47 Design Peripherals Once you’re happywith yourmission’s foundation, ask yourself: � Have I sufficientlyincorporatedmy FocusWords? � Ismymissionlikely to endon time?Whenin doubt, undershoot! � Aremyplayer-characterswell-suited tohandle thismission’s threats and challenges? These questions often have ambiguous answers, so you don’t have to addresstheminthesamewayasyourcoredesignelements.Justkeepthem inmind as you build and host yourmission. Interpreting Focus Words You do NOT need to be literal when making use of Focus Words – just be sure you can point to what elements of your design were directlyinfluenced by them.(eg. “Penguins”mightpromptyoutosetthe missionata fancy dressparty full oftuxedoed gentlemen) You may ask your players for as many Focus Words as you like, though somewhere in the range of4-6is recommended; try to get at least one per player so no one feels left out. If ever a Focus Word is proving too hard toincorporateintoyour design(oryoujustdon’tlike it), you can always ask the player for a newone. Gauging Mission Length As aVERY rough ruleof thumb, amission for4 playerslasting about half an hourin-gameis unlikely to be shorter than3 hoursreal time. As such, to reiterate, try to keep your missions on a short time frame unless your group has explicitly requested somethinglonger. There is no surefire way to time a mission: reliably doing so requiresinstinct,practice,andaknowledgeofyourplayershabitsand tendencies:what tends toderailthem?Howdo they spend their time when cut to? Designing Around Characters It is CRITICAL that Enclave Missions are tailored to the capacities oftheirsquad.Asyoudesign,thinkabouthowyourplayer-characters caneffectivelyand satisfyinglyapply theirAbilities,Gear,and favored stats. Where do they have room for creativity? How might their capacities synergizein unique and excitingways? Each Class has different fundamental wants (a Thane wants non-hostile NPCs; a Gunslinger wants things to shoot; a Thunderbird wants access to the sky). Take a read through of the Classes you’ll be hosting for while designing and see what you can pick out. Remember that these are wants,NOT needs; a Class’s powers can be applied in all sorts of unusual and creative ways beyond the obvious situationswhere they thrive. Improvisation in Design Even once you have finished designing, your mission is not set in stone. You should be actively changing/expanding upon your framework even asyouarehosting,adjustingelements that feeloffandimplementingnew ideas that come to youin the heatof themoment. Thisisabigpartofwhydeliberatelyleavingsomuchundefinedinyour design is so important – you’ll have more wiggle room to adapt while hosting.This is especially important if you see any of your players feeling bored or disengaged: they might feel like they can’t contribute to the mission, so change things up tomakeitmore clear how they can. Balance Points Retune the formidability of threats your squad encounters on the spot toimprove flow. Balance Points are often best implemented through Outs. An enemy proving too dangerous? Have someone spot a hidden weakness. Squad breezing through a trapped corridor? Have one of the traps they disarm go off unexpectedly, not harming anyone but alerting nearby enemies. There is always something you can gently adjust tomake a scenariomoreinteresting, fair, and fun. Plot Drivers You DO NOT control your players, but you DO control the world around them. Whenever your squad is getting stuck or sidetracked, try introducing a new plot element(“A messenger runsintothethrone room”, “Youhearagunshot from outside”, etc.)to add a senseof urgency and gently prompt them in a more relevant direction. Threats in particular often make for excellent Plot Drivers – nothing jolts a player backon track quitelike fighting for theirlife. Plot Drivers are fantastic and essential tools when momentum is fading, but they can readily be misused. Try asking yourself before incorporatingone: � Does thismake sensewithin the story/setting/situation I have established? � How abruptis this?Have I sufficiently foreshadowedit?Can I verbalize how this could have been prevented hadmy players prioritized differently? � How does this pointmy players?Do Iwantit to do so?Why? � Willmy players find this unfunor unfair? You are welcome to list out some potential Plot Drivers while designing,butinpracticemostof theonesyouendupusingarelikely to be entirelyimprovised.
48 Preconstructed Settings Even if you have plenty of ideas for potential objectives, plotlines, and twists, creating an entire world around them can be a tall order. The following Precons contain no preexisting story that needs to be followed, making them a perfect vessel forwhatever youwant to try. These cover a wide range of epochs, magic levels, themes, and extents, offeringjusta small tasteof thelimitlessvariety thatManifoldhas tooffer. Don’t feellike you have to use the ENTIRESetting– zoominon a single sublocation or event within it to ensure that your squad’s strengths are being catered to and unnecessary wandering is kept to a minimum. You are also more than welcome to take any parts of a Setting you like and recombine themwith yourownideas rather thanjust usingit aswritten! Creating your own mission is a daunting prospect for new Conduits, even just figuring out where to start can be overwhelming. The followingPreconstructed Content can either be used in full, provide a starting point for your own design,or evenjustoffer contextual examplesofwhat canworkwellin practice.Adjust themin anyway youlike to better fit your playgroup and personal preferences! Whileyoutypicallywon’tneedtotakeFocusWordswhenusingPrecons,acceptingafewisstillagoodwaytospark inspiration for changes youmaywant tomake to thematerial. All of these Precons come from actual missions hosted by the author for his own playgroup over the years. Take them, enjoy them, andmake them yourown. PRECONSTRUCTED CONTENT For Conduits Only! Hotel Acubens Visitors to the cutting-edge supermetropolis Corscallon have no shortage of gorgeous places to stay. World-class resorts pepper the beaches, deluxe suites are always available downtown, and everything is priced better than could possibly be imagined. Spoiled for choice, and eager to gawk at the city’s ultramodern tech and bask in its luxurious amenities, tourists almost always overlook Hotel Acubens. Just six stories high, its view of the sea blocked by the massive skyscrapers that surround it, the Acubens is pleasant enough but lacks most of the cyber age conveniences (internet ports, augmented reality chambers, digital assistants, etc.) that Corscallon is known for. It also charges disproportionately high rates, scaring off most customers and ensuring that the establishment remains relatively obscure. Hotel management keeps a low profile on purpose, hiding that business at the Acubens is, in fact, booming: for those in the know, this unassuming lodge is the most important building in Corscallon. It is here that businessmen, criminals, and politicians (local and foreign) make their most important dealings, free from the surveillance and sabotage risks omnipresent across the rest of the city, all under the auspices of a compliant faculty trained to never pay too much attention to the activites of their clientele. Collusion, kidnapping, murder, and more are not infrequent, all evidence neatly disposed of by staff (who are paid handsomely for their cooperation and silence). Though management knows better than to boast, many VIPs have stayed at Hotel Acubens over the years. Some recent celebrity sightings include biomechatronics visionary Connor Gracia, jovial mob queenpin Bebe LaDouane, industry titan Helman Von Krappeau, investment guru Seongma, and unassuming billionaire genius Carla Combs. Faulderwaul Circus They always arrive unannounced, a small fleet of double-decker carriages rolling into a sleepy township or city square, intricately painted in scarlet, orange, and black. But when they do, word travels like lightning, and tickets sell faster than free money: no one wants to miss the Faulderwaul Circus. With fame spanning continents and nations, Faulderwaul is an uncontested entertainment juggernaut built on a grisly secret: their shows are designed to kill. Attendance is notoriously dangerous, with nightly audience body counts in the dozens, but through bribery, blackmail, and insidious magical legalese, the franchise itself is somehow never held culpable. The motives behind this madness are unknown: most claim sheer psychopathy, some insist that the shows are bloody sacrifices to some vile god, and a few even allege that all involved are afflicted by a horrid curse that they are forever doomed to propagate. But despite these rumors, a hypnotic aura surrounds Faulderwaul, pulling huge crowds despite whispers of its perils. This mesmeric haze peaks during performances: crowds become euphoric, screaming for more without comprehending the carnage unfolding before them, later departing in a blissful blur with no memory of the night’s horrors. Faulderwaul shows are an unbelievable spectacle, featuring dozens of astonishing acts – acrobats, contortionists, conjurers, and clowns, everything that onemight expect to see at a circus plus much, much more. All of these performers supplement their exceptional talents with unique magical capacities of a warped, macabre nature. This enables even the most tame Faulderwaul acts to have lethal potential: jugglers toss fireballs or razor-sharp discs, animal tamers unleash hideous chimeras, and strongmen show off by crushing volunteers’ heads. But most dangerous of all is a show’s Ringmaster: dapper, charismatic, and seemingly omnipotent while onstage.
49 Preconstructed Mission If you’re still feeling unconfident, want to get a feel for active conduiting, orjust don’t have time to design yourown,on the next page youwill find a completemission ready to be hosted. Thismissionwasoriginally designed and hosted for a2-Playersquad, Gunslinger&Thane, taking 2.5 hours of active play time. However, it can be adapted forlargergroups,otherClasses, and different timeframes. Remember: what you see here is just the 10% planning part of the hosting equation, the other 90% is all up to you. Absolute best of luck to youin your firstouting as aConduit! Savajaw Ranch Life outin the ruralWynsommeBrushlandsis tough but peaceful.Towns are small and most people are of modest means, but there is money to be made working for one of the wealthy magnates who own most of the region. Among these, few are as notorious as Derek Quentin Savajaw (“DQ” to his friends), a cattle tycoon with dozens of farmsteads to his name.He also happens to be a 20-foot tall crocodile-man with a thick Aussie accent and a mouth large enough to swallow a person whole. Despite this beastly appearance, Mr. Savajaw is a linchpin of local high society, his scaly finger always on the pulse of politics, business, and gossip. His private ranch, with a beautiful villa fit for his proportions and well-furnished billets for his hired hands, is the envy of his peers. Among its many swanky features are hundreds of prized cattle, a Savajaw-sized automobile, a state-of-the-art surround-sound phonograph, and indoor electrical lighting powered by a dam just a stone’s throw from the villa’s flagstone patio. Savajaw isn’t the type to micromanage his property, so heleavesmost of thework to his high-strung personal assistantTuleyBurnquist. There’s always something going on at the ranch: ritzy lawn parties, town barbecues, horse races, public auctions, and more, all presided over by Mr. DQ himself. But likewise, there’s always trouble to be found: years of cutthroat business dealings have left Savajaw with throngs of murderously bitter enemies, and his laissez-faire attitude allows all kinds of shady characters to join his crew. Moreover, the Brushlands can be a harsh place to live, even for its wealthiest. Natural disasters run roughshod, outlaws skulk beyond town lines, and eerie cryptids are often reported at dismal watering holes, abandoned mine shafts, and other lonely byways. Catacombs of the Zmeyr Called “The Giant in theMist” by locals,Mount Vrisak is an active volcano, girded by a natural moat of deep groundwater and topped with a boiling lake. It has not erupted in decades but regularly bleeds lava into its moat, creating perpetual clouds of thick steam.Long ages of seismic activity haveleft themountain’sinterior strewn with winding tunnels, palatial chambers, yawning fissures, and tight crevasses, all occasionally flooded by jets of magma and noxious gasses. In this hellish realm, the Zmeyr reign. These giant, sinuous lavasnakes are said to have been born in Vrisak’s molten heart, and they nest exclusively in its underways. Despite human intelligence, potent magic, and great wisdom (belied by their indifference towards destruction and suffering), the Zmeyr number less than ten in total, a new egg only laid once every century or more. They are also far more delicate than their size would indicate, preferring sorcery and wits to brute force. But the Zmeyr are far from alone in Mount Vrisak: over the decades, they have cultivated a zealous order of human acolytes, the Zmeyroden War-Cult, who now act as their protectors and servants in exchange for magical empowerment. Zmeyroden cultists are prodigious fighters, their bodies sculpted through years of training in their unforgiving home. They are versed in a fire-infused martial art developed by the Zmeyr, and many possess superhuman strength and agility. Bands of Zmeyroden often raid nearby townships, honing their skills afield, but they are also fanatically protective of Mount Vrisak: the volcano’s perils are not enough to deter hardened dungeon-crawlers and desperados,lured by hoards of excavated and stolen wealth as well as the ultimate prize – a Zmeyr egg. The Chiala Highlands A great mountain range divides the fractured nation ofJennoran down the middle, like the spines along a dragon’s back. This majestic span is threaded by a single road, Chiala Highway, connecting the port of Taliasin the south to Jennoran’s capital, Auphestille, in the north. Full of life and greenery, the Chiala Highlands are a beautiful place. High-mountain springs feed roaring cascades, old-growth forests fill the vales, and wildflowers paint the grassy slopes year-round. Many animals long-extinct elsewhere in Jennoran thrive here, including wisents, giant honeybees, horsesized cliff lizards, and numerous species of dragon, such as the nimble Chiala Wyvern, which congregate on peaks in clamorous rookeries. Besides the occasional reclusivewizard cloistered awayin amagically-warded tower, few peoplemake their homesin the highlands: between territorial beasts and roving brigands, it is dangerous enough that all caravans need to hire armed escorts before attempting the two-week trek along Chiala Highway. Even so, many glory seekers are drawn here by rumors of fortune: legendary monsters guarding priceless artifacts, robber-kings seated on thrones of treasure, and hidden doors to underground ruins tucked away in secret caverns. Few explorers find what they seek, turning to poaching or banditry. But some become Pathfinders, hired guides who escort new explorers through the Highland wilderness well away from the main road. Pathfinders are often of questionable character, some willing to steal from, abandon, or even kill their clients. But plenty more are trustworthy, occasionally recruited for temporary service by the Crown of Auphestille itself.
50 Mission Statement On a forested hill overlooking the sleepy village ofAdiapenka standsGaulegvokManor, home to the minor noble house of the same name. The people of Adiapenka have been the house’s contented vassals for generations. But the Gaulegvoks are in decline – eight have died in the last five years, leaving only one member left:Kemidne. Alone and grieving, she has secluded herself from the concerned folk of Adiapenka. The first cow disappeared last summer, and the village thought nothing of it: wolves most likely. But since then dozens more farm animals and even several villagers have vanished, eerie figures always spotted beforehand in the Manor forests. Something had to be done:Dzundrei, theManor’s game warden, has led a ragtag militia into the walled grounds of Gaulegvok Manor only to have the gates slam shut behind them. Trapped and terrified, they have scattered throughout the grounds looking for a way out, despite Dzundrei’s best efforts to keep order. GOAL: Uncover what’s going on and put a stop to it; rescue as many militia as possible. Setting Details › Industrial-age tech,butvery rural somostlymedievalin practice › Slavic-inspiredaccents,names,culture,etc. › Manorindisrepair (shatteredwindows, thickcoatof dust,brokenfixtures) • Remarkablyovergrown:chest-heightgrass, thick ivyclimbingeverywhere,pineneedlescarpeting theindoors,etc. • Walledgrounds,mostly remnantsofonce-neat lawnandgardens:alsocontainsachoked fountainanda full-to-burstinggreenhouseat theback • Manorlayout:groundfloorw/parlors,halls,dining room,etc; secondfloorw/bedrooms;adjoined servantsquarters;basementw/kitchensand pantries › Currentlyearlyevening,overcast--chilly,windy,early Spring › Overall tone:gloomy,eerie, tooquiet Prominent NPCs › Dzundrei:Male,60’s,pragmatistwitha soft side • Employer&primaryNPCally • Wieldsalightbirdhuntingcrossbow&acosh • Accompaniedby twobelovedhoundsMisha& Valke,loyal to theendandimpeccably trained • Thelastperson toever seeKemidne severalyears ago; rumored tohaveoncecourtedher › Kemidne:Female,late50’s,drivenmadbygrief • Antagonist,aggressive towardsallintruders • Obsessiveandinventivebynature; sacrificed everything to try& reverse relatives’death • Magicalmasteryoverplants • Wieldsweaponizedelectrician toolsw/ some Frankensteinian fantasyelements • Vastknowledgeofbotany&humananatomy Hidden Information › ThecrazedKemidneisattempting to“revive”her relatives • Doing soby sculpting,masking,andmagicallyanimating plant-horrors (“EvergreenReplicas”)in theirlikenesses • Did sousingmagicchanneled throughelectricalimplements setupinherworkareas (greenhouse,private study,etc.) › TheseReplicasarehidden throughout thegrounds (8 total) › EachwearsacreepymaskdepictingadeadGaulegvok: thismask is theirweakpoint; theyarede-animatedifmaskisbroken,and onlyKemidneisable to repairit › Kemidneismaniacallyprotectiveofandaffectionate towards the Replicas › They requireblood (drunk through their roots) to stayhealthy andgrow stronger:Kemidne’seventualplanis to feedallof Adiapenka to them Supplemental Details › PotentialNPCnames (militia,Gaulegvoks,etc.) • MALE:Geshtom,Vasmili,Brencis,Kurian,Yashov,Caz • FEMALE:Mirce,Sabla,Neci,Droia,Yanolyn › Possiblemilitiaweaponrycouldinclude:pitchforks, scythes, hatchets/fellingaxes,huntingbows, torches (plants toodamp forfire toeasily spread).Minimalarmor. Balance Points & Plot Drivers › Militialocationsandcondition:howmanyarealreadydead? Howmanyhavedonehelpful thingsoffscreen? › Kemidnecompetenceanddanger– shecouldbe too fargone to bea threatherself,ormaybe shecanbe reasonedwith? › Replicapower,coordination,andnumbers:maybe themilitia managed todestroya fewalready? › Reinforcementscould showup from thevillage Threats › EvergreenReplicas:Humanoidpine topiaries • Mainenemies:murderous,predatory,&clever; whollyloyal toKemidne • Tethered togroundvia trunkbutcanquickly “skate”aroundby rapidlyflurrying their roots;canonly travelwhereplantscangrow • Oftendisguisedas shrubs,waitingperfectly still • Primaryboughs (arms)canmorphintovarious weapons (blade, shield,even throwabledarts); sharpas steel thoughmadeofwood • Fastandcapablefighters;very toughdue to woodenbody;quickly repairwounds • Makenonoisebut shriekifmaskisdamaged › Vegetation:Magicallyable tograb, restrain,hinder, etc.and regenerateVERY fast.Kemidnecan furtheramplify thesepowerswithhermagic › Indoor Traps:Livewires, shockpads,etc. Original Focus Words ANormalAmountofGreenLightning BrokenVessel LostTears SlitheringPines Port-In Location AtDzundrei’s sidein frontof the sealed gate, facing the Manor. The gate is covered in thick ivy that Dzundrei says sproutedinstantlywhen the gates shut. It grows back so fast when cut as to be impossible to remove. The Tragedy of House Gaulegvok
52 Printable Character Sheet Template ________________ _________ (CharacterName) (Class) Personality(ListTraits&Stats) ___________ _______ (Trait1) (StatMod) ___________ _______ (Trait2) (StatMod) ___________ _______ (Trait3) (StatMod) Stats(Distribute (+)’s) Abilities(Include notesas needed) Gear (Include notes,Skins, etc.as needed) Appearance ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ Background ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ Mission Log (Note name, date, and success/failure) _________________________ _________________________ _________________________ _________________________ _________________________ (Continue on otherpagesas necessary) Vitality Might Resilience Spirit Arcane Will Sensory Reflex Vigor Skill Intelligence Luck _____________ _____________ _____________ _____________________ _____________________ _____________________ _____________________
53 Filled-In Example ________________ _________ (CharacterName) (Class) Personality(ListTraits&Stats) ___________ _______ (Trait1) (StatMod) ___________ _______ (Trait2) (StatMod) ___________ _______ (Trait3) (StatMod) Stats(Distribute (+)’s) Abilities(Include notesas needed) Gear (Include notes,Skins, etc.as needed) Appearance ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ Background ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ Vitality Might Resilience Spirit Arcane Will Sensory Reflex Vigor Skill Intelligence Luck _____________ _____________ _____________ _____________________ _____________________ _____________________ _____________________ Gutierrez Gunslinger Confident Skill Alert Sensory Self-Controlled Will ++ ++ ++ Trickshot Standoff Shootout Duster Cheap, use a lot Skin: Old police coat Mission Log (Note name, date, and success/failure) _________________________ _________________________ _________________________ _________________________ _________________________ (Continue on otherpagesas necessary) The Outland Hounds, Aug 25 th 2018 (success) Late 30-something man, hispanic appearance, hair in a crew cut & stubblyface. Lean but tough-looking, wears office worker clothes under his old police coat. Big knife scars across abs, but these are almost always hidden. Once a promising detective. Sacked after taking thefallfor a widely publicized cold case, which has haunted him ever since. Joined The Enclave years laterfollowing a wild lead that the perpetrator who got away in that case was actually an Enclave Agent. 36/36 Rounds Over right shoulder On right hip 6/6 shots 4 Long cooldown Bandolier Sharps Rifle Revolver
QUICK REFERENCE Worldbuilding � Manifold: Infiniteworldof Enclave � Metro:Default commonlanguage acrossManifold � EnclaveBadge:Agent IDartifact,used to teleportback toHQafter mission (pingout) The Twelve Stats Improvedby(+)’s, ranging fromabove-averageby real-world standardsat base to unattainable for real people at(+++). ≫ VITALITY:Draw attention; heal and reenergizewithRallying ≫ MIGHT: Physical strength ≫ RESILIENCE:Toughness, reduce damage& pain ≫ SPIRIT:Essence for usingAbilities;Insightsonothers feelings ≫ ARCANE:Manifestweak,one-offmagical powers ≫ WILL:Throwoff negative effectswithDefiance ≫ SENSORY:The five senses ≫ REFLEX:Agility, reaction speed, stealth, and similar ≫ VIGOR:Stamina for physical activities; speed ≫ SKILL:Better resultswhen doing stuff you’re good at ≫ INTELLIGENCE:Insightson how to solve problems ≫ LUCK:Pitcha detail about your circumstances Using Abilities � Paired Action: Performinorder to activate theAbility � Essence Cost:Magical tollAbility takeson you � Cooldown:Howlong you need towait to useAbility again Stamina & Essence Thresholds Represents physical/magical energy; major exertion causes you to drop through the followingThresholds,leading toincreasingExhaustion. ≫ GREEN:You feel fine ≫ YELLOW: Fatigue settingin ≫ RED:Approaching the pointof collapse Stamina Exhaustion is just as in real life; Essence Exhaustion tends to cause emotionalinstability and dreamlike delusions. Both can be regained throughReplenishmentorRallying. As a Player, remember to… � Askquestionstolearn about theworld around you � Take action by describing what you want to do and how you want to doit � Stay in-characterwhen talkingwithothers andmaking decisions � Be respectfulof yourConduit and fellow players As a Conduit, remember to… � Conveywhatyourplayers’charactersexperience throughnarration � Make callsthat are fair,logical, and tell a good story � Use player effort as the determining factorinswing situations � Give your players plentyofOutsto bad situations � Portray believable andinterestingNPCs � FrequentlyCutbetween playersoften so everyone gets their turn � Always be rooting for your playersto succeed During Mission Design, try to… � Focuson detailsmostlikely to be narratively relevant � Incorporate players’FocusWords � Keep thePort-In Locationclose to the action � Ensure thatThreats are fair and engaging � Make sure themissionislikely toend on-time � Design around your squad’s capacities � Leave yourself plenty of room to adapt your design on the fly; the golden ratiois10% Planning, 90% Improv � ConsultPreconstructed Contentforinspiration Advanced Mechanics Explore these once you’re comfortable with the game unless your Class makes heavy useof them. ≫ Pitches: Playerinputonwhat happensin-game ≫ Insights:Conduit hintson a subject at hand ≫ Replenishment: In-characterleisure activities, used to restoreStamina & Essence during downtime ≫ Rallying:An enhearteningTurning Point, gives healing and Essence/ Stamina to self and/orothers. ≫ Manifesting:A thematically-fittingmagical powerPitchedby the player;muchweaker thanClassAbilities and should be used sparingly. ≫ Defiance:AnintenseTurning Pointused to purge selfof an impairment, temporarilyor permanently. ≫ Energywork:Make yourAbilitiesorother supernatural capacities work differently thanwritten. ≫ Leveling: Improve your stats &Abilities as you goonmoremissions ≫ Commissary Rewards: Expand your character’s arsenal after each successfulmission 54
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