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1 Story Points and Territories on Thu Oct 13, 2016 12:12 pm


Story Points

On this site we have a system called Story Points (SPs for short). These SPs go towards NPC encounters and island territories (for the sake of this section however we'll stick to just encounters). The more points you have, the stronger NPC you are allowed to encounter. Certain NPCs however cannot be encountered in certain oceans/seas. For example, regardless of how many SPs you've wracked up, you may not encounter a Yonko in any of the Four Blues. It is important to note that SPs can be combined across a crew to warrant an NPC encounter. For example, if a crew wants to encounter a Rear Admiral, they may take 7 of their captain's points, 1 of their cook's points, and 2 of their navigator's points to fulfill the requirement. It is also important to note that only PC characters may have encounter points.

Story Point Usage in the Four Blues

  • Pirate Captain - 15 SPs
  • Commander - 15 SPs
  • Blue Pirate - 10 SPs
  • Rear Admiral - 25 SPs
  • Revolutionary Lieutenant - 25 SPs
  • Haki Master (NPCs that teach Haki) - 30 SPs


Story Point Usage in Paradise

  • Commodore - 10 SPs
  • Encounter Upstream to Skypiea - 15 SPs
  • Paradise Pirate - 15 SPs
  • Marine Captain - 15 SPs
  • Revolutionary Lieutenant - 25 SPs
  • Rear Admiral - 25 SPs
  • Haki Master (NPCs that teach Haki) - 25 SPs
  • Supernova - 30 SPs
  • Revolutionary Captain - 40 SPs
  • Shichibukai - 40 SPs
  • Vice Admiral - 40 SPs
  • Admiral - 70 SPs
  • Sea King - 45 SPs


SP Usage in the New World

  • Revolutionary Lieutenant - 20 SPs
  • Rear Admiral - 20 SPs
  • Haki Master (NPCs that teach Haki) - 20 SPs
  • Sea King - 25 SPs
  • Supernova - 25 SPs
  • Revolutionary Captain - 35 SPs
  • Shichibukai - 40 SPs
  • Vice Admiral - 40 SPs
  • Admiral - 70 SPs
  • Titan - 70 SPs
  • Yonko - 80 SPs
  • Revolutionary General - 80 SPs
  • Pirate King/Queen - 100 SPs
  • Fleet Admiral - 100 SPs
  • Revolutionary Commander - 100 SPs


These lists mean that you can encounter anything listed in the seas "less dangerous" than the others. For example, Yonko can only be encountered in the New World, but Supernova can be encountered in Paradise AND/OR the New World.

Obtaining Story Points
Now you're probably wondering, "Gee willickers this sounds nifty, so how do I get these Encounter Points?" Well friend, it's quite simple. All you have to do to receive Story Points is be active. For every non-task topic you complete, you receive 1 Story point. You must have at least 5 post in these topics to claim your points and there must be at least one other PC participant. For task topics to merit a Story Point, the Task must be at least Tier 2 in whatever sea your character is in. The amount of Story Points it awards you is equal to the Tier of the task. So a Tier 2 Task gives 2 Point and a Tier 3 Task would give 3 Points, so on so forth. Upon completion Arcs will net you a extra SP dependent on the Tier of the Arc. Tier 2 Arc 2 Points, Tier 3 Arc, so Points, so on so forth.

Converting Story Points to Territory
Now this is where Story Points get interesting. Sure it's obvious enough that they can be cashed in for NPC encounters, but they can also be used to make certain types of buildings/territories on an island. These buildings correlate to the different occupations your PC can have. Territories can only be established on islands owned by your faction*. Meaning, a Marine Scientist cannot make his laboratory on a Revolutionary held island. Interestingly, thanks to the Turf War rules, island possession is constantly changing hands. This means if the island that the formerly mentioned Marine Scientist has his lab on is taken over by pirates, his lab is destroyed and he must buy a new lab on a different island still held by his faction. This gives incentive to rush to islands under attack and defend them.

Types of Territory|Occupations Required | SP Price

  • Garage - Scientist - 15
  • Laboratory - Gear Head/Chemist/Bomb Maker - 30
  • Clinic - Doctor - 15
  • Hospital - Field Medic/Surgeon/Pharmacist - 30
  • Smithy - Blacksmith - 15
  • Forge - Fast Smith/Forge Master/Cursed Smith/Outfitter - 30
  • Diner - Culinary Artist - 15
  • Restaurant - Gourmet Chef/Lingering Taste/Iron Chef - 30
  • Scrapyard - Shipwright - 15
  • Naval Yard - Silver Surfer/Ballistophobic/Chimera Smith/Airsmith/Bubble Coater - 30
  • Widow's Walk - Navigator - 15
  • Lighthouse - Cartographer/Argonaut - 30
  • Bookstore - Historian - 15
  • Library - Scholar/Book Worm - 30
  • Tide Pool - Dial Master - 15
  • Cove - Dialfighter/Dialwright - 30
  • Studio - Musician - 15
  • Concert Hall - Platinum Star/Rock Star - 30


Custom/Non Occupation Territories

  • Auction Stand - 30
  • Auction House - 50
  • Pop Green Farm - 45


Scientist
Garage:

A garage allows a scientist to create his/her experiments at half the word price so long as the experiment is made on the island his/her garage is located.

Laboratory:

A laboratory allows a scientist to craft inventions with +1 upgrade points when at the lab. This basically means inventions made by any scientist specialist in a laboratory receive a bonus upgrade point.
TBD

Doctor
Clinic:

A clinic allows the doctor to create his/her drugs at half the word price so long as the drug is made on the island his/her garage is located.

Hospital:

A hospital has different effects for different doctor specializations:
Surgeons: Organ/limb replacement and freaks of nature receive 50% word reduction.
Field Medic: Can heal Severe injuries in the hospital if the patient in person was on the island of the Hospital. 50% word reduction for healing injuries.
Pharmacist: Drugs created within laboratory receive +1 upgrade points than they normally would when crafted within a hospital.

Blacksmith
Smithy:

A smithy allows the blacksmith to create weapons/equipment at half the word price so long as the weapon/equipment is made on the island his/her smithy is located.

Forge:

TBD

Culinary Artist
Diner:

A diner allows the culinary artist to create dishes at half the word price so long as the dish is made on the island his/her diner is located.

Restaurant:

A restaurant has different effects for different culinary artist specializations:
Iron Chef:
Lingering Taste: The duration of dish effects made in a restaurant are 3x as long as those made outside of a restaurant.
Gourmet Chef: Dishes invented within a restaurant start with 4 upgrade points.

Shipwright
Scrapyard:

A scrapyard allows the shipwright to create ships at half the word price so long as the ship is made on island his/her scrapyard is located.

Naval Yard:

A naval yard has different effects for different shipwright specializations:
Silver Surfer: Personal ships crafted in a Naval Yard start at Tier 3.
Ballistophobic: Can add 20 slots of extra artillery for 250 words at a Naval Yard.
Airsmith: Airship tier word count is reduced by half when crafted in a Naval Yard.
Chimera Smith: Hybrid ships have the tier word count reduced by half when crafted in a Naval Yard.
Bubble Coater: All bubble coats created in a Naval Yard automatically start at iron tier level, meaning the first 500 words are free.

Navigator
Widow's Walk:

A widow's walk cuts the navigator's travel time (both word requirement and OOC time) in half so long as the navigator is leaving from the island that his/her widow's walk is located.

Lighthouse:

A light house has a universal effect for all navigator specializations. Any travel from the location of an owned lighthouse to another island is free (no WC/RL time).

Historian
Bookstore:

A bookstore allows a historian to cut in half any word count requirement any other member of his/her crew has to make something (only pertains to occupations) as the historian possess a little bit of knowledge on just about everything. Both the historian and the beneficiary must be on the island that the bookstore is located.

Library:

A library has a universal effect for all historian specializations. All vivre cards created within a library cost only 250 words to make.

Dial Master
Tide Pool:

A tide pool allows dial specialists to harvest dials for 500 words each tier (up to tier 3) that wash up from the ocean. The harvest must take place on the island that the tide pool is located.

Cove:

A cove has a universal effect for all dial specialist specializations. Attaching dials to objects (equipment/ships/etc.) now requires half the words it normally does.

Musician
Studio:

A studio allows the musician to teach his/her song to the crew (specifically grunts). As a result, the song (skill) taught to the grunts doubles the range of the song any time the crew sings along.

Concert Hall:

A concert hall has a universal effect for all musician specializations. A concert hall gives +1 upgrade points to each song a musician creates in the concert hall.  

Slave Trader
Auction Stand:

While slave trader isn't an official occupation on the site, those sick and twisted enough may want to enter the trading of flesh. With an auction stand, people are able to capture and sell various people (pricing as they see fit) as NPCs to those looking to buy.

Auction House:

Those who have upgraded their slave trade to a grander scale now receive a 5,000,000 Beli monthly stipend for each auction house owned. The stipend is in addition to any sales the slave trader may make ICly.

Custom Territories
Have an idea for a custom territory? Well here's your chance to make it happen. Custom territories can be just about anything your brain imagines, however they are of course subject to staff approval. You may suggest the price at which your custom territory should be appraised, but it is ultimately the staff's final decision in the matter. When creating a custom territory, use the template twice for the two separate levels of said territory. To apply for a custom territory please follow the template below:

Code:
[b]Name:[/b] Name of your territory
[b]Occupation:[/b] Occupation required (if applicable)
[b]Price:[/b] How many SPs should your territory cost?
[b]Tier:[/b] 1 or 2
[b]Description:[/b] Describe what it would look like/its purpose
[b]Benefit:[/b] What is the benefit this territory would provide?

*Pirates are slightly different in this system. If an island is just marked as being owned by the Pirate faction, any pirate can have a territory there. However if the island is owned by a specific pirate (Shichibukai, Supernova, etc) then the pirate wishing to make a territory on that island must either be a part of that specific pirate's crew, an ally (made IC), or dethrone the current pirate owner of the island.

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2 Re: Story Points and Territories on Sat Oct 29, 2016 7:40 pm

Using my 30 SP from the event to encounter a Haki Master to unlock my Hakis (I have God Of Haki Fate Perk)

http://op-piratenation.forumotion.com/t6348-mermaids-haki-masters-and-a-whole-lot-of-cussin Link for the staff member ^^


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3 Re: Story Points and Territories on Sun Dec 04, 2016 9:50 pm

Dropping 40 SP to meet a Vice admiral for story purposes. Marina Samarin


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4 Re: Story Points and Territories on Wed Dec 28, 2016 12:00 pm

Dropping 15 SP to get to Skypiea (Would have 22 after update from Christmas event so I'm down to 7 now)

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5 Re: Story Points and Territories on Wed Dec 28, 2016 12:07 pm

All good

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6 Re: Story Points and Territories on Sun Jan 08, 2017 3:14 pm

Wanna use 15SP to encounter a Paradise Pirate in Impel Down

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7 Re: Story Points and Territories on Sun Jan 08, 2017 5:21 pm

Kincaid

Revolutionary Captain
Revolutionary Captain

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deducte d

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8 Re: Story Points and Territories on Thu Jan 12, 2017 2:13 pm

Zanji

Pirates
Pirates

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Using 15 of my 32 story points to get to skypeia

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9 Re: Story Points and Territories on Tue Jan 17, 2017 6:45 pm

Kincaid

Revolutionary Captain
Revolutionary Captain

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Using 30 of my SPs to place a Laboratory on Drum Island

New Total: 29

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10 Re: Story Points and Territories on Tue Jan 17, 2017 6:54 pm

Lyoko

Free Agents
Free Agents

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okay. Deduct it yourself.


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11 Re: Story Points and Territories on Tue Mar 07, 2017 10:00 am

Magnus Dayne

Free Agents
Free Agents

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[The First Tier of this Territory is Smithy, but the Tier 2 is the only one that is Custom.]

Name: The Cursed Forge
Occupation: Blacksmith | Cursed Smith
Price: 65
Tier: 2
Description:
Unlike most forges and the like, The Cursed Forge is one of uniqueness and power. The Custom forge was one that Magnus designed himself. The main area is where the beating, drawing out, and working of the molten metal happens. The Main area is simply a place to show off some of his more decorative crafted pieces. The second part of this well designed forge is the actual forge itself. The massive forge is just in the back room directly behind the main area. The forge mouth is decorated demon head with the mouth being the opening for the forge itself. The fire that burns within this forge isn’t like most fire. It changes color with the metals and curses that are being enchanted on the metal itself.

The Fire will change from one color to another much like it has a life and mind of its own. In addition to the forging equipment in the main area, Magnus also added smaller forging equipment in the Demonic Forge area. This will allow him to craft the piece of metal to almost perfection before taking it out in the main area to finish. (The Pictures are identical to the actual thing.)

Demonic Forge:
Main Area:
Benefit: Magnus’ forge is something that is mystical in its abilities. The cursed forge has the ability to breathe life into the cursed that are forged within its fires. This means, like other support occupations, Magnus can upgrade his curses beyond that of Tier 3. Once the weapons, armors, or equipment reach Tier 3, the Curses begin to develop a sentient persona that can be developed through upgrades. These Curse embodiment's or Spirits reveal the true nature of the curse as it upgrades.

The upgrades can be done only within the forge itself, which means that weapons forged elsewhere cannot be blessed with a Sentient being within its runes. With each upgrade point that is gained with the armor, weapon, or equipment; the Sentient Being will increase in strength and gain more power with every point. Each point will release a perk for the Sentient Being and the item itself. (Which will be listed below) Upon reaching the sixth and final upgrade point, the Sentient being will reach its true power and appearance, which will allow the increase of potency within the Curse. (Simply means if upgrade points reach six. The curse can be increased in power, lethality, or potency.)

Upgrade Point Information:


  • 1 - This Upgrade Point will breathe the first small amount of life into the curse itself. This will allow mental communication between owner and the curse.
  • 2 - This Upgrade Point will give more power to the curse and allow it, the curse itself, to manifest to only the Owner/Wielder of the cursed item.
  • 3 - This Upgrade Point will allow the curse to manifest itself to anyone in the topic. This will be allowed by the curse itself and not the owner/wielder.
  • 4 - This Upgrade Point is when the curse itself starts to gain even more independence from it's owner/wielder. The effect of this upgrade point allows any Curse that was created in this forge to instantly know when another curse created in the same forge is within the topic or area. This information can be shared or kept secret by the Sentient Curse.
  • 5 - This next to last Upgrade Point will allow cursed items to resonant and allow their owners/wielders to felt that. This will let both the Sentient Curse and Owner/Wielder know when other Magnus created items are in the area. Another function of the resonating is for the curses to know which weapon is in the area. Each curse is given a hint of newly create weapons when they go into the forge for an upgrade.
  • 6 - The Final Upgrade Point will complete the Sentient Curse and allow it to finally upgrade to it's full potential. This means that the Curse can be revamped to be more powerful, lethal, or potent than it was before. In addition to the great benefit, this is also a curse because when the curse is awakened to it's full potential it will also make the drawback stronger as well. (Simply means if a curse allows a weapon to grow longer or bigger. The Drawback for it will increase with it's benefit.)  



Last edited by Magnus Godefroy on Sat Apr 15, 2017 6:43 pm; edited 2 times in total

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12 Re: Story Points and Territories on Tue Mar 07, 2017 1:33 pm

neverastain

Admirals
Admirals

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i'll think about it, point requirement definitely will need to go up to like 65 though


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13 Re: Story Points and Territories on Sat Mar 11, 2017 1:42 pm

Honestly looks good to me, i agree with the SP increase though

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14 Re: Story Points and Territories on Tue Mar 14, 2017 12:48 pm

neverastain

Admirals
Admirals

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approved when sp bumped to 65


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15 Re: Story Points and Territories on Wed Mar 15, 2017 3:11 am

I wanna spend 25 to meet a haki master ples. I'm not in too much of a hurry so just whenever you're ready.

Cheers.

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16 Re: Story Points and Territories on Wed Mar 15, 2017 5:32 pm

Kong

Admirals
Admirals

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I wanna use 45 Story points for a sea king summon on twin cape need staff modded please land to sea king.

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17 Re: Story Points and Territories on Fri Apr 14, 2017 11:50 am

Magnus Godefroy wrote:[The First Tier of this Territory is Smithy, but the Tier 2 is the only one that is Custom.]

Name: The Cursed Forge
Occupation: Blacksmith | Cursed Smith
Price: 35
Tier: 2
Description:
Unlike most forges and the like, The Cursed Forge is one of uniqueness and power. The Custom forge was one that Magnus designed himself. The main area is where the beating, drawing out, and working of the molten metal happens. The Main area is simply a place to show off some of his more decorative crafted pieces. The second part of this well designed forge is the actual forge itself. The massive forge is just in the back room directly behind the main area. The forge mouth is decorated demon head with the mouth being the opening for the forge itself. The fire that burns within this forge isn’t like most fire. It changes color with the metals and curses that are being enchanted on the metal itself.

The Fire will change from one color to another much like it has a life and mind of its own. In addition to the forging equipment in the main area, Magnus also added smaller forging equipment in the Demonic Forge area. This will allow him to craft the piece of metal to almost perfection before taking it out in the main area to finish. (The Pictures are identical to the actual thing.)

Demonic Forge:
Main Area:
Benefit: Magnus’ forge is something that is mystical in its abilities. The cursed forge has the ability to breathe life into the cursed that are forged within its fires. This means, like other support occupations, Magnus can upgrade his curses beyond that of Tier 3. Once the weapons, armors, or equipment reach Tier 3, the Curses begin to develop a sentient persona that can be developed through upgrades. These Curse embodiment's or Spirits reveal the true nature of the curse as it upgrades.

The upgrades can be done only within the forge itself, which means that weapons forged elsewhere cannot be blessed with a Sentient being within its runes. With each upgrade point that is gained with the armor, weapon, or equipment; the Sentient Being will increase in strength and gain more power with every point. Each point will release a perk for the Sentient Being and the item itself. (Which will be listed below) Upon reaching the sixth and final upgrade point, the Sentient being will reach its true power and appearance, which will allow the increase of potency within the Curse. (Simply means if upgrade points reach six. The curse can be increased in power, lethality, or potency.)

Upgrade Point Information:


  • 1 - This Upgrade Point will breathe the first small amount of life into the curse itself. This will allow mental communication between owner and the curse.
  • 2 - This Upgrade Point will give more power to the curse and allow it, the curse itself, to manifest to only the Owner/Wielder of the cursed item.
  • 3 - This Upgrade Point will allow the curse to manifest itself to anyone in the topic. This will be allowed by the curse itself and not the owner/wielder.
  • 4 - This Upgrade Point is when the curse itself starts to gain even more independence from it's owner/wielder. The effect of this upgrade point allows any Curse that was created in this forge to instantly know when another curse created in the same forge is within the topic or area. This information can be shared or kept secret by the Sentient Curse.
  • 5 - This next to last Upgrade Point will allow cursed items to resonant and allow their owners/wielders to felt that. This will let both the Sentient Curse and Owner/Wielder know when other Magnus created items are in the area. Another function of the resonating is for the curses to know which weapon is in the area. Each curse is given a hint of newly create weapons when they go into the forge for an upgrade.
  • 6 - The Final Upgrade Point will complete the Sentient Curse and allow it to finally upgrade to it's full potential. This means that the Curse can be revamped to be more powerful, lethal, or potent than it was before. In addition to the great benefit, this is also a curse because when the curse is awakened to it's full potential it will also make the drawback stronger as well. (Simply means if a curse allows a weapon to grow longer or bigger. The Drawback for it will increase with it's benefit.)  


outforlunch wrote:i'll think about it, point requirement definitely will need to go up to like 65 though

Yeah building this on Tres Iron Lotus, secured area on Double Rose. -65 SP

Magnus be my crew-mate.



Last edited by Lazarus King on Tue Apr 18, 2017 8:49 pm; edited 1 time in total


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18 Re: Story Points and Territories on Tue Apr 18, 2017 8:49 pm

The Jade Emperor

Revolutionary Captain
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Approved, Sir~

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19 Re: Story Points and Territories on Fri May 19, 2017 3:29 am

Name: Horizon Foundry
Occupation: Blacksmith (outfitter) and scientist
Price: 50? (idk tell me what you think)
Tier: 2
Description:
Abfall is an island that used to be the technological base of the Germa 66, the place of scientific advancement as well as the production and arming of forces throughout the organisation. Now that Rokuju is able to fund and direct projects on the island, she has been able to create the Horizon Foundry, a small reminder of the island’s former glory.

Among the rubble of the derelict city, Horizon Foundry is an underground factory and port where advanced technology is incorporated with military products and ship weaponry. Almost every process is automated, with only a small but loyal and highly qualified amount of onsite staff. There are two main rooms in the foundry, with small offices and workplaces that overlook these places. Also a warehouse with a coded storage system that is required for raw materials and finished products.

The factory floor. Where all building and manufacturing takes place. Rows of automated machines fed by conveyor belt systems can be seen rattling away. Whether it be smelting, welding, sculpting or moulding, all these jobs are taken care of by the tireless and errorless workforce.
factory:


Port. A port joined to the factory floor where even large ships are able to dock here. Here, they can be outfitted with high tech weaponry or lay low away from prying eyes. The inconspicuously placed exit was the reason for the foundry’s location, opening out into a private gulley not easily accessed by the surface and impossible to spot from the waterways. Once outside, ships feed back into the main river that crosses through the island, able to join the main Abfall harbour or go to sea.
outside of port:



Once orders are completed, they are shipped out with various transport methods and distributed into the Germa 66 logistics system. This system keeps products in active circulation around the seas, meaning assets are accessible whenever needed. Paperless and faceless, the transports keep no record of who, what, and where things are going, proving a difficult time for anyone attempting to track down these distribution methods.
Benefit: Ships and NPC’s (excluding grunts) owned by Rokuju can start a thread with one of her inventions each without having to be made first. Ships with a weapon (outfitter) or NPC’s with an item. For obvious reasons these inventions cannot be taken from the ships/NPC’s and they cannot be sold. The inventions have a mechanism which stops them from working if removed from their original holder/ship which renders them useless outside of that scenario. What type of invention must be stated at the introduction of said ship/NPC into the thread, number of upgrade points is equal to Ro's tier. Once the particular thread is over, the inventions disappear and they must be specified again in each thread. This benefit can only result in one item per NPC/ship in each thread.



Last edited by Deep Rokuju on Mon May 22, 2017 4:24 pm; edited 4 times in total

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20 Re: Story Points and Territories on Sat May 20, 2017 5:17 am

Zulu

Shichibukai
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I say no to grunts, but you can get another opinion on that. But why can't, for example, someone come by and just steal from your NPCs and take the invention(whatever it may be) with them?


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21 Re: Story Points and Territories on Sat May 20, 2017 6:23 am

I would like to have it open to grunts but I can live without it. Removed.

Yeah you make a good point about that part about taking them, I was just trying to make it so that I couldn't abuse it by taking them myself and not needing to make stuff normally. Maybe I could add some sort of clause that makes the things stop working if they are taken off their original users. Tell me what you think.

Cheers.

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neverastain

Admirals
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Ships and NPC’s (excluding grunts) owned by Rokuju can start a thread with one of her inventions each without having to be made first. Ships with a weapon (outfitter) or NPC’s with an item.

denied due to this clause alone. Basically an unlimited amount of NPCs and Ships can start a topic with one invention without having to even make it. Then what's the point of making things?


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