[QUOTE=Mellowbloom;45377354]Man, I'm basing these AT rules off of L5R because it's the system I know best. But I've felt upto now that even with the differences I've put in I was just really re-writing the L5R rules. But I've got the the magic part now, and I did not once read that section of the L5R rulebook. I feel like I'm actually being slightly original now.[/QUOTE]
how the fucks magic going to work anyway
i kind of got the impression that wizards just do whatever the fuck in Adventure Time
[QUOTE=elowin;45377483]how the fucks magic going to work anyway
i kind of got the impression that wizards just do whatever the fuck in Adventure Time[/QUOTE]
the ice king gets his ass handed to him on a daily basis by a child
basically when you pick the wizard class you're also gonna pick a theme too, and most spells with be left vague enough description-wise that you can incorporate your theme better
so the basic damage spell might be a magical arrow for huntress wizard, or an icy blast for the ice king etc
[QUOTE=TrannyAlert;45377477]unrealistic doesn't matter 0/10[/QUOTE]
you're damn right unrealistic doesnt matter
realism is for schmucks
[editline]13th July 2014[/editline]
[QUOTE=Mellowbloom;45377493]the ice king gets his ass handed to him on a daily basis by a child
basically when you pick the wizard class you're also gonna pick a theme too, and most spells with be left vague enough description-wise that you can incorporate your theme better
so the basic damage spell might be a magical arrow for huntress wizard, or an icy blast for the ice king etc[/QUOTE]
not saying they're all powerful, but they're all pretty unpredictable. even the ice king used something other than ice powers a couple times, and he's the most themed wizard in the series.
[QUOTE=elowin;45377509]you're damn right unrealistic doesnt matter
realism is for schmucks
[editline]13th July 2014[/editline]
not saying they're all powerful, but they're all pretty unpredictable. even the ice king used something other than ice powers a couple times, and he's the most themed wizard in the series.[/QUOTE]
Yeah like ice ninja magic!
[QUOTE=elowin;45377509]you're damn right unrealistic doesnt matter
realism is for schmucks
[editline]13th July 2014[/editline]
not saying they're all powerful, but they're all pretty unpredictable. even the ice king used something other than ice powers a couple times, and he's the most themed wizard in the series.[/QUOTE]
There'll be spells that aren't based on your theme too, d/w
like, you're not gonna be some all-powerful guy throwing out every kind of magic under the sun, but you're also not going to be abracadaniel
[QUOTE=Mellowbloom;45377841]There'll be spells that aren't based on your theme too, d/w
like, you're not gonna be some all-powerful guy throwing out every kind of magic under the sun, but you're also not going to be abracadaniel[/QUOTE]
Can we play as Magic Man?
why bother playing if you're not going to be realistic
my group dont even use dice or anything we all just dress up and use real swords and magic
[QUOTE=MeltingData;45379068]Can we play as Magic Man?[/QUOTE]
there isn't any particular rules against being a massive dickhole at the minute
[QUOTE=Mellowbloom;45379916]there isn't any particular rules against being a massive dickhole at the minute[/QUOTE]
Are there massive dickhole spells, though?
your theme can be being a massive dickhole
most magic is very easy to abuse for the sake of being a douche
[QUOTE=Mellowbloom;45379986]your theme can be being a massive dickhole
most magic is very easy to abuse for the sake of being a douche[/QUOTE]
awesome
being a massive magical dickhole is what i'm best at
I can see it now
'so what kind of character are you playing?'
'oh, I'm being a massive dickhole wizard'
[QUOTE=Mellowbloom;45380123]I can see it now
'so what kind of character are you playing?'
'oh, I'm being a massive dickhole wizard'[/QUOTE]
Is there any other kind of wizard?
A fairly lengthy Fallout log for you, mostly elaborating on the complexities of the combat in the session, since there wasn't much else. Still no Magical Burst games of late, so you can rest easy about that.
[B]Fallout NY Reboot: Session 4: Raider[/B]
[url]http://pastebin.com/GdQ1UgSE[/url]
[QUOTE]Starting in the town of Terminal, Doc asks who will be leading the charge through the city, and after a little argument between Dez and Marlowe, it's decided that Marlowe will, as there's still some hostility towards Dez for slicing Sarah up, even if accidentally.
Marlowe leads the party along the given directions, and they come to a street that's entirely blocked off by an insurmountable pile of rubble. Passing Perception checks, they notice that the buildings nearby weren't collapsed by any natural means. This blockage is artificial, and recent, too. They decide it's not worth the effort to try and climb, so they turn around. Doing so reveals 4 raiders, 2 on either side of the street, exiting nearby still-intact buildings, and blocking the way back. These guys are armed with, at a glance: one with a rifle, two with pistols, and the last has a two-handed melee weapon.
Marlowe and Doc head behind a rusted hulk of a car for cover, while Dez charges headlong into the fray with only his spear.
Unfortunately, the raider with the rifle (a pipe rifle, that is) goes first. Figuring he'll leave the charging idiot to his melee-oriented friend, this guy takes aim and fires. Since he's got equal chance to hit Doc and Marlowe, I flip a coin to see who he targets. He shoots Doc.
Rolls a 1. Critical hit.
Rolls damage. Rolls two 5s on a 2d6.
Rolls the critical hit table. 200% damage.
36 damage total, after armor. Considering Doc was already wounded somewhat and had what amounts to paper for armor, she was put at -12 health.
Hilarious as that may be, I am a kind and fair GM, so I put Doc at 5 health and gave her a broken left arm instead.
Dez's turn now, and he sprints towards the raider with the rifle that just destroyed Doc. With a 150% damage-dealing crit, Dez nails the raider for 16 damage, after armor. Marlowe's turn, and he stabs Doc with a stimpak, then pops out of cover to take a shot at the guy with the rifle. Misses.
A raider wielding a pistol goes now, and takes two shots at Marlowe. One hit, dealing 9 slight armor piercing damage. The other?
Crit. 15 slight armor piercing damage, at 150% damage.
The next raider with a pistol goes to fire at Dez. Critical failure, he spends his turn clearing a jam in his gun while swearing up a storm.
Finally, the raider with a melee weapon, that being a shovel, sprints at, then whacks Dez. After armor, he deals an incredible 1 damage to Dez.
Next up, Doc goes. Doc shoots the raider with the rifle who almost murdered her. Crit. 300% damage. The raider is fucking splattered. Her second shot misses. Dez goes, but fails to stab the shovel-wielding raider with his spear both times, as the raider dodges the first and blocks the second stab with his shovel.
Marlowe goes next, going to shoot the guy who shoots him. Crit. Guy takes some nice damage, and he's unconscious for 3 rounds. The still-conscious raider wielding a pistol tries to get back at Marlowe, but fails to hit, as Marlowe is behind cover. The raider retreats behind cover.
Shovel raider goes. Hit and miss at Dez, 6 damage after armor. Doc goes, shoots at but fails to hit the unconscious raider twice. Dez goes, target attacks the shovel raider's head, critical hit due to increased critical chance, and Dez jams his spear through the shovel raider's face, killing him. Marlowe goes, and fails to hit the raider with the pistol behind cover. Unconscious raider is still unconscious. Raider that's still alive and conscious goes, tags Dez in the balls with a target shot. Crit. Deals armor piercing damage, not that that makes a difference when the damage is piss anyway. Dez takes 12 damage total. Doc goes, tags the unconscious raider for 10 damage. Dez sprints over to the raider behind cover, but fails to hit him. Marlowe goes, and kills the unconscious raider just as he was getting up. Remaining raider shoots and misses Dez. Doc shoots and misses the raider, then reloads. Finally, Marlow finishes the last raider.
For their efforts, they are awarded 800 XP and the following loot:
[3] Leather Jackets, conditions 27/50, 21/50, 16/50 ; [1] 10x25mm Pipe Rifle, condition 20/50, [19] 10x25mm FMJ rounds, [1] .38 Snubnose Revolver, condition 15/50, [16] .38 Special FMJ rounds, [1] Generic .22 Revolver, condition 14/50, [12] .22 Long Rifle FMJ Rounds, [1] Leather Armor, condition 9/50, [1] Shovel - Betsy, [1] Stimpak, [2] Nuka Colas, [1] Bic Lighter, [1] Pack of Cigarettes, [2] Radfruits, [49] Bottle Caps
As well as a note found on the corpse of the shovel-wielding raider, saying, "demolitions donnie did his duty, blew up the buildings he was supposed to. thats the route them cabbies take, so you just jump any that swing by before they can turn around, theres a bonus for keeping the cab intact."
And now, after healing up, they find a route around the rubble and get back on course, where they're provided an option: head straight down the streets and likely get spotted, or head through the likely trap-covered alleyways. They choose the latter, and a few traps to Dez's face later, they emerge from the alleys.
End session.[/QUOTE]
[QUOTE=Mellowbloom;45380123]I can see it now
'so what kind of character are you playing?'
'oh, I'm being a massive dickhole wizard'[/QUOTE]
To be honest, all it takes is someone to call themselves to be a wormhole wizard. Then they will start pulling out alternative-universe versions of themselves, until they have army of *-wizards.
[QUOTE=gufu;45414482]To be honest, all it takes is someone to call themselves to be a wormhole wizard. Then they will start pulling out alternative-universe versions of themselves, until they have army of *-wizards.[/QUOTE]
Only allowed if your wizard minions all look like giant hairy dick monsters. Massive Worm-Dickhole wizard.
I'm just finishing off writing my next Dark Heresy campaign for some close friends and I'd appreciate general critique from the thread. Knowledge of 40K as a whole isn't essential as what I'm wondering is if I haven't put too much stuff in.
+++
For this campaign, I built an entire sector (five solar systems, give or take) of planets, and they're all fluffed up and have NPCs, Backstories and individual plot-hooks and the like. The players represent the Inquisition, the Good-guy Gestapo of the Imperium of Man. They're a finite source of power though, and the mark of a skilled Inquisitor is the ability to pick and choose the evils they purge. To this end, the players will never be able to fully save the Sector from the menace.
For example, the sector has two capital planets, ruled by two brothers who consider themselves to be the most legitimate heir to the sector. A fierce civil war was put down within the past decade over who should truly rule, Imperial justice determining one brother over the other. As the campaign unfolds, the civil war may well reignite.
On another world, a world with no land-mass but a single isle amidst crystal waters, Dark Eldar Xenos hold court in a palace that man would weep to behold. They raid planets across the Sector, hunting for artifacts belonging to their cousins, the Eldar. The Dark Eldar are under the protectorate of a Rogue Trader and the Imperium cannot move against the Xenos and not pay for their transgression.
These are a few of the little sideplots going on in the sector, but the actual plot simply uses the Sector as the stage for a war that could well throw the Imperium itself into Chaos.
18,000 years ago, in the Dark age of technology, the Eldar ruled this sector of space. It was a paradise that knew no equal and the Eldar were lord and master of all in their domain. In their arrogance, they created a race of servants, the Ozum, to inhabit the gardens and fight their foes. The Ozum were constructs, golems made from a psychically sensitive material known as Wraithbone which the Eldar have an affinity for.
15,000 years ago the Eldars hedonism and decadence gave birth to a God. Slaanesh, the Prince of Pleasure and Chaos. Slaanesh's birth tore the Eldar empire apart, as beings of pure excess coalesced. One of the most powerful of these, a Greater Demon of Slaanesh, was birthed within what would come to be the Prosperitas Sector. The Ozum proved no shield against such a foe, and they were deactivated. For two thousand years the Keeper hunted the Eldar to extinction within this region of space. Then, trapped, it lie in wait for more prey.
Soon enough, a vessel of the Imperium of Man entered the area of space. It made landfall and began rapid construction of a mighty machine. The device resonated on a Psychic level, a beacon that nobody so gifted could miss it. Whispers of a mighty prototype abounded, and so the Keeper of Secrets entered the device itself, slumbering until more came from this Imperium of Man. The facility has been long forgotten, as has the Demon that sleeps inside its prize. In the wake of a recent Imperial Crusade, this device will be found.
The Questions outweigh the answers a million to one. Was this the sole purpose of the Crusade? Should the device be reactivated? Who claims ownership of such a device? The Player Characters are in the middle of this fierce argument, with the Adeptus Mechanicus claiming ownership, and rights to activation of the device, perhaps unknowing of the horrors within. The Inquisition would claim the item for study and analysis before they let another hand touch it. One way or another, the device will be activated and a horror unlike any the Imperium has faced in millennia will surge forth from its most prized relic.
Amidst this, the device will also activate the dormant Ozum who will seek to reclaim what they perceive as their rightful territory. While the governing body of the sector is indisposed, will a jealous brother make a bid for rulership? Or is that all a bit too much for a group of three players to deal with?
EDIT: Jesus christ that turned out long.
TL;DR: Is the campaign overcrowded if the players have to deal with a demonic invasion, a civil war, alien uprising and a dozen other plothooks? A constant theme being that the players cannot, and shouldn't try to win every battle, for some will surely be lost.
[QUOTE=cyclocius;45427417]:words:[/QUOTE]
It's pretty fucking crowded. Personally I'd say you should remove the Ozum. Just from the information you gave in this post, they don't seem very important for the overall plot so fuck 'em.
[QUOTE=cyclocius;45427417]
TL;DR: Is the campaign overcrowded if the players have to deal with a demonic invasion, a civil war, alien uprising and a dozen other plothooks? A constant theme being that the players cannot, and shouldn't try to win every battle, for some will surely be lost.[/QUOTE]
Sounds reasonable for 40K. Perhaps try to steer them towards uniting the Brothers in a temporary alliance (possibly with the xenos too) against the daemons? Failing that, and depending on the group's play-style you could also:
- Have them assassinate/overthrow one of the brothers on behalf of the other in order to better deal with the other threats
- Have them steal the artifact themselves in a daring heist/adventure and give it to whomever they see fit for different rewards
- Purge everything and everyone for the safety of the Imperium
Also yea, perhaps lose the Ozum if things get too complicated. Fighting millions of bonebots after dealing with a civil war and a mystic doomsday beacon might be a little much for only 3 guys.
My Shadowrun GM keeps a list of runs, and names the sessions. It's really neat to look back on it and see all the crazy shit we did. Another neat thing is that we didn't start with runner names, and we gradually developed them over time.
Johnny/Tinfoil - Physical Infiltrator/Hacker, and all around paranoid nutcase. Veteran of the Vietnam war. Not that Vietnam war.
Donnie/Troll Bait - Social Infiltrator/Street Samurai, and drug dealer. Arrested for trying to smuggle drugs across the border in his glove compartment.
Nia/Jinx - Adept/Physical Infiltrator, and the most unlucky person I've ever seen. Kidnapped at least 4 different people.
1) Shoe Sale: A misfit gang of barren's bums gets themselves 14 pairs of the most valuable shoes in the world and elevates themselves to wannabe runner status.
2) Vice ain' Nice: A group of wannabe runners helps the Seattle Screamers star defensive player avoid being framed for murder.
3) Favor for a Deadman: The group of wannabe runners helps Hireshy with the last will and testament of a now dead runner.
- A Service to Remember: The group helps pulls security for the funeral service and prevents a kidnapping.
- Textbook Botany: The group kills a botanist, delivers some books to a true bro and delivers a meth-head to some books.
- Sleeping Beauty: Nia and Tinfoil discover a vampire and kill it while freeing another vampire. Sadly the second vampire lasts about as long as the first.
3a) Diamond in the Rough: Nia helps out her long time friend Markov get that promotion he so desperately wanted.
4) Snow Party: The group of wannabe runners is asked to help out a friend and steal a large drug shipment.
- Highway Blitz: The group of wannabe runners highjacks an 18 wheeler full of drugs and plans to host the biggest party of the year.
- Speed Ballin: The group of wannabe runners throws an amazing party and makes off with tons of $$$$
5) The Run away Runway Run: The group of wannabe runners finds themselves the target of a vengeful top executive.
-The Evil Twin: In an attempt to get into a fashion show Nia kidnaps the daughter of a power executive. This leads to the party being captured and given 7 days to steal the flight computer off the Fuchi Orbital Shuttle.
-Under Control: The group of wannabe runners pulls off their first corp level run and graduates into shadowrunners.
6) Polly's Plight: The group of runners steal an awakened parrot and end up almost killing one of the TNS I/NP top leaders.
6a) Anime OG's: The group of runners help Gran' Lilie put her competition out of business.. wearing anime outfits.
7) H4RDT1M3: The group of runners decides to bust a free sprite out of a cuban prison.
- Havannin' A Good Time: The group of runners finishes some personal business before meeting up in Havanna to plan their jailbreak.
- Prisoner Exchange: The group frees Uno but Nia gets caught
- Makin' Bacon: Reko and Simon, two Cerdo's Lts, steal a superconductor.
- Prison Blues: Nia has a prison adventures and almost loses a leg.
- D-Day Revolution: Tin and Bait launch an assault on the prison to free Nia.
7a) Runner's Holiday: Nia and Bait desperately try to find a way to make rent for the end of the month and fail at almost everything.
7b) Tinfoil's Security Consulting: Tin breaks into a dude's house and steal his secrets
7c) McDeals: Nia helps her contact Benita work out a deal.
8) Free Boatin': The group of amateur runners is tasked with stealing The Rogue Spirit, a 50ton cargo ship, from Miami harbor. The group finds out that the situation reguarding the Rogue Spirit is rather complex but manages to steal it without much difficulty.
8a) Burden of our SINs: Nia is asked by a Johnson to steal an experimental drone from the Turkey Nuclear Power Plant.
- The Art of Theft: Nia steals 15 paintings from the Miami Downtown Art District. The run goes very smooth though it almost gets fucked a few times.
- Cancerous Luck: Nia steals a prototype drone from TNPP and almost dies in Ghouls after she made her escape.
- Going the Distance: Markov fights off gangers, spirits, and pride in order to save the one he loves.
8b) Drug Maker Taker: Bait investigates the disappearance of one of Wrex's drug makers and saves his life.
[QUOTE=Nitrowing;45427618]Sounds reasonable for 40K. Perhaps try to steer them towards uniting the Brothers in a temporary alliance (possibly with the xenos too) against the daemons? Failing that, and depending on the group's play-style you could also:
- Have them assassinate/overthrow one of the brothers on behalf of the other in order to better deal with the other threats
- Have them steal the artifact themselves in a daring heist/adventure and give it to whomever they see fit for different rewards
- Purge everything and everyone for the safety of the Imperium
Also yea, perhaps lose the Ozum if things get too complicated. Fighting millions of bonebots after dealing with a civil war and a mystic doomsday beacon might be a little much for only 3 guys.[/QUOTE]
Well, last campaign they up and left the city they were currently investigating a cult in to move to another city entirely that i'd only named. When they returned three months later, the cult had taken over the city and it was a Nurglite paradise. They'd also blown the other cit up entirely, knocking out all of its supports and collapsing it into a sink-hole because a Lord of Change manifested there after a cultist spectacularly bombed a teleporting power.
Without being rail-roady, I want to see how much they'll dip their toes in the radical pool also. Last campaign they stood by and supported a Radical Inquisitor while he sacrificed an Astropath in order to get one message out through a warp storm. Two of the players agreed that "Our job aint pretty, getting it done won't be any cleaner" while another insisted that he'd "submerge himself in corruption, if only to burn it out from the core".
Perhaps the Ozum won't awaken this time around, I was planning a terracotta army style thing with them originally.
So me and a friend have played tabletop games for like a year, starting out with DnD before finding a system we thought was funner (Cascade Failure) since it doesn't take long to make a character and combat isn't drawn out. Recently he decided to make a custom system, after it took shape we decided to do a test run.
Me, him, and two other people went to a local game place and played for a few hours. It quickly devolved into us discussing how to make the most money. We concluded we needed to burn down a whorehouse, capture the whores as they escaped, haul them onto a ship, and auction them off for a decent amount of gold a piece.
We discussed how to maximize money/whore output with makeup, posters, advertisements, etc, for about an hour while barely realizing just how far off the deep end everything went. I was GM'ing and there was nothing I could do to stop it since their plan was decently solid. Is there any way to stop this from happening?
Sorry if it isn't relevant to how this thread normally is.
[QUOTE=Rebi;45432482]So me and a friend have played tabletop games for like a year, starting out with DnD before finding a system we thought was funner (Cascade Failure) since it doesn't take long to make a character and combat isn't drawn out. Recently he decided to make a custom system, after it took shape we decided to do a test run.
Me, him, and two other people went to a local game place and played for a few hours. It quickly devolved into us discussing how to make the most money. We concluded we needed to burn down a whorehouse, capture the whores as they escaped, haul them onto a ship, and auction them off for a decent amount of gold a piece.
We discussed how to maximize money/whore output with makeup, posters, advertisements, etc, for about an hour while barely realizing just how far off the deep end everything went. I was GM'ing and there was nothing I could do to stop it since their plan was decently solid. Is there any way to stop this from happening?
Sorry if it isn't relevant to how this thread normally is.[/QUOTE]
have the local guard crack down on illegal prostitution rings
[QUOTE=Rebi;45432482]So me and a friend have played tabletop games for like a year, starting out with DnD before finding a system we thought was funner (Cascade Failure) since it doesn't take long to make a character and combat isn't drawn out. Recently he decided to make a custom system, after it took shape we decided to do a test run.
Me, him, and two other people went to a local game place and played for a few hours. It quickly devolved into us discussing how to make the most money. We concluded we needed to burn down a whorehouse, capture the whores as they escaped, haul them onto a ship, and auction them off for a decent amount of gold a piece.
We discussed how to maximize money/whore output with makeup, posters, advertisements, etc, for about an hour while barely realizing just how far off the deep end everything went. I was GM'ing and there was nothing I could do to stop it since their plan was decently solid. Is there any way to stop this from happening?
Sorry if it isn't relevant to how this thread normally is.[/QUOTE]
Make ALL the sailors and pirates they come across as blatantly, stereotypically homosexal as possible no matter how implausable or anachronistic. I mean so flaming that it's a miracle their ships don't immediately combust.
[QUOTE=Rebi;45432482]So me and a friend have played tabletop games for like a year, starting out with DnD before finding a system we thought was funner (Cascade Failure) since it doesn't take long to make a character and combat isn't drawn out. Recently he decided to make a custom system, after it took shape we decided to do a test run.
Me, him, and two other people went to a local game place and played for a few hours. It quickly devolved into us discussing how to make the most money. We concluded we needed to burn down a whorehouse, capture the whores as they escaped, haul them onto a ship, and auction them off for a decent amount of gold a piece.
We discussed how to maximize money/whore output with makeup, posters, advertisements, etc, for about an hour while barely realizing just how far off the deep end everything went. I was GM'ing and there was nothing I could do to stop it since their plan was decently solid. Is there any way to stop this from happening?
Sorry if it isn't relevant to how this thread normally is.[/QUOTE]
One of the whores is actually a spy, some special forces style dudes come after the party to bust her out.
[QUOTE=Rebi;45432482]So me and a friend have played tabletop games for like a year, starting out with DnD before finding a system we thought was funner (Cascade Failure) since it doesn't take long to make a character and combat isn't drawn out. Recently he decided to make a custom system, after it took shape we decided to do a test run.
Me, him, and two other people went to a local game place and played for a few hours. It quickly devolved into us discussing how to make the most money. We concluded we needed to burn down a whorehouse, capture the whores as they escaped, haul them onto a ship, and auction them off for a decent amount of gold a piece.
We discussed how to maximize money/whore output with makeup, posters, advertisements, etc, for about an hour while barely realizing just how far off the deep end everything went. I was GM'ing and there was nothing I could do to stop it since their plan was decently solid. Is there any way to stop this from happening?
Sorry if it isn't relevant to how this thread normally is.[/QUOTE]
Give them evil auras, because theres no way they arent evil after capturing whores and selling them off as slaves.
And then send in a crusade of paladins.
[QUOTE=Funktastic Dog;45433349]Give them evil auras, because theres no way they arent evil after capturing whores and selling them off as slaves.
And then send in a crusade of paladins.[/QUOTE]
Gay sailor paladins?
we have the worst luck with guests on our ship in traveller
first, we had the guy who we had to save from space locusts, then the guy we've been stuck with this session somehow broke into the drinking water supply and spiked the ENTIRE ship's water with something very hallucinogenic
granted, we're only carrying him as a favor to avoid bureaucratic hassle because it's a favor to a corp exec who owned the planet who the aliens from last session wanted data on, but he wouldn't give it to them cuz he's paranoid, but since this guy (who's allegedly an excellent spy but thus far seems to have learned how to be a bad james bond without any of the charm or actual ability to be remotely useful) was basically making his life hell we got the data from him in exchange for shuttling this moron somewhere else while in the process of doing some other job which we're not actually getting paid for but our commander is being blackmailed into and her agency is getting paid for it but we aren't going to see any of it which is ass
also the guy we're investigating was on the BBEG goonsquad that shot us down and left us for dead on the planet of terror, so it's kind of personal right now
but on the plus side, we're en-route to fabulous Planet Vegas, aka a pleasure world full of opportunities to make ludicrous sums of cash, even if it's just a side-trip to investigate our target's questionable altruistic activities
[QUOTE=DiscoInferno;45433410]Gay sailor paladins?[/QUOTE]
i thought you hated cocks
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