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Suhuba
Captain

PostPosted: Thu Jul 09, 2015 5:34 pm
☾ Talisia ❅
Journal
(10/10 free // 143/175 stats)


Master Whip Stats
|| Beast Master ||

HP || 26 (+3)(+2) = Total Hp: 31/31
Attack || 50(+7)(+3) = (+10)
Defense || 10 (+1)(+1) = (+2)
Magic || 7 (+0)(+0) = (+0)
Speed || 50 (+7)(+4) = (+11)


Special Attacks:
Moracker Tail: Allows +3 to rolls for one turn and can cause the opponent to flinch. Opponent must roll 1d20.If their roll is lower than 15 the opponent has flinched and can only use a half turn action for their turn.If roll is above 15 the opponent can use their full turn as normal. || Can be used once every 3 turns. || Considered a half turn action.

Radaku Fangs: This attack causes the opponent to trip, but can be dodged as normal. If the opponent chooses not to dodge, they are tripped and can only use one half action that turn. The opponent also bleeds for two turns (-2 HP per turn).If the opponent takes full dmg (dodge was unsuccessful) then they are tripped and their turn is over (in addition to bleeding for two turns: -2 HP per turn).If they take half dmg, they avoid being tripped so they have their second half action to use, but they still incur bleeding for two turns (-2 HP per turn). If dodge is successful (no dmg) the opponent can continue their turn as normal.|| Can be used once every 5 turns.|| Considered a full turn action.

Twin Tongued: As a master of their trade, the player can channel a familiar's style into their own actions. || It takes 1 half action to announce a form and another half action to change the form during battle. || Lasts the duration of battle.
Snapptrotter Style: Aggressively attack an opponent, this style adds +1 to attack damage
Mammu Style: Utilizing defense, this style adds +2 to defense bonus
Kinfa Style: Honing in on your speed, this style adds +2 to speed bonus
_____________________________________________________

Coding for Battles


[color=#4b2c22][size=11][b]Battle post[/b]
Talisia: Beast Master
Health: 31/31
Attk: (+10) || Def: (10 + 2) || Magic: (+0) || Spd: 1-50 (+11)
Opponents Def:

[b]Special Attacks:[/b]
[b]Moracker Tail:[/b] Allows +3 to rolls for one turn and can cause the opponent to flinch. Opponent must roll 1d20. If their roll is lower than 15 the opponent has flinched and can only use a half turn action for their turn. If roll is above 15 the opponent can use their full turn as normal. || Can be used once every 3 turns. || Considered a half turn action.

[b]Radaku Fangs:[/b] This attack causes the opponent to trip, but can be dodged as normal. If the opponent chooses not to dodge, they are tripped and can only use one half action that turn. The opponent also bleeds for two turns (-2 HP per turn). If the opponent takes full dmg (dodge was unsuccessful) then they are tripped and their turn is over (in addition to bleeding for two turns: -2 HP per turn). If they take half dmg, they avoid being tripped so they have their second half action to use, but they still incur bleeding for two turns (-2 HP per turn). If dodge is successful (no dmg) the opponent can continue their turn as normal. || Can be used once every 5 turns.|| Considered a full turn action.

[b]Twin Tongued[/b]: It takes 1 half action to announce a form and another half action to change the form during battle. || Lasts the duration of battle.
[u]Snapptrotter Style[/u]: Aggressively attack an opponent, this style adds +1 to attack damage
[u]Mammu Style[/u]: Utilizing defense, this style adds +2 to defense bonus
[u]Kinfa Style[/u]: Honing in on your speed, this style adds +2 to speed bonus[/size][/color]
 
PostPosted: Sun Mar 27, 2016 6:44 am
☾ Kian ❅
Journal
(10/10 free // 139/175 stats)


Rare Runes Stats
|| Mystic ||

HP || 36 (+5)(+3) = Total Hp: 44/44
Attack || 8 (+1)(+0) = (+1)
Defense || 30 (+4)(+1) = (+5)
Magic || 50 (+7)(+4) = (+11)
Speed || 15 (+2)(+2) = (+4)


Special Attacks:
Delayed Elemental Blast: || This attack doesn't deal damage until 2 rounds AFTER it has been cast. || Delayed Elemental Blast is treated like having an extra attack. || This attack uses 1 spell slot. || Roll an additional 2d20 to determine if you hit and your damage on the turn it activates. || This can only be used 3 times in a single battle and can only target one person at a time. || Considered a half turn action. || This attack is not effected by powering up.

Elemental Blitz!: || Using this attack you get a bonus +5 dmg as well a chance to cause elemental dmg (fire causes burn, lightning paralyzes, ect). Can only use one element type for this attack. This attack will use 2 uses of that particular magic element. || Can only be used every 3 turns. || Considered a full turn action.

Whispers of Intent: || This is determined by on how many magic slots are used to cast it. || 1 spell slot = 3 turns before Rune will detonate || 2 spell slots = 2 turns before Rune will detonate || 3 spell slots = 1 turns before Rune will detonate || Damage is rolled for on the turn it detonates and is treated like any regular attack. This counts as a second attack. || Considered a full turn action. || This attack is not effected by powering up.
_____________________________________________________

Coding for Battles


[color=#4b2c22][size=11][b]Battle post[/b]
Kian: Mystic
Health: 44/44
Attk: (+1) || Def: (10 + 5) || Magic: (+11) || Spd: 1-15 (+4)
Opponents Def:

[b]Special Attacks:[/b]
[b]Delayed Elemental Blast:[/b] || This attack deals damage 2 rounds AFTER it has been cast. || Treated like having an extra attack. || This attack uses 1 spell slot. || Roll an additional 2d20 to determine if you hit and your damage on the turn it activates. || This can only be used 3 times in a battle and can only on one target at a time. || Considered a half turn action. || This attack is not effected by powering up.

[b]Elemental Blitz!:[/b] || Using this attack you get a bonus +5 dmg as well a chance to cause elemental dmg (fire causes burn, lightning paralyzes, ect). Can only use one element type for this attack. This attack will use 2 uses of that particular magic element. || Can only be used every 3 turns. || Considered a full turn action.

[b]Whispers of Intent:[/b] || This is determined by on how many magic slots are used to cast it. || 1 spell slot = 3 turns before Rune will detonate || 2 spell slots = 2 turns before Rune will detonate || 3 spell slots = 1 turns before Rune will detonate || Damage is rolled for on the turn it detonates and is treated like any regular attack. This counts as a second attack. || Considered a full turn action. || This attack is not effected by powering up.[/size][/color]
 

Suhuba
Captain


Suhuba
Captain

PostPosted: Thu Sep 29, 2016 10:27 am
▼ Kieran ▼
Journal
(10/10 free // 143/175 stats)


Master Whip Stats
|| Beast Master ||

HP || 20 (+2)(+2) = Total Hp: 24/24
Attack || 47 (+6)(+3) = (+9)
Defense || 16 (+2)(+1) = (+3)
Magic || 15 (+2)(+0) = (+2)
Speed || 45 (+6)(+4) = (+10)


Special Attacks:
Moracker Tail: Allows +3 to rolls for one turn and can cause the opponent to flinch. Opponent must roll 1d20.If their roll is lower than 15 the opponent has flinched and can only use a half turn action for their turn.If roll is above 15 the opponent can use their full turn as normal. || Can be used once every 3 turns. || Considered a half turn action.

Radaku Fangs: This attack causes the opponent to trip, but can be dodged as normal. If the opponent chooses not to dodge, they are tripped and can only use one half action that turn. The opponent also bleeds for two turns (-2 HP per turn).If the opponent takes full dmg (dodge was unsuccessful) then they are tripped and their turn is over (in addition to bleeding for two turns: -2 HP per turn).If they take half dmg, they avoid being tripped so they have their second half action to use, but they still incur bleeding for two turns (-2 HP per turn). If dodge is successful (no dmg) the opponent can continue their turn as normal.|| Can be used once every 5 turns.|| Considered a full turn action.

Twin Tongued: As a master of their trade, the player can channel a familiar's style into their own actions. || It takes 1 half action to announce a form and another half action to change the form during battle. || Lasts the duration of battle.
Snapptrotter Style: Aggressively attack an opponent, this style adds +1 to attack damage
Mammu Style: Utilizing defense, this style adds +2 to defense bonus
Kinfa Style: Honing in on your speed, this style adds +2 to speed bonus
_____________________________________________________

Coding for Battles


[color=#4b2c22][size=11][b]Battle post[/b]
Kieran: Beast Master
Health: 24/24
Attk: (+9) || Def: (10 + 3) || Magic: (+2) || Spd: 1-45 (+10)
Opponents Def:

[b]Special Attacks:[/b]
[b]Moracker Tail:[/b] Allows +3 to rolls for one turn and can cause the opponent to flinch. Opponent must roll 1d20. If their roll is lower than 15 the opponent has flinched and can only use a half turn action for their turn. If roll is above 15 the opponent can use their full turn as normal. || Can be used once every 3 turns. || Considered a half turn action.

[b]Radaku Fangs:[/b] This attack causes the opponent to trip, but can be dodged as normal. If the opponent chooses not to dodge, they are tripped and can only use one half action that turn. The opponent also bleeds for two turns (-2 HP per turn). If the opponent takes full dmg (dodge was unsuccessful) then they are tripped and their turn is over (in addition to bleeding for two turns: -2 HP per turn). If they take half dmg, they avoid being tripped so they have their second half action to use, but they still incur bleeding for two turns (-2 HP per turn). If dodge is successful (no dmg) the opponent can continue their turn as normal. || Can be used once every 5 turns.|| Considered a full turn action.

[b]Twin Tongued[/b]: It takes 1 half action to announce a form and another half action to change the form during battle. || Lasts the duration of battle.
[u]Snapptrotter Style[/u]: Aggressively attack an opponent, this style adds +1 to attack damage
[u]Mammu Style[/u]: Utilizing defense, this style adds +2 to defense bonus
[u]Kinfa Style[/u]: Honing in on your speed, this style adds +2 to speed bonus.[/size][/color]
 
PostPosted: Thu Sep 29, 2016 11:49 am
❅ Tryston ❅
Journal
(10/10 free // 99/150 stats)


Keen Sword Stats
|| Knight ||

HP || 27 (+3)(+2) = Total Hp: 32/32
Attack || 33 (+4)(+3) = (+7)
Defense || 14 (+1)(+1) = (+2)
Magic || 12 (+1)(+0) = (+1)
Speed || 13 (+1)(+1) = (+2)


Special Attacks:
Downward Slash: This attack gives you an additional +3 to dmg only. || Can be used every 3 turns. || Considered a full action.
Three Wonders: Dmg and to hit is only rolled once as normal. But each subsequent 'to hit' is reduced by 5. Dmg total is reduced in half as the attacks unleash. Original dmg = first hit. Dmg halved. Dmg halved yet again = third hit. || All dodges must be rolled separately for each attack being dodged and must be in order of attacks. First roll reflects first attack, second for second ect. Dodging is still considered a half turn action even with multiple rolls. || Can be used once every 5 turns. || Considered a full turn attack. || Powering up should be factored into the first attack. (Attack two and three will be halved from that first amount)
_____________________________________________________

Coding for Battles


[color=#4b2c22][size=11][b]Battle post[/b]
Tryston: Knight
Health: 32/32
Attk: (+7) || Def: (10 + 2) || Magic: (+1) || Spd: 1-13 (+2)
Opponents Def:

[b]Special Attacks: [/b]
[b]Downward Slash: [/b]This attack gives you an additional +3 to dmg only. || Can be used every 3 turns. || Considered a full action.
[b]Three Wonders[/b]: Dmg and to hit is only rolled once as normal. But each subsequent 'to hit' is reduced by 5. Dmg total is reduced in half as the attacks unleash. Original dmg = first hit. Dmg halved. Dmg halved yet again = third hit. || All dodges must be rolled separately for each attack being dodged and must be in order of attacks. First roll reflects first attack, second for second ect. Dodging is still considered a half turn action even with multiple rolls. || Can be used once every 5 turns. || Considered a full turn attack. || Powering up should be factored into the first attack. (Attack two and three will be halved from that first amount)[/size][/color]
 

Suhuba
Captain


Suhuba
Captain

PostPosted: Wed Jan 25, 2017 3:55 pm
✦ Arima ✦
Journal
(10/10 free // 105/150 stats)


Intricate Staff Stats
|| Monk ||

HP || 25 (+3)(+2) = Total Hp: 30/30
Attack || 9 (+1)(+0) = (+1)
Defense || 23 (+3)(+1) = (+4)
Magic || 34 (+4)(+3) = (+7)
Speed || 14 (+1)(+1) = (+2)


Special Attacks:
Panacea: || This spell allows a healer to remove a status aliment on themselves or another player as well as heal over 3 turns. || Stage 2: heals 2HP per turn, Stage 3: heals 4HP per turn, Stage 4: heals 6HP per turn. || Can only be used once every 5 turns || Considered a full action. || This attack is not effected by powering up.

Magic Mend:This spell can be used on yourself, or on another person and each turn that person will gain +2 HP. This spell uses 2 spell slots. Effects only lasts 4 turns.|| Considered a half turn action.|| This attack is not effected by powering up.
_____________________________________________________

Coding for Battles


[color=#4b2c22][size=11][b]Battle post[/b]
Arima: Monk
Health: 30/30
Attk: (+1) || Def: (10 + 4) || Magic: (+7) || Spd: 1-14 (+2)
Opponents Def:

[b]Special Attacks:[/b]
[b]Panacea:[/b] || Removes a status aliment from one player as well as heal them over 3 turns. || Stage 2: heals 2HP per turn, Stage 3: heals 4HP per turn, Stage 4: heals 6HP per turn. || Can only be used once every 5 turns || Considered a full action. || This attack is not effected by powering up.

[b]Magic Mend:[/b]This spell can be used on yourself, or on another person and each turn that person will gain +2 HP. This spell uses 2 spell slots. Effects only lasts 4 turns. || Considered a half turn action.|| This attack is not effected by powering up.[/size][/color]
 
PostPosted: Wed Mar 08, 2017 7:44 am
ღ Jhin ღ
Journal
(10/10 free // 87/125 stats)


Simple Bow Stats
|| Archer ||

HP || 18 (+2)(+1) = Total Hp: 21/21
Attack || 20 (+2)(+1) = (+3)
Defense || 14 (+1)(+0) = (+1)
Magic || 12 (+1)(+0) = (+1)
Speed || 23 (+3)(+2) = (+5)


Special Attacks:
Pointblank Shot: Your arrows do +3 more damage this turn. || Can only be used once every 3 turns. || Considered a full turn action.
_____________________________________________________

Coding for Battles


[color=#4b2c22][size=11][b]Battle post[/b]
Jhin: Archer
Health: 21/21
Attk: (+3) || Def: (10 + 1) || Magic: (+1) || Spd: 1-23 (+5)
Opponents Def:

[b]Special Attacks:[/b]
[b]Pointblank Shot:[/b] Your arrows do +3 more damage this turn. || Can only be used once every 3 turns. || Considered a full turn action.[/size][/color]
 

Suhuba
Captain


Suhuba
Captain

PostPosted: Wed Mar 08, 2017 7:56 am
❧ Uzumati ❧
Journal
(10/10 free // 0/10 exp)


Simple Gauntlet Stats
|| Guard ||

HP || 23 (+3)(+1) = Total Hp: 27/27
Attack || 18 (+2)(+2) = (+4)
Defense || 16 (+2)(+1) = (+3)
Magic || 9 (+1)(+0) = (+1)
Speed || 10 (+1)(+0) = (+1)


Special Attacks:
Heavy Hitter:Deals an additional +3 to damage only. || Can be used once every 3 turns. || Considered a full turn action.
_____________________________________________________

Coding for Battles


[color=#4b2c22][size=11][b]Battle post[/b]
Uzumati: Guard
Health: 27/27
Attk: (+4) || Def: (10 + 3) || Magic: (+1) || Spd: 1-10 (+1)
Opponents Def:

[b]Special Attacks:[/b]
[b]Heavy Hitter:[/b]Deals an additional +3 to damage only. || Can be used once every 3 turns. || Considered a full turn action.[/size][/color]
 
PostPosted: Fri Mar 10, 2017 10:41 am
❖ Tyiva ❖
Journal
(10/10 free // 91/125 stats)


Simple Blades Stats
|| Blade ||

HP || 20 (+2)(+1) = Total Hp: 23/23
Attack || 23 (+3)(+2) = (+5)
Defense || 13 (+1)(+0) = (+1)
Magic || 15 (+2)(+0) = (+2)
Speed || 20 (+2)(+1) = (+3)


Special Attacks:
Dancing Petals: Roll for attack as normal. Dmg is boosted +3 for that turn, and speed gains +2 for three turns. || Can be used once every 3 turns. || Considered a full turn action.
_____________________________________________________

Coding for Battles


[color=#4b2c22][size=11][b]Battle post[/b]
Tyiva: Blade
Health: 23/23
Attk: (+5) || Def: (10 + 1) || Magic: (+2) || Spd: 1-20 (+3)
Opponents Def:

[b]Special Attacks:[/b]
[b]Dancing Petals:[/b] Roll for attack as normal. Dmg is boosted +3 for that turn, and speed gains +2 for three turns. || Can be used once every 3 turns. || Considered a full turn action.[/size][/color]
 

Suhuba
Captain


Suhuba
Captain

PostPosted: Mon May 29, 2017 6:46 am
☾ Zyphire ☾
Journal
(10/10 free // 90/125 stats)


Simple Blades Stats
|| Swordsman ||

HP || 19 (+2)(+1) = Total Hp: 22/22
Attack || 23 (+3)(+2) = (+5)
Defense || 13 (+1)(+0) = (+1)
Magic || 12 (+1)(+0) = (+1)
Speed || 23 (+3)(+1) = (+4)


Special Attacks:
Downward Slash: This attack gives you an additional +3 to dmg only. || Can be used every 3 turns. || Considered a full action.
_____________________________________________________

Coding for Battles


[color=#4b2c22][size=11][b]Battle post[/b]
Zyphire: Swordsman
Health: 22/22
Attk: (+5) || Def: (10 + 1) || Magic: (+1) || Spd: 1-23 (+4)
Opponents Def:

[b]Special Attacks: [/b]
[b]Downward Slash: [/b]This attack gives you an additional +3 to dmg only. || Can be used every 3 turns. || Considered a full action.[/size][/color]
 
PostPosted: Fri Oct 13, 2017 7:40 am
❖ Danika ❖
Journal
(10/10 free // 88/150 stats)


Keen Sacred Blades Stats
|| Adept Mystic ||

HP || 16 (+2)(+2) = Total Hp: 20/20
Attack || 25 (+2)(+4) = (+3)
Defense || 12 (+1)(+0) = (+1)
Magic || 15 (+2)(+2) = (+3)
Speed || 20 (+2)(+2) = (+3)


Special Attacks:
Dancing Petals: Roll for attack as normal. Dmg is boosted +3 for that turn, and speed gains +2 for three turns. || Can be used once every 3 turns. || Considered a full turn action.

Aggressive Roots: Roll for attack as normal; boosts attack dmg by x1.5. The player gains 4HP in HP restored. || Can only be used once every 5 turns. || Considered a full turn action.

_____________________________________________________

Coding for Battles

[color=#4b2c22][size=11][b]Battle post[/b]
Danika: Novice Mystic
Health: 19/19
Attk: (+3) || Def: (10 + 1) || Magic: (+3) || Spd: 1-19 (+3)
Opponents Def:

[b]Special Attacks:[/b]
[b]Dancing Petals:[/b] Roll for attack as normal. Dmg is boosted +3 for that turn, and speed gains +2 for three turns. || Can be used once every 3 turns. || Considered a full turn action.
[b]Aggressive Roots:[/b] Roll for attack as normal; boosts attack dmg by x1.5. The player gains 4HP in HP restored. || Can only be used once every 5 turns. || Considered a full turn action.[/size][/color]
 

Suhuba
Captain


Suhuba
Captain

PostPosted: Sat Oct 21, 2017 12:08 pm
❂ Tytus ❂
Journal
(10/10 free // 88/150 stats)


Keen Lance Stats
|| Spearman ||

HP || 15 (+2)(+2) = Total Hp: 19/19
Attack || 26 (+3)(+2) = (+5)
Defense || 13 (+1)(+2) = (+3)
Magic || 9 (+1)(+0) = (+1)
Speed || 25 (+3)(+1) = (+4)


Special Attacks:
Assurance: The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.
Sudden Jab: When attacking if you roll your 'to hit' and get 18-20 (this does not include your bonuses) you get an addition attack that automatically hits but deals only half the original damage done. Both attacks must be rolled for individually if being dodged by an opponent. Does not have to be announced to use, it triggers automatically. If the user had a power up or a crit hit roll: the second attack is not effected. The half dmg should be calculated without these additions. || This is a passive ability. || This attack is not effected by powering up or crit hits.
_____________________________________________________

Coding for Battles


[color=#4b2c22][size=11][b]Battle post[/b]
Tytus: Spearman
Health: 19/19
Attk: (+5) || Def: (10 + 3) || Magic: (+1) || Spd: 1-18 (+4)
Opponents Def:

[b]Special Attacks:[/b]
[b]Assurance:[/b] The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.
[b]Sudden Jab[/b]: When attacking if you roll your 'to hit' and get 18-20 (this does not include your bonuses) you get an addition attack that automatically hits but deals only half the original damage done. Both attacks must be rolled for individually if being dodged by an opponent. Does not have to be announced to use, it triggers automatically. If the user had a power up or a crit hit roll: the second attack is not effected. The half dmg should be calculated without these additions. || This is a passive ability. || This attack is not effected by powering up or crit hits.[/size][/color]
 
PostPosted: Thu Jan 18, 2018 12:44 pm
ღ Chrysanthe ✦
Journal
(10/10 free // 83/125 stats)


Simple Crossbow Stats
|| Archer ||

HP || 23 (+3)(+1) = Total Hp: 27/27
Attack || 25 (+3)(+2) = (+5)
Defense || 11 (+1)(+0) = (+1)
Magic || 7 (+0)(+0) = (+0)
Speed || 17 (+2)(+1) = (+3)


Special Attacks:
Pointblank Shot: Your arrows do +3 more damage this turn. || Can only be used once every 3 turns. || Considered a full turn action.
_____________________________________________________

Coding for Battles


[color=#4b2c22][size=11][b]Battle post[/b]
Chrysanthe: Archer
Health: 27/27
Attk: (+5) || Def: (10 + 1) || Magic: (+0) || Spd: 1-17 (+3)
Opponents Def:

[b]Special Attacks:[/b]
[b]Pointblank Shot:[/b] Your arrows do +3 more damage this turn. || Can only be used once every 3 turns. || Considered a full turn action.[/size][/color]
 

Suhuba
Captain


Suhuba
Captain

PostPosted: Thu Jan 18, 2018 12:51 pm
❂ Kyril ✦
Journal
(10/10 free // 88/125 stats)


Basic Runes Stats
|| Mage ||

HP || 23 (+3)(+1) = Total Hp: 27/27
Attack || 13 (+1)(+0) = (+1)
Defense || 14 (+1)(+0) = (+1)
Magic || 24 (+3)(+2) = (+5)
Speed || 14 (+1)(+1) = (+2)


Special Attacks:
Delayed Elemental Blast: || This attack doesn't deal damage until 2 rounds AFTER it has been cast. || Delayed Elemental Blast is treated like having an extra attack. || This attack uses 1 spell slot. || Roll an additional 2d20 to determine if you hit and your damage on the turn it activates. || This can only be used 3 times in a single battle and can only target one person at a time. || Considered a half turn action. || This attack is not effected by powering up.
_____________________________________________________

Coding for Battles


[color=#4b2c22][size=11][b]Battle post[/b]
Kyril: Mage
Health: 27/27
Attk: (+1) || Def: (10 +1) || Magic: (+5) || Spd: 1-14 (+2)
Opponents Def:

[b]Special Attacks:[/b]
[b]Delayed Elemental Blast:[/b] || This attack deals damage 2 rounds AFTER it has been cast. || Treated like having an extra attack. || This attack uses 1 spell slot. || Roll an additional 2d20 to determine if you hit and your damage on the turn it activates. || This can only be used 3 times in a battle and can only on one target at a time. || Considered a half turn action. || This attack is not effected by powering up.[/size][/color]
 
PostPosted: Sun Jun 03, 2018 8:02 pm
one  

Suhuba
Captain


Suhuba
Captain

PostPosted: Sun Jun 03, 2018 8:03 pm
two  
Reply
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