<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
<channel>
	<title>HeroMachine Character Portrait Creator - Forum: Fantasy RPGs</title>
	<link>http://www.heromachine.com/forum/fantasy-rpgs/</link>
	<description><![CDATA[Create your own super-hero, sci-fi, or fantasy character sketch]]></description>
	<generator>Simple:Press Version 5.2.6</generator>
	<atom:link href="http://www.heromachine.com/forum/fantasy-rpgs/rss/" rel="self" type="application/rss+xml" />
        <item>
        	<title>sade on Fire Emblem?</title>
        	<link>http://www.heromachine.com/forum/fantasy-rpgs/fire-emblem/#p22057</link>
        	<category>Fantasy RPGs</category>
        	<guid isPermaLink="true">http://www.heromachine.com/forum/fantasy-rpgs/fire-emblem/#p22057</guid>
        	        	<description><![CDATA[<p>what is it?</p>
]]></description>
        	        	<pubDate>Thu, 21 Mar 2013 02:46:17 -0600</pubDate>
        </item>
        <item>
        	<title>Brego on Warriors, Monks, and Mages, oh my.</title>
        	<link>http://www.heromachine.com/forum/fantasy-rpgs/warriors-monks-and-mages-oh-my/#p17560</link>
        	<category>Fantasy RPGs</category>
        	<guid isPermaLink="true">http://www.heromachine.com/forum/fantasy-rpgs/warriors-monks-and-mages-oh-my/#p17560</guid>
        	        	<description><![CDATA[<p>here are two of myy fav chars in the fantasy rgp "das schwarze auge" i belive in english the black eye or realms of arcadia</p>
<p>Alrigio Fernandez van falkengrund, a Noble Merchant and Fighter in diffrent versions in armor and uniform</p>
<div style="text-align:center">
in a lower level, the equipment looks a bit like prince Kaspians from Narnia<br />
<img src="http://img10.imageshack.us/img10/8991/undo4.png" width="400" alt="http://img10.imageshack.us/img10/8991/undo4.png" /><br />
<img src="http://images1.wikia.nocookie.net/__cb20100320121619/narnia/images/c/c3/PrinceCaspian4.jpg" width="440" alt="http://images1.wikia.nocookie.net/__cb20100320121619/narnia/images/c/c3/PrinceCaspian4.jpg" /></p>
<p>in a higher level<br />
<img src="http://img7.imageshack.us/img7/3922/undo2t.png" width="400" alt="http://img7.imageshack.us/img7/3922/undo2t.png" /></p>
<p>and with uniform<br />
<img src="http://img96.imageshack.us/img96/2347/undo20.png" width="400" alt="http://img96.imageshack.us/img96/2347/undo20.png" /></p>
</div>
]]></description>
        	        	<pubDate>Sat, 12 Jan 2013 20:01:51 -0700</pubDate>
        </item>
        <item>
        	<title>Jadebrain on Warriors, Monks, and Mages, oh my.</title>
        	<link>http://www.heromachine.com/forum/fantasy-rpgs/warriors-monks-and-mages-oh-my/#p12823</link>
        	<category>Fantasy RPGs</category>
        	<guid isPermaLink="true">http://www.heromachine.com/forum/fantasy-rpgs/warriors-monks-and-mages-oh-my/#p12823</guid>
        	        	<description><![CDATA[<p>I tend to play mostly fighter types. They're simple in both roleplay and mechanics yet diverse enough to cover a wide variety of fighting styles and cosmetic options. The latter point explains itself in terms of how objectively important it is, but roleplaying ease is more subjective, and as such more important in my case. By "Roleplaying Ease," I'm not necessarily talking about making simpleton-type characters, but rather, making characters where it's easy to roleplay in terms of making decisions that your character would realistically make.</p>
<p>What I'm talking about is basically the reason for which I NEVER play Tactical/Resourceful/Insightful Warlords in DnD 4e. For those of you who don't know, a Warlord in DnD 4e is basically a leader who leads his/her allies through strategy and inspiration - basically a field general. I am <strong>not good at all</strong> when it comes to strategy and tactics (I tried reading Sun Tzu's Art of War to fix this, and it didn't help). But whenever I see anyone play a Warlord or other "smart" character, it's assumed that because the character is "smart," the player will make his/her character do "smart" things during roleplay.</p>
<p>The problem with this assumption is that the way the character is roleplayed in this regard depends on the player's abilities, not the abilities of the character itself. The fact that your character has an 18 (pretty high for a starting score in DnD) or so in Intelligence or Wisdom or whatever has no reflection on your ability as a player to emulate those abilities for yourself, and if you as a player are not "smart," you can't think of doing the same things that a "smart" person would reasonably think to do, and if you can't think of doing a particular thing, your character will not be able to decide to do it.</p>
<p>Sorry for the tangent. My point is, I'm not "smart" in terms of my ability to make wise decisions, and that's why I make characters that rely more on raw power than strategy; hence, fighter-types.</p>
]]></description>
        	        	<pubDate>Tue, 23 Oct 2012 11:02:25 -0600</pubDate>
        </item>
        <item>
        	<title>Herr D on beta testers?</title>
        	<link>http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p8901</link>
        	<category>Fantasy RPGs</category>
        	<guid isPermaLink="true">http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p8901</guid>
        	        	<description><![CDATA[<p>Valid points. Your way of templating does sound like an improvement on the 'old fixed list of recipes' approach.  I am actually thinking of having all characters capable of a half pound total as a base level, and the casting take 1-3 rounds. In exchange for regular casting ability, the players may choose Uncast with their casting weight--which might mean the whole party will be necessary to cancel a spell.  .  .of course, using fire is probably unwise, like calling down mortar fire on your own position. Doubtless counter-spells would have been thought of by experienced battle mages: putting out fires or things made of fire would be an interesting problem.<br />
My system is intended for people who want fewer limits on possibilities of magic, like your comments on fantasy races. I only have three interested players at this time, and none of us will have time to play for, likely, another calendar year. (This is the point of testing, though, to make sure it works before then.)</p>
]]></description>
        	        	<pubDate>Wed, 15 Aug 2012 00:37:29 -0600</pubDate>
        </item>
        <item>
        	<title>Kaldath on Race of a life time.</title>
        	<link>http://www.heromachine.com/forum/fantasy-rpgs/race-of-a-life-time/#p8882</link>
        	<category>Fantasy RPGs</category>
        	<guid isPermaLink="true">http://www.heromachine.com/forum/fantasy-rpgs/race-of-a-life-time/#p8882</guid>
        	        	<description><![CDATA[<p>My Most favorite race to play is a Kender, though they can be a bit disruptive so I have only played them at Convention games. Remember one game at a Convention where the entire party were Kenders, fun but short game though to be honest most of the players in that game were behaving more like Gully Dwarves then Kenders.  .... After the Kender and the character races I play the most in regular games is a tie between Elves and Half Elves.  In Final Fantasy XI I played a Mithra Redmage/whitemage. and I am currently playing an Elven Artificer in Dungeons and Dragons Online.</p>
]]></description>
        	        	<pubDate>Tue, 14 Aug 2012 16:01:58 -0600</pubDate>
        </item>
        <item>
        	<title>Kaylin88100 on Race of a life time.</title>
        	<link>http://www.heromachine.com/forum/fantasy-rpgs/race-of-a-life-time/#p8877</link>
        	<category>Fantasy RPGs</category>
        	<guid isPermaLink="true">http://www.heromachine.com/forum/fantasy-rpgs/race-of-a-life-time/#p8877</guid>
        	        	<description><![CDATA[<p>^ Wow. <img src="http://www.heromachine.com/blog/wp-content/forum-smileys/sf-surprised.gif" width="18" alt="Surprised" /></p>
]]></description>
        	        	<pubDate>Tue, 14 Aug 2012 15:19:41 -0600</pubDate>
        </item>
        <item>
        	<title>Kaylin88100 on beta testers?</title>
        	<link>http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p8876</link>
        	<category>Fantasy RPGs</category>
        	<guid isPermaLink="true">http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p8876</guid>
        	        	<description><![CDATA[<p>Sounds a lot simpler to me, but then I don't know much about gaming. Sorry Herr D, but like Jadebrain said, your idea sounds like it would be very difficult to actually use.</p>
]]></description>
        	        	<pubDate>Tue, 14 Aug 2012 15:07:20 -0600</pubDate>
        </item>
        <item>
        	<title>Jadebrain on Race of a life time.</title>
        	<link>http://www.heromachine.com/forum/fantasy-rpgs/race-of-a-life-time/#p8875</link>
        	<category>Fantasy RPGs</category>
        	<guid isPermaLink="true">http://www.heromachine.com/forum/fantasy-rpgs/race-of-a-life-time/#p8875</guid>
        	        	<description><![CDATA[<p>From a mechanical perspective, I like to play humans. They're highly flexible, such that any mechanical character concept could be done with a human. In addition, sometimes I like to play already-made characters (or characters based on already-made characters), and most of those are human.</p>
<p>It's a shame, really, because I think humans are boring. In fact, a lot of "standard" fantasy races are boring - you've got tall, arrogant, extremely effeminate humans with pointy ears; short, stout, stubborn humans who like treasure almost as much as they like alcohol; really tiny, adventurous humans sometimes sporting big, hairy feet; you get my point. It's gotten to the point where I find all but the most exotic of races to be pretty boring.</p>
<p>So I try to spice things up a little bit. One time in a DnD 4e campaign, I played a Dragonborn Infernal Hexblade and flavored his infernal powers as being that he was actually half-Dragonborn, half-Tiefling. Another time, again in a DnD 4e game, I played a human ardent who got his psionic powers from what was basically a friendly, self-sentient alien tumor (with a british accent to boot) that had consumed and replaced his right arm. In yet another DnD 4e campaign, I played a character based on a character from the setting of the game system I myself am making; he was a human mage who happened to be magically cloned from a dead god, and as a result of a botched ritual which was intended to awaken his divine powers and turn him evil, he had a crippled leg. My latest character that I've played in someone else's campaign (this time, it was a 3.5 campaign) was a tauric Goblin/Wolf who, due to being beaten as a slave every time he spoke, was afraid of himself speaking. I think the most "normal" character I've played in the past couple of years was Jeff Andonuts (from Earthbound), flavored as having crashed into the campaign world after a malfunction in the Phase Distorter while trying to find and apprehend Porky Minch.</p>
<p>Actually, scratch that. My most "normal" character may have been my recurring character, Aaron Irving, a human sniper-type rogue whose biological father was a vampire who kept trying to recruit Aaron into his service.</p>
<p>As you can probably guess, people have tried to get me to play "normal" characters on plenty an occasion. I've actually considered playing a completely boring, one-dimensional human fighter named "Gene Rick" just to get them to shut up.</p>
]]></description>
        	        	<pubDate>Tue, 14 Aug 2012 15:05:44 -0600</pubDate>
        </item>
        <item>
        	<title>Jadebrain on beta testers?</title>
        	<link>http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p8872</link>
        	<category>Fantasy RPGs</category>
        	<guid isPermaLink="true">http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p8872</guid>
        	        	<description><![CDATA[<p>At this point, I'm still not entirely sure if I understand what you're trying to say with your descriptions, but I'll try to critique it anyway...</p>
<p>I'm assuming that magic, in your game's world, would be rarely used? If it were to be used often enough to allow for "mages" in a traditional sense (as in, people who primarily use magic) to be anything other than rare or nonexistent, one would need a <em>far</em> simpler system, with <em>far</em> greater predictability. I get that you're trying to create a system in which spells can be designed on-the-fly, and that as an idea is both great and rare, but I don't think this is the right way to do it. You've got players having to make charts for their spell components in which they try to define the properties of their spell by picking and choosing traits from their components - that in itself is far too complex - and then choosing an undesired trait for each desired trait, thus increasing complexity further. The fact that an insufficient roll makes a spell partially succeed by only applying some of the desired effects puts far too much work on the shoulders of everyone involved, both on the part of a player who must plan ahead with each spell in order to minimize the risk while maximizing the reward, and on the GM who must, for each bad roll, consider which of the player's decisions should be kept and which shouldn't be kept, and also consider not only the immediate effects of what gets kept and what doesn't but also the long-term effects and how each would influence not only the campaign's plot but also how the players themselves would react.</p>
<p>If I were to play this game, I know I wouldn't ever want to play a mage. Being the mage would mean that you'd probably take far too long above the table to cast the spells, thus making the other players resent you for hogging too much time which should, ideally, be evenly divided among the players; being the mage would also make the other players resent you because, well, when the fighter rolls bad, he simply misses when swinging his sword (I'm assuming), but when the mage rolls bad, the game could easily end with a localized (or maybe not) apocalypse. If the flavor of the world were to reflect this, practicing magic would certainly be done by only the most nihilistic of villains, and any mage who would for whatever reason not fall under that category would conceal his identity as a mage, for knowledge that a mage was nearby would cause everyone to immediately try to A. kill the mage, B. run to safety, or C. commit suicide so at least they could die on their own terms.</p>
<p>Of course, this is all assuming that I'm interpreting what I read correctly. Now, just so that there's more of a degree of constructiveness to my criticism, I actually had my own idea for instant spell engineering which, unfortunately, would not be implemented in my own system for various reasons, but which might be useable in a different system (not necessarily yours, but you might be able to use or adapt it). It's actually based on the flavor of how magic works in the setting of my game, which is why it's quite shameful that I can't think of a way to properly implement it mechanically. Anyway...</p>
<p>The system I'm proposing for instant spell engineering is that each overall "spell" is actually a combination of multiple smaller spells. Say you wanted to cast a fireball to throw at your enemies. You'd first cast a spell to flood a volume containing air particles with arcane energy (to act as fuel), then you'd cast another spell to increase the rate of collisions between those air particles in order to drastically increase the heat in that volume. The oxygen is already there, so you now have a fire, floating conveniently in the air. Assuming the fire was big or hot enough to satisfy what you wanted to throw at your enemies, you'd then cast yet another spell to move the effects of the previous two spells toward your enemies at a high velocity.</p>
<p>This system would allow you to mix-and-match spells to produce different effects based on the spells you use. Players would, of course, have to learn spells to apply certain effects. It would be a lot simpler, because the effects of each spell are already determined, rather than having to think of each and every effect that would be associated with a component. It would be less risky, as you would roll for each spell, and if you failed on any individual spell, you'd know exactly how your "overall" spell "partially succeeds" by simply not including the smaller spell that you failed to cast, and if you had enough time and energy to do so, you might even try again. Unpredictable effects would only happen on a critical failure. It would still be more complex than what most people are accustomed to, but it would also still be easier than what you were going with. I hate to make it sound like I'm insulting you, or that I'm bragging, but ultimately (and again, assuming I'm understanding what you're saying correctly) I think a lot of people would prefer the system I proposed to the system you've got going as a system of instant magical engineering.</p>
]]></description>
        	        	<pubDate>Tue, 14 Aug 2012 14:46:45 -0600</pubDate>
        </item>
        <item>
        	<title>Herr D on beta testers?</title>
        	<link>http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p8359</link>
        	<category>Fantasy RPGs</category>
        	<guid isPermaLink="true">http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p8359</guid>
        	        	<description><![CDATA[<p>A mage was faced with about 12 archers. He dove into some tall grass. He knew the cover wouldn't last, tossed his shield up onto his back and curled under it. He plucked a mageroot bloom, broke it into 3 pieces, pulled off his right sandal, fished a feather out of a pocket, and opened his lantern. He touched one bloom piece to each ingredient. Player rolls with the following chart and stats.</p>
<p>i1-i3:  lantern----------feather----------sandal<br />
A1-3: burns-----------small-------------crushes what it touches<br />
A4-6: portable--------quick-------------hard<br />
A7-9: oil-powered----breath-directed--smells of feet<br />
B1-3: tips over-------white-------------flammable<br />
B4-6: black------------soft---------------runs from enemy<br />
B7-9: metal-----------fragile-------------leather<br />
Casting Weight Tier: 1 pound&#60;3.5 lbs total ingredients; Memory (mm): 17; Magery: 15; Player rolled a 9.</p>
<p>So, the mage made his magery roll--but wait--18 traits to keep track of with a 17 mm and an insufficient casting weight.<br />
The roll made means the spell worked. The GM chooses 'portable' as a trait that the result lost. As a random effect, the result is invisible (Reasonable, because the only colors chosen were colors NOT to be.)<br />
Yikes. The result is an invisible thing that can't be held. It is made of hardened fire which burns and crushes. The mage, not yet realizing the problem, blows on it. It doesn't run from the enemy, so it 'kicks' and sets fire to the nearest archer and flutters randomly downwind like a feather, 'kicking' and setting fire to the next archer. They would roll for fire damage. In this example they die quickly.<br />
The third archer makes an intelligence roll and starts huffing and puffing. The others do also and so catch on. The field catches fire and kills the mage. The forest catches fire and burns the village the mage was protecting. The smell of feet becomes overpowering. 3 hours later the 7 surviving archers escape, having taken turns huffing and puffing over each other and fanning vigorously. The lantern had only had 3 hours of oil in it. A field hand found it a month later and turned it in -- an invisible lantern? They caged it for study. The point of this system is that creativity, thoughtfulness, and good choices make the difference.</p>
]]></description>
        	        	<pubDate>Wed, 08 Aug 2012 00:43:16 -0600</pubDate>
        </item>
        <item>
        	<title>Herr D on beta testers?</title>
        	<link>http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p8316</link>
        	<category>Fantasy RPGs</category>
        	<guid isPermaLink="true">http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p8316</guid>
        	        	<description><![CDATA[<p>With a memory (mm) of 8, there is just enough for a two-ingredient result. Rolling a 17 on the d20 with a 16 in Magery means only 7 traits come true. Players are allowed to repeat traits as 'sacrificials' to better their odds. The GM may choose random traits not specified or 'lost' by bad roll.<br />
All results will weigh a total of ingredients, so deliberately having too much of a 'non-whole' ingredient like sand or water will simply cause the leftovers to stay 'unmixed.' Having a 5-lb turtle as an ingredient with a 3-lb Casting Weight will either cancel the spell or cause random effects.<br />
I've generally decided a player will know whether weight will be a problem.<br />
A bad spell to come later. This lunch is over.</p>
]]></description>
        	        	<pubDate>Tue, 07 Aug 2012 11:20:21 -0600</pubDate>
        </item>
        <item>
        	<title>Herr D on beta testers?</title>
        	<link>http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p8301</link>
        	<category>Fantasy RPGs</category>
        	<guid isPermaLink="true">http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p8301</guid>
        	        	<description><![CDATA[<p>So, chart, as above, with ingredients being i1, i2, i3, etc. Traits you want being A1,A2,A3; traits you don't want being B1,B2,B3.<br />
With 2 ingredients:<br />
----i1----i2<br />
----A1---A2<br />
----A3---A4<br />
----B1---B2<br />
----B3---B4<br />
Trait totals will always be double the square of ingredients. More later when there's time.</p>
]]></description>
        	        	<pubDate>Tue, 07 Aug 2012 05:00:47 -0600</pubDate>
        </item>
        <item>
        	<title>Herr D on beta testers?</title>
        	<link>http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p8295</link>
        	<category>Fantasy RPGs</category>
        	<guid isPermaLink="true">http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p8295</guid>
        	        	<description><![CDATA[<p>mmm--this is an old format that I'm used to, putting the chart to the left and a 'text box' to the right.<br />
It dates back to DOS and the old BBS system (pre-net.) I'll expound and see if that's clearer. As for the grammar, I was casual, but I'm wondering if the text box was what was confusing instead?</p>
<p>Magery would be an attribute like strength but in magic. Roll lower with a d20 to make it.<br />
Memory would be a capacity score. A Magery roll too high subtracts from the quantity of details you can manage.<br />
In this system, details are traits that your result will have.<br />
Casting Weight is the maximum weight your result can have, and is therefore one of the limits of what you can make and / or use as ingredients.<br />
Every mage would pick up a bloom of mageroot per spell, break it into pieces (one piece per ingredient,) and touch a piece to each ingredient. The mageroot bloom then disappears, and the result of all combined ingredients appears at the intended place (within area of ingredients touched.)<br />
Ingredients * ingredients * 2 = traits. Half you want, and half you don't.<br />
Gotta go--lunch over.</p>
]]></description>
        	        	<pubDate>Tue, 07 Aug 2012 01:14:58 -0600</pubDate>
        </item>
        <item>
        	<title>Jadebrain on beta testers?</title>
        	<link>http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p8176</link>
        	<category>Fantasy RPGs</category>
        	<guid isPermaLink="true">http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p8176</guid>
        	        	<description><![CDATA[<p>I just got your PM... I really should check my inbox more often. Anyway...</p>
<p>I'm not entirely sure what, exactly, you meant with most of the things you said. In your first post, most of the last two paragraphs were hard to understand. You had completely undefined terms such as "Casting Weight," and you have "Mageroot," which I'm assuming is a type of spell component, but you need to define certain things about it. For example...</p>
<p>-Will the amount of mageroot used influence the spell in any way (I am assuming yes)?<br />
-You mentioned desired and undesired traits - how do those depend on the ingredients that the mageroot is touched to?<br />
-How much mageroot is usually required for the purposes of most spells?</p>
<p>As for your second paragraph, you need to format it better. I hate to be rude or anything, but with the lack of attention to grammar and no description of the variables involved, I couldn't make heads or tails of what you typed. What does "i1,i2,i3 . . . " refer to? It seems to have something to do with the ingredients for casting spells, but what do the numbers mean, and why are there different 'numbers' of ingredients at all? "With 3 i, 9 each for 18" sounds like it has something to do with multiplication, but 3 times 9 is 27, not 18, so I can only guess you're not multiplying 3 by 9. The only thing I got from the rest of your second post was that something was rolled, and even that is vague; what type of die or dice (I'm assuming it was a die or some dice) was/were rolled, what sort of results on the roll give what sort of results in the game, are there separate rolls for whether or not one succeeds vs. how much one succeeds by (i.e., if you hit with an attack vs. how much damage you deal), etc.?</p>
]]></description>
        	        	<pubDate>Sat, 04 Aug 2012 14:06:28 -0600</pubDate>
        </item>
        <item>
        	<title>Herr D on beta testers?</title>
        	<link>http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p5345</link>
        	<category>Fantasy RPGs</category>
        	<guid isPermaLink="true">http://www.heromachine.com/forum/fantasy-rpgs/beta-testers/#p5345</guid>
        	        	<description><![CDATA[<p>I have found the first copy already. From here I could begin. I need people to pit their wits with certain scores.<br />
Magery=M, Memory=mm, Casting Weight Tier=T<br />
Ingredients=i1,i2,i3 . . . </p>
<p>If two ingredients, pick 4 traits you want and 4 you don't. With 3 i, 9 each for 18. Like below.<br />
lower,higher,constant<br />
M16,mm8,T--3 pounds------------Vobo rolled a 17M, lost one trait. Luckily he had 2 repeats.<br />
i1--straw, i2--unmeasured sand--He already had a mm8 (total = traits,) so he didn't have to roll for<br />
////////////i1////i2-------------------a minus to his M roll. And the leftover sand? Was just leftover.<br />
want  burns   burns-----------------Neat result. . . he invented straw that he can POUR<br />
want  burns   falls like sand-------after he lights it. It'll just fall, not subject to wind.<br />
don't  rises    doesn't burn--------He didn't pick a color. He got 3 pounds of pink straw.<br />
don't  noisy   blows away---------Only a fist-sized bundle. This took one action.<br />
Do I have a volunteer to use Vobo's stats?</p>
]]></description>
        	        	<pubDate>Fri, 01 Jun 2012 01:18:36 -0600</pubDate>
        </item>
</channel>
</rss>
<!-- Performance optimized by W3 Total Cache. Learn more: http://www.w3-edge.com/wordpress-plugins/

Page Caching using disk: enhanced
Database Caching 32/39 queries in 1.186 seconds using disk: basic

 Served from: www.heromachine.com @ 2013-05-25 16:15:19 by W3 Total Cache -->