts of Zen found on earth.

(this race was created by Jadeling Hawkins)
The Xillienx

Creatures that consist of eight legs (with four segments, and two of the legs are held upright and used as arms) and large abdomens filled with rather acidic blood. Their upper bodies vaguely resemble that of a human, but are covered in thick plates of exoskeleton. Stand about seven feet tall relaxed, fifteen feet tall with legs fully extended. Live for seventy years, mature at six years of age. They range in colors from dark blue or purple to black, with eight pure white eyes. It is rumored, as a result of their white visual orbs, that they are blind, but this is untrue. Still, their eyesight is poor and they judge more by vibrations on the ground than by sight or sound.

Females are dominant, males are often eaten after mating. And sometimes in between. Obviously, the opposite genders tend to avoid one another in private situations. Offspring aren't really cared for, as they are born scrambling about with the ability to feed themselves, which is all they really need. Once they have matured, the young ones are educated by the females (unless they are males, in which case they are sent to the male colony to learn how to build things).

They have extremely poisonous venom in their two front fangs, which range in size from six to twelve inches long and one to three inches thick. They have the ability to produce webbing from their underbellies that is stronger than any known rock, but not quite as strong as steel.

Many years ago, the Xillienx set up the priests of the Cheich to serve their needs, sending them food and servants. Those sent to laber on their farms grow a kinda of fast growing moss, who’s spores carry a deadly toxicin, which over time can kill or lead to serious health issues. They also help the male Xillienx raise numerous fish and other mammals for the supper table. The dinner servants are used as dessert for the end of the month feast. New servants and farm labors are brought from different villages every month. A percent of the farm labors return home.


Rules
1.Obey the basic rules of RPing. No Godmodding (controlling another player's character without permission from them), respect your fellow players, have fun and whatnot.
2.You MUST read the posts before yours. Don't skim or you could miss something important.
3.Request permission to join either by PMing me or by posting here, in the OOC thread. Don't do it on the IC thread.
4.Absolutely no OOC in the IC thread. If you slip up, you will be requested to alter your post. Slip up a lot, and I might begin to think that you just didn't read the rules. So you'll probably be kicked :)
5.If you go 7 days without posting (without first giving a reasonable excuse, such as vacation, super busy schedule at school, death), you will be kicked from the game.
6.Keep a reasonable amount of realism in your posts. This is a Sci-Fi game but no laser rifles or the Borg or ect .
7.Don't try to force the plot forward. What makes a game work well is if we all work together to push forward the storyline
8. No Time traveling. It's my belief that one can not travel forward in time because it hasn't happened yet. Traveling back works fine but you would get stuck in the past. Also you could only return to the moment and place you finished a time machine. No cargo ship will be carrying a time machine and no one is working on one. NO TIME TRAVEL PERIOD.

Special Notes
1)If you want to play as a Xillienx, you are evil, plain and simple. This race will not turn out like the Drow and have good guys popping out of the wood work
2) The Xillienx and Cheich will not enter the main story for at least page or so of posting. If you play as one, you may work on a kinda intro and solo play in the beginning
3) The only ships the RP will focus on will my mine (The Banshee) and Jade's (The Temperance) If you really want to be a Freighter captain, send me a PM and me and Jade will talk about it.
4) If you want to play as crew, the your most likely to be on the Temperance. The Banshee almost runs herself. You can be stowaways on either ship. But not in cargo pods, in cargo crates. If your in a pod, you die from lack of air and freezing temps.


Profile
Name:
Age:
Race:
Hair/fur:
Eye Color:
Cloths:
Occupation:
Other:




Name: John O'Keefe

Age: 32

Race: human

Hair: shaggy brown hair

Eye Color: blue

Cloths: back boots, blue pants, light blue shirt.

Occupation: freighter captain and part time smuggler

Other: owns the fast freighter Banshee and a Rheam slave named Rose.

Name: Rose

Race: Rhaem

Age: 20

Hair/fur color and style: tan fur

Eye color: Green

Cloths: loose white shirt and pants, a collar with a small bell.

Occupation: slave owned by John, does the cooking and keeps track of the cargo about the Banshee.

Other: when John bought her one year ago, he taught Rose to read and had her sign a contract. Under the terms of the contract, Rose gets paid a small amount every year and after ten years, if she has the money, she can buy her freedom. Rose is smarter then the average Rhaem though she has a harder time sleeping alone then most other Rhaem.
Last edited by Irish Wolf on Sun May 04, 2008 10:22 pm, edited 1 time in total.
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Its easy to be brave behind a castle wall
Twelve highlanders and a bagpipe make a rebellion
A king's son is no nobler then the food he eats

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Irish Wolf
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Application:

Name: S'varish
Race: Burer
Age: 41
Hair/fur color and style: Cobalt blue skin tones and a shock of whitening intertwined with graying and black hair in a long braided tail.
Eye color: smoky colored with flecks of gold.
Cloths: Loose fitting gray pants and tunic and knee high black boots as well as a black baldric across his chest.
Occupation: Mercenary. Usually signs on for a percentage of whatever the mission offers. He is also considered a specialist in close combat making him a very good asset on sketchier runs.
Other: S’varish is a Bur’er’achel warrior and as such carries the traditional weapon of the Burer, the Ha’sum’al, long, thin truncheons made of light but incredibly strong metal. These weapons are used with deadly effectiveness in close combat.

He also carries a heavy bolter, a hand held magnetic accelerated weapons that fires incredibly dense bolts that can shred the hulls of most ships. These bolters are very effective ranged weapons, and were designed to puncture the hulls of enemy ships allowing decompression of the ship.

S'varish stands about 6'5 and is well muscled. He carries himself with the assured confidence most dangerous people do. S’varish has a quiet confidence because he knows how to handle situations as they arise. He wears a baldric with a belt holster that carries a heavy bolter and several magazines. He also carries a pair of 18" truncheons and is skilled in dual wield combat with the thick rods. In his boot is a thick ritual knife that was handed down to him from his father.
S'varish is a skilled combatant and has trained with the security forces on the colony planets. Having tired of being a groundhog, he turned his attention towards the stars where he felt his best opportunity to acquire the credits to buy his own ship would be. Thus he began hiring out to crews that required a willing hand and skilled combatant. He learned how to astro-navigate the known confederate space and is looking for a ship to hire on currently.

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Skallagrim
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Name
Suzie James Cleave

Race
Human

Age
23

Appearance
Her light brown hair falls to her mid-back, dead straight and silky in textur. Her hazel eyes are flecked with more green then brown, and glow with self-earned intelligence. Her simple clothing basically consists of loose pants, varying in colour, which are low cut and tight at the waist; tight singlet shirts adorn her torso, ranging from blacks to greys to whites. Around 5'7" in height, she has an average body with a small bust and slight curves. Small nose and full lips create a pretty, yet somewhat average face for her.

Personality
A hard, yet often silent worker, Suzie is quite shy, and sometimes timid/frigid. Speaking her mind when she feels the need to serve her input on a silvr platter, she can have a sharp tongue when argivated enough. With excellent empathy skills, she makes a wonderful (though quiet) friend, and sometimes a even better worker.

Occupation
With no set occupation, Suzie is what you could call a drifter. She takes jobs as they come, often abandoning an employr for another who offers more credits. Though there is the odd case where she will stay with a lesser paying employer if she feels she can offer a real input to their ship.

Other
Currently working under the watchful eye of <Insert Jade's Char Here> on the Temperance.
There's Something About...
Tamara Hale... And It Reeks Of

Revenge

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tigerz-peace
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Name: Danny
Age: 28
Race: human
Hair: Long golden blonde hair
Eye Color: Tri-blue
Cloths: Black tanktop, cameoflage pants, and a pair of black combat boots
Occupation: Mercenary
Personality: Observant, trigger happy, talks when needed, friendly.

((I can do some tweaking if need be))
"Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our Light, not our Darkness, that most frightens us." - Marianne Williamson
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Name: June Wolfe
Age: 28
Race: Human
Hair: Golden blond, kept around shoulder length
Eyes: Gray/blue
Clothes: Usually wears rough and practical clothing, jackets, cargo pants, long sleeve shirts.
Occupation: Freelance to a degree, takes work as she can find it. Generally taking ransoms for particularly nasty pirates and such.
Other: Owns a Fast Freighter, the Temperance, constantly changing her crew for various reasons. Frequently runs around after pirates, so her ship is, by necessity, one of the fastest around.
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alright, I've opened up the IC thread but I still want one or more Cheich.

flight-the-banshee-lost-but-not-alone-t5710.html

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So do you want us to wait on posting, or can I jump in?

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Re: Flight of teh Banshee 2: Lost but not alone OCC and profiles

Tips: 0.00 INK Postby Irish Wolf on Sun May 04, 2008 10:18 pm

nah, jump right in Jade

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Sahweet :)

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Re: Flight of teh Banshee 2: Lost but not alone OCC and profiles

Tips: 0.00 INK Postby Wirik on Sun May 04, 2008 11:56 pm

May I join? I know I have a low post count but hopefully that doesn't matter. Since I wouldn't know where to start I would be anything you need for the rp.

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Re: Flight of teh Banshee 2: Lost but not alone OCC and profiles

Tips: 0.00 INK Postby Skallagrim on Mon May 05, 2008 12:22 am

I am sure you can join, I posted an opening if you want to play a Burer, since most people are human...lol. Anyway I am sure that there is room, and post count doesn't mean much. Whip up a character and let IW approve or tell you to tweak it and you should be good.

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I'll get started in the IC shortly guys, prolly tomorrow morning ^_^

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we're still looking for more, anything you want to play

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Re: Flight of teh Banshee 2: Lost but not alone OCC and profiles

Tips: 0.00 INK Postby Wirik on Wed May 07, 2008 4:08 am

Profile
Name: Brand'r
Age: 22
Race: Burer
Hair/fur: Black hair cut short, barely goes past his ears.
Eye Color: Black
Cloths: Loose, easy to maneuver in pants and shirt, both dyed a light red. A black baldric around his chest. Black boots worn on his feet.
Occupation: Fledgling Warrior, very little experience outside of actually becoming a warrior and eager to prove himself because of it.
Other: Brand'r grew up with an unhealthy interest in humans, the way they dress, the way they talk, even so much as the way they move unconsciously. To the dismay of all those around him. After becoming a warrior he was sent away as soon as possible to learn from someone who was truly experience and could perhaps straighten him out.


Hope this is okay, if not just tell me what to fix and I will fix it right away.

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Re: Flight of teh Banshee 2: Lost but not alone OCC and profiles

Tips: 0.00 INK Postby Irish Wolf on Wed May 07, 2008 10:57 pm

looks good to me, what do you think Pappy?

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Re: Flight of teh Banshee 2: Lost but not alone OCC and profiles

Tips: 0.00 INK Postby Skallagrim on Thu May 08, 2008 12:20 am

Looks good, please post away. I would just add that you have both of the weapons of the Burer warriors, the twin truncheons and a heavy blaster.

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Re: Flight of teh Banshee 2: Lost but not alone OCC and profiles

Tips: 0.00 INK Postby Irish Wolf on Thu May 08, 2008 12:33 am

you mean bolter?

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Re: Flight of teh Banshee 2: Lost but not alone OCC and profiles

Tips: 0.00 INK Postby Skallagrim on Thu May 08, 2008 12:35 am

What ever I am watching Star Wars Episode IV atm lol

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Re: Flight of teh Banshee 2: Lost but not alone OCC and profiles

Tips: 0.00 INK Postby Irish Wolf on Thu May 08, 2008 12:37 am

lol

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Gheh.. IW do me a favour and link me to the IC section heh

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