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[BSG] Acheron - OOC

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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    edited May 2010
    TheMadjai wrote: »
    I think the only thing that I don't like about the station idea is how static it is. Cylon attacks would be non-existent, because once they found us, they'd just keep sending ships until we died. I like the idea of fighting, running, hiding, raiding, fighting, running, lather, rinse, repeating.

    I actually like the idea of starting on it, but we'd have to get on board with the fleet relatively soon...

    Capfalcon on
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    EgosEgos Registered User regular
    edited May 2010
    Well the cylons technically don't mind some staying alive. Remember the farm and the oddities of where Leoben was.

    Obviously a goal would be to get off and figure out what happened exactly.

    Internet has been wonky, sadly, which has caused me trouble getting you guys the primer.

    Egos on
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    EgosEgos Registered User regular
    edited May 2010
    So looks like Triton and absorbed by Galactica are popular, with some in favor of the Acheron Station.

    Obviously the people on board the station would end up on either the Triton or Galactica at some point..

    Egos on
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    TheMadjaiTheMadjai Sir Madjai of SanSan MinnesotaRegistered User regular
    edited May 2010
    Looking over the "primer." It's 200 pages. :)

    Trying to get the gist of everything, rather than a comprehensive knowledge. When do you want a solid character plot, Egos?

    edit:

    Here's a plot for Andrew Arkanian, Viper pilot / Strategist
    INT 3
    WIS 2
    RES 2
    Academics [Tactics and Strategy] 3
    Computer [Hacking] 3
    Investigation 1
    Merits: Danger Sense (2), Encyclopedic Knowledge (2), Meditative Mind (1)

    STR 1
    DEX 4
    STA 3
    Driving/Piloting [Viper] 5
    Firearms 2
    Survival 2
    Weaponry 1
    Merits: Stunt Driver (1)


    PRES 2
    MANI 2
    COMP 2
    Persuasion 3
    Socialize 1
    Merits: Inspiring (1)

    Virtue: Hope
    Vice: Pride

    =================================

    I wasn't sure what you would use mechanically for Viper Piloting, so I chose drive and weaponry, with some skill in Firearms and Survival. He's also brilliant in military strategy, so I gave him 3's in Academia and Persuasion. I'm new to this system, so if there are other skills that would better fit this outline, I'm all ears.

    edited: Added merits and Skill specialties, which I more or less made up? Gave him Stunt Driving as I figured that would add to his ability to be awesome in a Viper. I couldn't decide which would be more useful to a tactician: Encyclopedic Knowledge or Eidetic Memory. I settled on the knowledge, since I figured if he knows it, he can remember it. Also a max of 1 point in Meditative Mind leans him more on the cold-blooded precision viper skill side of things, which I like. I threw him a point in Inspiring since I'd like him to be CAG someday.

    The points in Firearms and Survival were mainly geared towards making him a useful member of an away team should the need arise. (Fly over to the basestar, land, rescue hostages, fly home) If neither of those skills would be useful in those arenas, I can modify as needed.

    TheMadjai on
    "Yeah, TheMadjai knows whats up." --Lardalish

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    EgosEgos Registered User regular
    edited May 2010
    TheMadjai wrote: »

    I wasn't sure what you would use mechanically for Viper Piloting, so I chose drive and weaponry, with some skill in Firearms and Survival. He's also brilliant in military strategy, so I gave him 3's in Academia and Persuasion. I'm new to this system, so if there are other skills that would better fit this outline, I'm all ears.

    I most likely won't be that hardcore about the Driving. Piloting specialty + whatever craft you may be an expert in (e.g. raptor, viper). Character Creation is the most important part (atm) and looking at merits and such. The rest is for when the game is going along.

    I'm not sure if its automatically visible (since i'm using a mac and unsure if there differences in acrobat for windows); make sure to view Bookmarks.

    Persuasion really wouldn't be needed if its related to the "brilliant at military strategy" ; it would be more if you want to convince someone to go along with your "plans" (obviously). Academia is a bit iffy, obviously if you focused on history you would have references and such.

    Weaponry is just brawler related mainly. So just take driving/piloting if you are focused on killing stuff with your vessel of choice.

    Egos on
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    TheMadjaiTheMadjai Sir Madjai of SanSan MinnesotaRegistered User regular
    edited May 2010
    Do you have a list of merits that would be used/available in this game? As I'm new to the system, I'm looking at some of these and thinking that things like "Danger Sense," "Unseen Sense," "Fast Reflexes," and maybe "Stunt Driver" would be useful to Andrew. "Kung Fu" and "Natural Immunity" probably less so. I can move points off drive and then likely switch the top skills priority into Mental if driving isn't going to be as useful as I thought it would.

    TheMadjai on
    "Yeah, TheMadjai knows whats up." --Lardalish

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    EgosEgos Registered User regular
    edited May 2010
    TheMadjai wrote: »
    I can move points off drive and then likely switch the top skills priority into Mental if driving isn't going to be as useful as I thought it would.

    You mean weaponry? Drive is gonna be useful if you're a pilot. Weaponry not so much, unless you plan to go to bars and beat up people left and right (and kick a lot of ass). If you want the focus to be on your character being a good strategist more so than a pilot, yeah mental would take priority. He can basically be good at both; it really depends where you want him to be excellent at.

    Basically any merits are kosher. Some may just need some title editing.

    Egos on
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    TheMadjaiTheMadjai Sir Madjai of SanSan MinnesotaRegistered User regular
    edited May 2010
    Edited character block below and added notes.

    Link to character sheet: http://www.myth-weavers.com/sheetview.php?sheetid=211189

    TheMadjai on
    "Yeah, TheMadjai knows whats up." --Lardalish

    CURRENTLY PLAYING:
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    EgosEgos Registered User regular
    edited May 2010
    Bold Merits are merits that are either useful all around or are merits that can be found on any sort of character.
    Merits in Italics are merits that are useful for specific types of characters. They may be just as useful or more useful than some of the bold merits but it depends on the character.
    Bold Red are for the most part useless. They have some very context specific use . If your character actively pursues this route they may be useful. Resources & Language namely.

    (Merits work the same as stated in the book unless I state otherwise. Next to each merit will be examples of people who may posses it, if anyone.)

    Common Sense (****) - William Adama
    Danger Sense(**) Arguably any of the main characters
    Eidetic Memory(**) Gaius Baltar, Starbuck, Leoben Conoy, Brother Cavil
    Encyclopedic Knowledge (****) Romo Lampkin, Gaius Baltar, Tom Zarek, arguably Lee Adama
    Holistic Awareness(***) Doc Cottle and Simon
    Language(*-***) essentially useless in this game unless you want to be able to decipher ancient religious text. Elosha would have this.
    Meditative Mind(*) a whole lot of cylons, perhaps Baltar
    Unseen Sense(***) - could be useful, but supernatural inkling would be more akin to what Baltar, Starbuck and Roslin experience. Talk to me first about the nature of it.

    Ambidextrous(***) - really only useful if you plan on doing fancy hand work or going John Woo
    Brawling Dodge (*)- only useful if you are planning a melee character. Six would have this.
    Direction Sense(*) Helo
    Disarm(**)- again very specific, if you want to be knifing around or something it may come in handy.
    Fast Reflexes(*-**)- useful for Assault types or Pilot types
    Fighting Finesse(**) - again very specific ninja or swashbuckler type
    Fighting Style Boxing (* to *****) again very specific. Possessed by Starbuck, Helo, Lee Adama, William Adama, and Saul Tigh (at least it may come up: odds of fisticuffs are much much higher than Drizzt time)
    Fighting Style Kung Fu( * to *****) again very specific. Possessed by Six. (at least it may come up)
    Fighting Style Two Weapons(* to ****) - really , really would have to be a specialized character. I just don't see this working. Its not useless, but contextually meh.
    Fleet of Foot (* to **) - pretty useful since you'll all probably face danger at some point. Politicians + intellectuals have less of a chance.
    Fresh Start (* )
    Giant (****) - if this fits your character , by all means O_O
    Gunslinger (***) - if you want to John Woo it up. Pretty specific. Starbuck has it.
    Iron Stanima(*-***) Quite a few characters could be argued to have this
    Iron Stomach(**) - Unless you are planning on getting deserted on a planet
    Natural Immunity (*) - may be useful if you think you're gonna be in radioactive areas or around dangerous fumes. Helo and likely Tyrol have this.
    Quick Draw(*)- again very specific character type. Has a bit more chance to be useful though
    Strong Back(*)- good for laborers , survivors, or engineers . Tyrol would have it. Anders also.
    Strong Lungs(***)- for the most part useless. Boomer would have it.
    Stunt Driver(***) - good for pilots
    Toxin Resistance(**)- potentially useful when on planetside, but not a must have by any means
    Weaponry Dodge(*)- really this is likely less useful than Brawling Dodge. At least there is a chance you will get into a brawl with other people onboard. Elsewise people will likely shoot you.

    Allies(*-*****) - Useful if you want them. Zarek, Adama and Roslin have this. Baltar doesn't until much later in the series.
    Barfly(*) - Probably more useful if you want to get into seedy stuff or are planning something onboard the ship .
    Contacts(*-******)- Good for Politicians. Roslin and Zarek certainly had them.
    Fame(*-***) - Good if you want to dominate Socially. Baltar had this. Anders did to some degree.
    Inspiring(****)- Good for leaders of any sort.
    Mentor(*-*****) We would have to discuss the nature of this, but wouldn't be useless.
    Resources(*-*****)- basically useless, considering this is no longer a material society. Only useful if you want to do Black Market stuff
    Retainer(*-*****) - similar to Mentor. It can be useful, but we need to discuss it.
    Status(*-*****) - primarily a concern for Officers and Politicians.
    Striking Looks(**-****)- Like Giant , if it fits your character. Six obviously has this.

    Egos on
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    TheMadjaiTheMadjai Sir Madjai of SanSan MinnesotaRegistered User regular
    edited May 2010
    Character sheet finished. Link is below.

    !ready

    TheMadjai on
    "Yeah, TheMadjai knows whats up." --Lardalish

    CURRENTLY PLAYING:
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    HippieHippie Registered User regular
    edited May 2010
    Could we know what the scenario is going to be?

    I kinda had two different characters in mind, but they are dependent on the setting.

    Hippie on
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    romanqwertyromanqwerty Registered User regular
    edited May 2010
    romanqwerty on
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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    edited May 2010
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    EgosEgos Registered User regular
    edited May 2010
    Hippie wrote: »

    I kinda had two different characters in mind, but they are dependent on the setting.

    Likely you'll be on the Acheron Station along with the minor experimental war vessel dubbed the Cerberus. You'll receive signal from nearby vessels, but you'll run into some complications.

    Egos on
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    TheMadjaiTheMadjai Sir Madjai of SanSan MinnesotaRegistered User regular
    edited May 2010
    Egos will correct me if I'm wrong, of course, but Roman- I don't think your first dot in all the skills is free. Just the Attributes.

    TheMadjai on
    "Yeah, TheMadjai knows whats up." --Lardalish

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    EgosEgos Registered User regular
    edited May 2010
    yeah its just for Attributes.

    Also, Madjai. Merits you have to spend ____ amount of points depending on how many dots are required. So you can't go 2 dots into common sense, you have to get the full four dots to get the merit. Only ones labeled * to say **** or ****** can you spend anywhere in-between.

    The Triton may still be a possibility, but I'll need a bit more time to figure out just exactly how another BattleStar survived. Since I'm not a fan of having it just take the place of Pegasus or Galactica. It may be more rewarding an experience, overall though.

    Egos on
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    romanqwertyromanqwerty Registered User regular
    edited May 2010
    Ok, edited my guy to reflect skills properly.

    romanqwerty on
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    TheMadjaiTheMadjai Sir Madjai of SanSan MinnesotaRegistered User regular
    edited May 2010
    Check. Also fixed mine. I have 9 points left to spend, which I may or may not before the game starts.

    TheMadjai on
    "Yeah, TheMadjai knows whats up." --Lardalish

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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    edited May 2010
    Pssst. Madjai. You still have three skill specializations to pick. Check page 41 of the PDF (or page 54 of the actual book).

    Capfalcon on
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    TheMadjaiTheMadjai Sir Madjai of SanSan MinnesotaRegistered User regular
    edited May 2010
    Capfalcon wrote: »
    Pssst. Madjai. You still have three skill specializations to pick. Check page 41 of the PDF (or page 54 of the actual book).

    They're listed below ITT, I just couldn't find a place for them on the sheet? Just put them next to the skill itself, I guess?

    TheMadjai on
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    EgosEgos Registered User regular
    edited May 2010
    so your characters (even if they need to be fixed stat wise a bit) seem like they could fit either. Here is a better idea of the two scenarios.

    The Acheron Station-
    Super secret military facility likely researching cylon physiology on a perhaps disturbing level. Your station was left alone as the Cylons are interested in your work. This would be very survival horor-esque beginning, with moral choices involving who lives and dies amongst the crew and their families and how to escape.

    BattleStar Triton: One of 3 Battlestars patrolling around Caprica City. Solaria an Columbia also have duty. After the nuke goes off on Pikon , you assume the worst and attempt to rescue civilians and other important personnel from the cylons.

    Depending on your actions, certain Battlestars may or may not survive. Certain VIP may or may not survive and certain innocents may die or not.

    Egos on
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    romanqwertyromanqwerty Registered User regular
    edited May 2010
    Is this a choice?

    Because if it is, I CHOOSE YOU Acheron Station.

    romanqwerty on
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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    edited May 2010
    Acheron Station

    I suppose I might be a courier taking an important sealed packet somewhere. And, it shows just how unimportant in the firm I am. I'm a glorified messenger.

    Capfalcon on
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    HippieHippie Registered User regular
    edited May 2010
    Oh yes please, The Acheron Station sounds awesome.

    Triton also sounds good, but I cant pass up the station.

    EDIT- For those interested, here is my sheet so far: Nathan White

    Hippie on
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    romanqwertyromanqwerty Registered User regular
    edited May 2010
    Capfalcon wrote: »
    Acheron Station

    I suppose I might be a courier taking an important sealed packet somewhere. And, it shows just how unimportant in the firm I am. I'm a glorified messenger.

    You could potentially be part of an facility inspection party or the like, making sure the station is doing what it was funded to be doing, that just happened to be inspecting at the time of the attacks.

    romanqwerty on
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    TheMadjaiTheMadjai Sir Madjai of SanSan MinnesotaRegistered User regular
    edited May 2010
    Would research stations have a fighter squadron? :-/ I'll go with the group as long as I have something to do. :)

    TheMadjai on
    "Yeah, TheMadjai knows whats up." --Lardalish

    CURRENTLY PLAYING:
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    EgosEgos Registered User regular
    edited May 2010
    Capfalcon wrote: »
    Acheron Station

    I suppose I might be a courier taking an important sealed packet somewhere. And, it shows just how unimportant in the firm I am. I'm a glorified messenger.

    You could potentially be part of an facility inspection party or the like, making sure the station is doing what it was funded to be doing, that just happened to be inspecting at the time of the attacks.

    This is what I told Roman I had in mind for your character, as it would make people suspicious of your group.

    TheMadjai wrote: »
    Would research stations have a fighter squadron? :-/ I'll go with the group as long as I have something to do. :)

    Considering the extremely valuable nature of the research. Odds are yes. People don't intend to spend their lives on the station. So escorts and the like would be expected, and you are a bit on the fringe. So if something came up , they might want people to check it out.

    Egos on
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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    edited May 2010
    That works too. I just had something off the top of my head.

    Capfalcon on
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    TheMadjaiTheMadjai Sir Madjai of SanSan MinnesotaRegistered User regular
    edited May 2010
    I will say this, I'm really excited about this game. My first in a new system, a universe I like very much... Can't wait.

    TheMadjai on
    "Yeah, TheMadjai knows whats up." --Lardalish

    CURRENTLY PLAYING:
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    TheMadjaiTheMadjai Sir Madjai of SanSan MinnesotaRegistered User regular
    edited May 2010
    Question: Would a third dot in Firearms be useful to someone like me? How much "away team" stuff do you foresee for us? Also, what is the distinction between "Firearms" and "Weaponry"? Would my 1 dot in weaponry be better served in Firearms?

    Also- Is survival just a general "survival" ability or is it like "Ability to survive in the wilderness"?

    TheMadjai on
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    EgosEgos Registered User regular
    edited May 2010
    TheMadjai wrote: »
    Question: Would a third dot in Firearms be useful to someone like me? How much "away team" stuff do you foresee for us? Also, what is the distinction between "Firearms" and "Weaponry"? Would my 1 dot in weaponry be better served in Firearms?

    Also- Is survival just a general "survival" ability or is it like "Ability to survive in the wilderness"?

    Weaponry purely has to do with melee. So swords, maces, beer bottles , etc. It can be handy if you just need to whack someone with a stick. As for usefulness. Its your call. You get a penalty if you attempt an untrained skill. If you think your character might do any sort of sleuthing or go off on his own. It may be worth it to have.

    Considering your character is really pretty weak though. min/max wise. Firearms may be better.

    Also you need to take care of Inspiring and Encyclopedic Knowledge. Since those are both 4 dot merits and not 1 and 2 dot merits respectively.

    As for away time. I take it you mean from the fleet? It depends on who you trust, who you align yourself with, who you kill or don't kill, number of factors. Suffice to say it won't be a brief "You start off on the Acheron Station, you get a distress call , you meet up with the Galactica.".

    The idea is to have it be somewhat akin to Razor. The first chapter is meant to drastically shape your characters outlook but it is only the first chapter.

    Egos on
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    TheMadjaiTheMadjai Sir Madjai of SanSan MinnesotaRegistered User regular
    edited June 2010
    Egos wrote: »
    Considering your character is really pretty weak though. min/max wise. Firearms may be better.

    Also you need to take care of Inspiring and Encyclopedic Knowledge. Since those are both 4 dot merits and not 1 and 2 dot merits respectively.

    As for away time. I take it you mean from the fleet? It depends on who you trust, who you align yourself with, who you kill or don't kill, number of factors. Suffice to say it won't be a brief "You start off on the Acheron Station, you get a distress call , you meet up with the Galactica."

    Weak how? STR of 2, you mean? Yeah.. I don't really want to get in any fistfights.

    Are you looking at my updated character sheet? I've taken care of those skills already. I'm no longer Inspiring, and my Encyclopedic Knowledge skill is at 4.

    Also- I meant away team, not away time. Like... "Arkanian, take a raptor and three marines over to the basestar and get our men back."

    TheMadjai on
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    EgosEgos Registered User regular
    edited June 2010
    hm yeah I was looking at your forum version where you had 1 str. Weaponry may not be that bad. Considering Ragnar station and the like. And you don't have brawl or anything, so I would keep it. If I were you. You never know when a sleazy scientist might try something and you have to knock him out without risking him bleeding to death.

    Away Team: Likely nothing that exciting at this stage. At this stage i would expect (as a pilot) escorting, spotting scouts

    If you played Dead Space (e.g. imagine if you had a jet in the Outerspace sequences) . You have some idea what I have in mind for the scope of the station Its a bit of a hybrid beast. As you will find out.

    Egos on
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    EgosEgos Registered User regular
    edited June 2010
    About the away team. It partially a hope of mine that you guys will be rather scattered on the station. The plan is that everything goes to hell in a Jacob's Latter sort of way.

    Viper Pilot duties may included: Escorting Vessels, Traversing to parts of the station that have gone off the grid, evacuating survivors, and potentially fending off not so friendly tech.

    Egos on
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    HippieHippie Registered User regular
    edited June 2010
    Egos wrote: »
    About the away team. It partially a hope of mine that you guys will be rather scattered on the station. The plan is that everything goes to hell in a Jacob's Latter sort of way.

    Viper Pilot duties may included: Escorting Vessels, Traversing to parts of the station that have gone off the grid, evacuating survivors, and potentially fending off not so friendly tech.

    XO duties may include..? :P

    Freaking out while trying to figure out what the frak is going on?

    Hippie on
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    TheMadjaiTheMadjai Sir Madjai of SanSan MinnesotaRegistered User regular
    edited June 2010
    Ok. In that case, it's possible that I'll need to pick up a rifle, and would want some skill in firearms. We'll see how things go, and if needs be, I'll pick up another dot in Firearms at some point. (I take it one can spend xp at certain points to increase skills?)

    TheMadjai on
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    TheMadjaiTheMadjai Sir Madjai of SanSan MinnesotaRegistered User regular
    edited June 2010
    Also, not to hurry us along or anything, but I will be off-forum starting on June 26th and coming back July 10th. (I'm getting married / going on a honeymoon)

    TheMadjai on
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    EgosEgos Registered User regular
    edited June 2010
    Still waiting on jdark, hb or El SKid. Depending on who is still interested. I'm pretty sure jdark is. So I can get an idea of how characters fit in.

    Don't think I answered this. Survival is much more "man vs. nature" or "man vs. apocalypse" type thing. So surviving on your own vs. being say lucky or tough to kill. That would be handled with Stamina and merits mostly...

    As for how character duties in the "first chapter"

    The Lawyer: Psychological survival. Likely to be part of a group considered highly suspect. He will be surrounded by people who are the equivalent of "UN PeaceKeepers" as well as potential cylons. Not only will he have to try and deduce what is going on amongst his group but also in the facility.. Also he has to figure a way to deal with the people around him....

    The Scientist: A bit more privy to some of the stuff going on in the station. Depending on how roman plays him the focus could be on facility related incidents or trying to make a breakthrough in regards to finding the rest of civilization.

    The XO; More or less in a similar position to the scientist. Although a bit more privy to military /colonial fleet related information and a bit more ignorant of some things occurring on the station. Again depends on how you play him. He could actively search the base for infiltrators, trying to discover secrets or just try to find a way home.

    You two will have interesting stuff to do, don't worry. It just gets a bit more spoilery. (not series wise, but for what I have planned)

    Egos on
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    TheMadjaiTheMadjai Sir Madjai of SanSan MinnesotaRegistered User regular
    edited June 2010
    Cool. I'll spend the points elsewhere, then.

    TheMadjai on
    "Yeah, TheMadjai knows whats up." --Lardalish

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    TheMadjaiTheMadjai Sir Madjai of SanSan MinnesotaRegistered User regular
    edited June 2010
    /anxious bouncing

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