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Twilight Imperium 4e - Game 4: Round 7 - Action Phase / Game End

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    discriderdiscrider Registered User regular
    edited July 2018
    Lol (what am I even thinking)
    Even if I were to draw something that would help, @MrBody still has the last Sabotage so gg

    discrider on
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    MrBodyMrBody Registered User regular
    edited July 2018
    2 more riders! Maybe I should let the agenda phase happen just to use them...

    Well, I feel dirty for winning with a dirty tech objective, but

    Imperial
    Claim Revolutionalize Warfare for 2 VP


    Who had the final action objectives? Mentak can't have had "Make an Example of Their World" or they would have used it first turn. I thought they had "Destroy Their Greatest Ship" but I guess not?

    I don't think Winnu could have scored any of them since I still had the Ceasefire note.

    MrBody on
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    HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    I had destroy their greatest ship. I faked that I didn't just in case certainty about it where it was would alter anyone's final turn.

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    discriderdiscrider Registered User regular
    edited July 2018
    :/
    That's why you should have said that you were willing to let me win, as then Creuss couldn't run away from you without losing.
    Regardless of what you were actually going to do.

    discrider on
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    discriderdiscrider Registered User regular
    I had 5 Dreads SO.
    If I had got the PDS action SO at some point though..

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    discriderdiscrider Registered User regular
    Was I just bad at communicating how @Hedgethorn could pin @MrBody 's flagship to win?

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    MrBlarneyMrBlarney Registered User regular
    Round 7: Action Phase Update 3 / Game End

    Sardakk N'orr: Play the primary ability of the (3) Politics Strategy Card, claiming the speaker token and drawing 2 Action Cards. (AC 5 --> 7)
    Draw the top 2 cards of the Agenda Deck, replacing one card on top of the deck, and one on the bottom.
    Letnev plays on the secondary (SP 1 --> 0), drawing 2 Action Cards. (AC 5 --> 7)
    Creuss plays on the secondary (SP 1 --> 0), drawing 2 Action Cards. (AC 3 --> 5)
    Winnu plays on the secondary (SP 1 --> 0), drawing 2 Action Cards. (AC 3 --> 5)
    The Winnu: Activate the Mecatol Rex system. (TP 3 --> 2)
    Move in 2 Dreadnoughts, 1 Carrier, 4 Fighters, and 2 Infantry from Sakulag.
    Land 2 Infantry on Mecatol Rex.
    Use racial technology "Hegemonic Trade Policy" to reverse the resource and influence values of Mecatol Rex for the remainder of the action.
    Exhaust Mecatol Rex (6R), Lazar (1R), 1 Trade Good (TG 10 --> 9), +1R from Sarween Tools to build 1 Dreadnought (4R) and 9 Infantry (5R) at Mecatol Rex.
    The Ghosts of Creuss: Play the primary ability of the (8) Imperial Strategy Card, claiming public objective "Revolutionize Warfare". (VP 8 --> 10)

    Having reached 10 victory points, The Ghosts of Creuss are victorious!



    Current Map: Round 7, Game End

    Current Technologies

    Victory Points and Objectives
    The Ghosts of Creuss - 10 VP
    The Mentak Coalition - 9 VP
    The Winnu - 9 VP
    Sardakk N'orr - 8 VP
    The Barony of Letnev - 8 VP
    The Naalu Collective - 7 VP

    Public Objectives
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Winnu, Creuss
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: N'orr, Mentak, Letnev, Creuss
    Erect a Monument (1 VP): Spend 8 resources.: Creuss, N'orr, Naalu, Letnev, Mentak
    Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Naalu
    Develop Weaponry (1 VP): Own 2 unit upgrade technologies.: N'orr, Winnu, Mentak, Letnev, Naalu
    Revolutionize Warfare (2 VP): Own 3 unit upgrade technologies.: Winnu, Mentak, N'orr, Letnev, Creuss
    Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait.: Letnev, Creuss
    Galvanize the People (2 VP): Spend a total of 6 tokens from your Tactic and/or Strategy pools.
    2 Stage II Objectives remain in the deck.

    Secret Objectives
    The Mentak Coalition: Master the Laws of Physics (Status Phase, 1 VP): Own 4 technologies of the same color.
    Cut Supply Lines (Status Phase, 1 VP): Have one or more ships in the same system as another player's Space Dock.
    1 unfulfilled secret objective in hand.
    The Naalu Collective: Form a Spy Network (Status Phase, 1 VP): Discard 5 Action Cards.
    Spark a Rebellion (Action Phase, 1 VP): Win a combat against a player who has the most victory points.
    1 unfulfilled secret objective in hand.
    The Barony of Letnev: Monopolize Production (Status Phase, 1 VP): Control 4 industrial planets.
    2 unfulfilled secret objectives in hand.
    The Ghosts of Creuss: Threaten Enemies (Status Phase, 1 VP): Have one or more ships in a system that is adjacent to another player's home system.
    Unveil Flagship (Action Phase, 1 VP): Win a Space Combat in a system that contains your Flagship. You cannot score this objective if your Flagship is destroyed in the combat.
    1 unfulfilled secret objective in hand.
    The Winnu: Become the Gatekeeper (Status Phase, 1 VP): Have one or more ships in a system that contains an Alpha wormhole and 1 or more ships in a system that contains a Beta wormhole.
    Fuel the War Machine (Status Phase, 1 VP): Have 3 Space Docks on the game board.
    1 unfulfilled secret objective in hand.
    Sardakk N'orr: Control the Region (Status Phase, 1 VP): Have one or more ships in 6 systems.
    Establish a Perimeter (Status Phase, 1 VP): Have 4 PDS units on the game board.
    0 unfulfilled secret objectives in hand.

    Special Objectives
    Naalu's Support for the Throne (1 VP): Held by Mentak.
    N'orr's Support for the Throne (1 VP): Held by Mentak.
    Custodians of Mecatol Rex (1 VP): Claimed by Winnu.
    Letnev's Support for the Throne (1 VP): Held by Winnu.
    Winnu's Support for the Throne (1 VP): Held by N'orr.
    Imperial Rider (1 VP): Successful prediction by Creuss.
    Imperial Primary Ability (1 VP): Claimed by Winnu once (Round 4).
    Creuss's Support for the Throne (1 VP): Held by Naalu.

    The Mentak Coalition (Hedgethorn)
    Commodities: 0 / 2
    Trade Goods: 9
    Action Cards: 6

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: Naalu's Support for the Throne, N'orr's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne)
    Technology: Sarween Tools, Graviton Laser System, Salvage Operations, Mirror Computing, Plasma Scoring, Cruiser II, Space Dock II, PDS II

    Worlds:
    R - Moll Primus (4R, 1I)
    R - Arinam (Industrial, 1R, 2I)
    R - Arnor (Industrial, 2R, 1I)
    R - Lor (Industrial, 1R, 2I)
    X - Quann (Cultural, 2R, 1I)
    R - Tar'mann (Industrial, 1R, 1I, G)

    Other Racial Data:
    - Flagship: Fourth Moon: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Other players' ships in this system cannot use Sustain Damage.
    - Racial Technology: Salvage Operations (Yellow, requires 2 Yellow): After you win or lose a Space Combat, gain 1 Trade Good. If you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
    - Racial Technology: Mirror Computing (Yellow, requires 3 Yellow): When you spend Trade Goods, each Trade Good is worth 2 resources or influence instead of 1.
    - Ambush: At the start of Space Combat, you may roll 1 die for each of up to 2 of your Cruisers or Destroyers in the system. For each result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to one of his ships.
    - Pillage: After 1 of your neighbors gains Trade Goods or resolves a transaction, if he has 3 or more Trade Goods, you may take 1 of his Trade Goods or Commodities.
    - Racial Promissory Note: Promise of Protection: Action: Place this card faceup in your play area. While this card is in your play area, the Mentak player cannot use his "Pillage" faction ability against you. If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.

    The Naalu Collective (Mojo_Jojo)
    Commodities: 3 / 3
    Trade Goods: 0
    Action Cards: 4

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: Mentak's Ceasefire, Creuss's Support for the Throne (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
    Technology: Neural Motivator, Dacxive Animators, Hyper Metabolism, Neuroglaive, Sarween Tools, Graviton Laser System, Antimass Deflectors, Hybrid Crystal Fighter II, Infantry II, Space Dock II

    Worlds:
    X - Lodor (Cultural, 3R, 1I)

    Other Racial Data:
    - Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
    - Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. After combat, return those units to the space area.
    - Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
    - Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
    - Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
    - Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
    - Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.

    The Barony of Letnev (Ketar)
    Commodities: 0 / 2
    Trade Goods: 0
    Action Cards: 7

    Tactic Pool: 1
    Fleet Pool: 2
    Strategy Pool: 0

    Promissory Notes: N'orr's Ceasefire, Winnu's Political Secret (Trade Agreement, Political Secret, War Funding)
    Technology: Antimass Deflectors, Fleet Logistics, Plasma Scoring, Magen Defense Grid, Non-Euclidean Shielding, Sarween Tools, Dreadnought II, War Sun, Destroyer II

    Worlds:
    R - Arc Prime (4R, 0I)
    R - Wren Terra (2R, 1I)
    X - Maaluuk (0R, 2I)
    X - Druaa (3R, 1I)
    R - Centauri (Cultural, 1R, 3I)
    R - Coorneeq (Cultural, 1R, 2I)
    R - Gral (Industrial, 1R, 1I, B)
    R - Qucen'n (Industrial, 1R, 2I)
    R - Rarron (Cultural, 0R, 3I)
    R - Resculon (Cultural, 2R, 0I)
    R - Saudor (Industrial, 2R, 2I)
    R - Tequ'ran (Hazardous, 2R, 0I)
    R - Torkan (Cultural, 0R, 3I)
    R - Wellon (Industrial, 1R, 2I, Y)

    Other Racial Data:
    - Flagship: Arc Secundus: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage, Bombardment 5 (x3). Other players' units in this system lose Planetary Shield. At the start of each space combat round, repair this ship.
    - Racial Technology: L4 Disruptors (Yellow, requires 1 Yellow): During an Invasion, units cannot use Space Cannon against your units.
    - Racial Technology: Non-Euclidean Shielding (Red, requires 2 Red): When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
    - Munitions Reserves: At the start of each round of Space Combat, you may spend 2 Trade Goods; if you do, you may reroll any number of your dice during that combat round.
    - Armada: The maximum number of non-Fighter ships you can have in each system is equal to 2 more than the number of tokens in your Fleet pool.
    - Racial Promissory Note: War Funding: At the start of a round of Space Combat: The Letnev player loses 2 Trade Goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.

    The Ghosts of Creuss (MrBody)
    Commodities: 4 / 4
    Trade Goods: 0
    Action Cards: 5

    Tactic Pool: 0
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: Winnu's Ceasefire, N'orr's Tekklar Legion (Ceasefire, Trade Agreement, Political Secret, Creuss IFF)
    Technology: Gravity Drive, Antimass Deflectors, Wormhole Generator, Sarween Tools, Fighter II, Carrier II, PDS II

    Worlds:
    R - Creuss (4R, 2I)
    R - Bereg (Hazardous, 3R, 1I)
    R - Lirta IV (Hazardous, 2R, 3I)
    R - Meer (Hazardous, 0R, 4I, R)
    R - New Albion (Industrial, 1R, 1I, G)
    R - Starpoint (Hazardous, 3R, 1I)
    R - Vefut II (Hazardous, 2R, 2I)
    R - Zohbat (Hazardous, 3R, 1I)

    Other Racial Data:
    - Flagship: Hil Colish: Combat Value 5, Movement 1, Carry Capacity 3. Sustain Damage. This ship's system contains a Delta wormhole. During movement, this ship may move before or after your other ships.
    - Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
    - Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
    - Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
    - Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
    - Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
    - Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.

    The Winnu (discrider)
    Commodities: 3 / 3
    Trade Goods: 9
    Action Cards: 5

    Tactic Pool: 2
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: Letnev's Support for the Throne, Mentak's Promise of Protection (Trade Agreement, Acquiescence)
    Technology: Sarween Tools, Hegemonic Trade Policy, Graviton Laser System, Antimass Deflectors, Gravity Drive, Plasma Scoring, PDS II, Space Dock II, Dreadnought II

    Worlds:
    X - Winnu (3R, 4I)
    R - Mecatol Rex (1R, 6I)
    X - Lazar (Industrial, 1R, 0I, Y)
    R - Sakulag (Hazardous, 3R, 2I, Terraforming Initiative)
    X - Thibah (Industrial, 1R, 1I, B)

    Other Racial Data:
    - Flagship: Salai Sai Corian: Combat Value 7 (x?), Movement 1, Carry Capacity 3. Sustain Damage. When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-Fighter ships in this system.
    - Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
    - Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
    - Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
    - Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.
    - Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.

    Sardakk N'orr (Preda) SPEAKER
    Commodities: 0 / 3
    Trade Goods: 5
    Action Cards: 5

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 1

    Promissory Notes: Letnev's Ceasefire, Winnu's Support for the Throne (Trade Agreement, Political Secret)
    Technology: Neural Motivator, Antimass Deflectors, Gravity Drive, Sarween Tools, Carrier II, Fighter II, Exotrireme II

    Worlds:
    R - Tren'lak (1R, 0I)
    R - Quinarra (3R, 1I)
    X - Abyz (Hazardous, 3R, 0I)
    R - Fria (Hazardous, 2R, 0I)
    R - Mellon (Cultural, 0R, 2I)

    Other Racial Data:
    - Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
    - Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
    - Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
    - Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
    - Unrelenting: Apply +1 to the result of each of your units' combat rolls.
    - Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.

    Agenda Effects
    Terraforming Intiative - Attached to Sakulag. The resource and influence values of this planet are increased by 1.
    Minister of Commerce - Held by Winnu. After Winnu replenishes commodities, they gain 1 trade good for each player that is their neighbor.
    Representative Government - Players cannot exhaust planets to cast votes during the agenda phase; each player may cast 1 vote on each agenda instead.
    Minister of Industry - Held by Naalu. When Naalu places a space dock in a system, their units in that system may use their Production abilities.
    Wormhole Reconstruction - All systems that contain either an alpha or beta wormhole are adjacent to each other.
    Anti-Intellectual Revolution - After a player researches a technology, they must destroy 1 of their non-fighter ships.

    4463rwiq7r47.png
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    HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Yeah, somehow I didn't entirely grok that that was your suggestion, discrider. Sorry, I've been sick the last two days and not entirely right in the head.

    Thanks so much to MrBlarney for hosting. I really enjoyed this, even if I messed up my moves the last two rounds and threw away my chance at victory.

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    discriderdiscrider Registered User regular
    Little bit annoyed because that was my really tenuous last shot at victory too :(
    I assumed you were just attacking MrBody for no reason after you passed on the plan

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    discriderdiscrider Registered User regular
    Anyway hope you're better now.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    discrider wrote: »
    I had 5 Dreads SO.
    If I had got the PDS action SO at some point though..

    I've had the PDS action SO for a while.

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    discriderdiscrider Registered User regular
    Yeah.
    I did not think there was much chance of me getting an action SO this round, and I was debating taking Construction. It was like my only out.
    Instead it was, take 5 because 3 is going to be picked and I can't win on 3 anyway.
    Hope Creuss invades N'orr and everyone else falls over too.

    Like I said, been losing since 2 turns ago.
    I do not advise starting next to Creuss and then having no resources for the rest of the game.

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    discriderdiscrider Registered User regular
    edited July 2018
    Still.
    I think I can update my TI belief set to:
    {Winnu > Muaat, Action SO > Status SO > POs/MR}

    discrider on
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    MrBodyMrBody Registered User regular
    I think the Ceasefire note would have canceled the PDS fire anyway.

    I would really like to see how this game plays out with no tech objectives. 3 VP just for unit upgrades was crazy. Without that, I would have run out of steam and collapsed after the sweep to grab 6 hazardous planets.

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    discriderdiscrider Registered User regular
    I already completed the terms of that SO when you flew the destroyer into me.
    Ceasefire also does not prevent me activating your system and then shooting it up. It only prevents me moving ships in.

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    discriderdiscrider Registered User regular
    That is, if you needed ships in the system to use PDS, then players with blockaded planets could not shoot down the enemy ships of their own accord without moving a fleet there.
    For instance, if I had activated MR to produce GF and shoot down Mentak.

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    discriderdiscrider Registered User regular
    Potentially it would have stopped me dropping 2 PDS in your territory with construction though.
    I would likely have planned around it, and attacked Lirta-Bereg first, and either put the two there to fire at your destroyer in Starpoint, or been blocked and then invaded Starpoint instead to fire at your wormhole.

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    Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Thanks for running yet another game, MrBlarney!

    I have no idea how you manage to make so few mistakes and keep track of it all

    Homogeneous distribution of your varieties of amuse-gueule
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    discriderdiscrider Registered User regular
    And may we finally say:
    The mighty Winnu empire will brook no interference on MR.
    We will outbreed your guns.
    If we invite you down into our birthing chambers, it is only because we have exhausted our supply of beaurecratic smut, and we must mediate a galactic council once more.

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    discriderdiscrider Registered User regular
    But yeah, well played all.

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    discriderdiscrider Registered User regular
    edited July 2018
    MrBody wrote: »
    I think the Ceasefire note would have canceled the PDS fire anyway.

    I would really like to see how this game plays out with no tech objectives. 3 VP just for unit upgrades was crazy. Without that, I would have run out of steam and collapsed after the sweep to grab 6 hazardous planets.

    It was also three VP for territory though.
    Perhaps this game was just somewhat without spread in VP?

    ... Or perhaps it's more territory and science builds off itself, tokens/TG/Resource/Influence does not.

    discrider on
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    MrBlarneyMrBlarney Registered User regular
    Mojo_Jojo wrote: »
    Thanks for running yet another game, MrBlarney!

    I have no idea how you manage to make so few mistakes and keep track of it all

    I just make a lot of mistakes that you guys don't see or notice. Since I'm recording information in three places: the maps, the text status updates, and a multi-tab spreadsheet, inconsistencies eventually pop up that I can quietly edit and fix up.

    Thanks to everyone who played. I can't believe we got through this game in just a little over three months, yowza. I'm probably gonna take a break from running Twilight Imperium for a while, I think I'd like to try running something else first. I was thinking of Argent: The Consortium before I decided to just run Twilight Imperium again, but recently I've been thinking about going for something on the trending list like Root. They have a PbP out, so it might make it easier to set things up. One of the reasons I didn't run Argent: The Consortium was because I needed to put together a lot of assets. Well, we'll see.

    4463rwiq7r47.png
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