"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


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Katherine - yeah, Improvised Weapon (Light), using Athletics since thrown, does STR+d4. TN of 4 because it's a Ranged attack.

But - just curious, why the two Strength rolls?

All in all, since it was just a distraction, you could have just narrated it as such, and since by RAW you can draw a weapon and move where you want to without penalty, not made any rolls (for future reference...).


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

I'm not expecting this illusion to do a lot of heavy lifting in this scenario. It is just to put the gangers on their heels and provide some intimidation value. It just has to be a distraction long enough for the others to move in if things get sticky. Super sorcery can only make this last for two rounds anyway.

I would argue that as long as any illusory damage occurs in the area the illusion can occupy, it would be covered under the concentration required to make the illusion effective. The illusion extends from the shotgun to show the blast of shot coming out and then hitting things and doing damage. If the illusion were firing a paintball gun, I would think the illusion could provide the illusion of the paint spatter where it hits, so long as it is in the MBT area and the caster is able to make it happen through concentration.

If it hits a person, it will likely make it easier to disbelieve, but the rules (System Shock mod) state an attack can cause the target to be shaken, which happens before the roll to disbelieve, so it can have a beneficial effect for the next round. And if others observe it, they will see apparent damage to the victim and won't know it has not really hurt him, at least until the next round arrives and the guy is not falling down dead.

Sounds like the after effects will not likely be helpful, but it doesn't hurt to add it in just in case, since she can spend up to 13 points on it.


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
GM_ZenFox42 wrote:

Katherine - yeah, Improvised Weapon (Light), using Athletics since thrown, does STR+d4. TN of 4 because it's a Ranged attack.

But - just curious, why the two Strength rolls?

I think the second strength roll was for damage. Looks like it would need a d4 to add to the second strength result, if it hit.


Ok, so I came up with the "punch the lamp post and make it bend" example, which I still think should not work. But your example of "shooting" something or someone sounds valid. However, without System Shock, the target would immediately get a Smarts+2 roll to disbelieve, and anyone who witnesses it gets a Smarts-2 roll.

How about : if the target Succeeds in their Smarts roll against System Shock, they immediately get another Smarts+2 roll to disbelieve the illusion? The illusion *did* "interact" with them, but something about the "feel" of the attack just didn't seem quite right, etc.

I'd like to clarify something about the wording of System Shock : it "automatically 'hits' any or all targets in the area of effect". You have to justify the "all targets" by doing something illusory that might affect all the targets (like an explosion).


Female Half-demon, Benny:3/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6
GM_ZenFox42 wrote:

Katherine - yeah, Improvised Weapon (Light), using Athletics since thrown, does STR+d4. TN of 4 because it's a Ranged attack.

But - just curious, why the two Strength rolls?

All in all, since it was just a distraction, you could have just narrated it as such, and since by RAW you can draw a weapon and move where you want to without penalty, not made any rolls (for future reference...).

I may have forgotten at the moment if we were supposed to do a damage roll for both the normal roll and the wild, so I just rolled both just in case.

Plus even with the helmet being mostly a distraction there was a possibility for damage(with some crazy high numbers since they're in v'sori armor) so I wanted to roll it just in case.

In the case of the illusion and Shock, gotta remember that shock isn't necessarily physical damage. I'll add the d4 to the first roll here in a moment to see if anything like explodes but more than likely the helmet 'attack' will just get soaked by toughness


Hellion - yeah, the Wild die only replaces the main die if its value is bigger, it doesn't get its own damage roll.

Maybe you were thinking of the Raise Damage d6 die, which you should always roll last in case the Attack (Fighting, Shooting) roll got a Raise?


Oracle - just FYI, if you ever go with an "affects all targets" effect for System Shock, it would affect your teammates as well, unless you *originally cast* the Power with the Selective modifier...


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

You've had the most experience with the system, so I'm okay with whatever you think. As I said, I'm not expecting an illusion to have a major effect, just to be a distraction so run it as you see fit.

My sense on the system shock wording is, first, the illusion must make what appears to be an attack, such as shooting a gun or throwing a punch. Second, such attacks always hit, since it is under the control of the caster to make it appear to do that. Third, an attack could involve an explosion that could "hit" multiple enemies. Fourth, the system shock would then affect just those who would appear to be hit by the attack but not anyone else in the area who was not "hit". I assume a caster would not make an attack that would appear to hit friends, but if he/she did then the friend would be affected as well, although if the friend knew it was an illusion, it would be moderator's choice as to whether they would receive system shock or would get bonuses to avoid it.

Finally, if, for example, there was a crowd of people extending well beyond the area the illusion can occupy, then making an explosion fill that area would affect all in the area, but anyone outside the area, even seeing an explosion go off, would not experience system shock because they are not in the area of the illusion. It might be a useful form of quick and harmless crowd control, however.

I think the writers assumed it was understood that if just one person was shot by the illusion and other people were in the area of the illusion, only the person shot would experience the shock effect, not all in the area.


Fortune wrote:
Fourth, the system shock would then affect just those who would appear to be hit by the attack but not anyone else in the area who was not "hit".

So, you're implementing the Selective modifier by controlling what the illusion appears to do. To allow that level of control, I'd like to explicitly add in the Selective modifier.

Fortune wrote:
If just one person was shot by the illusion and other people were in the area of the illusion, only the person shot would experience the shock effect, not all in the area.

I never said so explicitly, but that's exactly what I was already thinking.


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

She has up to 13 PP to spend and so she can add the selective modifier if needed. She has only spent 7 so far.


ALL - there's now a *fifth* printing of the SWADE Core Rules (check the bottom of the Credits page - if there's no "Nth Printing" after the "WWW.PEGINC.COM", you've got the original). If you bought your original PDF from PEG (SW's parent company), you should be able to download the new edition for free (just go to your Downloads and click on the SWADE Core Rules link, the title of the book in the web page is no different, but you should get the fifth printing edition).

If you didn't buy it from PEG and can't afford a new edition right now, there's a free link HERE that has *all* the changes from every individual printing.

I'll be using the fifth printing from now on, so there may be discrepancies between what I post and what's in your copy...


Male Human Clone |AGL d6, STR d10, SPT d4, SMA d6, VIG d12+1 Pace 8+d8|RATN 4|Parry 6 (7 with Staff)|Size+1|Tough 25(2) |Dmg Pwr =1d10+1d4+2d6|
Skills:
Athletics- d8, Common Knowledge- d4, Fighting- d10, Focus- d8, Notice- d8, Persuasion- d4, Research-d4, Science-d4, Stealth-d4, Survival-d4

My DTRPG copy usually gets updated for free, but I will take a look later on.


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

I got mine through DriveThrough but I redownloaded it and got the 5th ed. Let us know as you come across significant changes. It it's a rule I already know without looking it up, I might not realize the change.


Female Half-demon, Benny:3/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

tell ya what I just.. do not want to get Another book for this lol


Hellion - is it a money thing, or a "I'm used to the old rules" thing? :)

ALL - some Actions have now become Limited Actions, which means you can only do *any* of them just once per Round, period.

A lot of Edges got minor tweaks. Gadgeteer got re-written, but I don't know what changed.

Entangled and Bound (and escaping from them) got significantly weakened. Stunned is a little easier to recover from.

Lots of little Powers tweaks, and few not-so-little ones.

Click on the "HERE" link in my last post to download a free detailed summary of all the changes. You can search to see if any of your Edges or Powers are are in there.


Female Half-demon, Benny:3/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

Doesn't look like any of mine got changed, it's not a money thing, but like I'm not so invested that I'm gonna get the updated version of the edition we essentially 'just' moved into. Sure it's free, but like man gotta download the book 6 times just to keep updated is annoying.


If you bought it from PEG, one download gets you the latest and greatest version. I don't know how DTRPG works...


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

It works for Drive Through as well.


Geriatric Male Human: Parry 5, Ranged TN 8, Toughness 22(6)| Notice: d4 (Free reroll), Wounds: 0; Fatigue: 0; Bennies: 4/4

Hey, sorry for the extended absence. I'm going to try and get back into my games and get caught up. Can anyone summarize what I missed? Basically everything after the job where we took out the gang leaders, after we stole their weapon's shipment.


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

Glad to have you back.

While waiting for a new assignment, we get word that the gang we prevented from getting the shipment of V'sori weapons has continued to cause problems in the neighborhood, hassling locals, etc. Meros encouraged us to tamp this down, so we've done a bit of recon and determined the gang is still using the same HQ.

Fortune and Angel have been monitoring the situation at the HQ (disguised as panhandling street people) and notified the rest when the gang was mostly at the place. Hellion rode up on her motorcycle with Fortune adding an illusion of the big SWAT-type goon riding behind to provide a bit of extra intimidation.

The gang member who answered the door was uncooperative and so Hellion slammed her helmet into the guy's gut and now a scrap is developing.

VeeSix hustled up to join the fight. Another gang member joined the fray. That's pretty much where we are now. Everyone is essentially a move away from the action (I believe), with those not mentioned above riding in the vehicle that is just around the corner.

@Everyone else: Correct me if I got anything wrong.


Fortune Brav0 wrote:

Glad to have you back.

While waiting for a new assignment, we get word that the gang we prevented from getting the shipment of V'sori weapons has continued to cause problems in the neighborhood, hassling locals, etc. Meros encouraged us to tamp this down, so we've done a bit of recon and determined the gang is still using the same HQ.

Fortune and Angel have been monitoring the situation at the HQ (disguised as panhandling street people) and notified the rest when the gang was mostly at the place. Hellion rode up on her motorcycle with Fortune adding an illusion of the big SWAT-type goon riding behind to provide a bit of extra intimidation.

The gang member who answered the door was uncooperative and so Hellion slammed her helmet into the guy's gut and now a scrap is developing.

VeeSix hustled up to join the fight. Another gang member joined the fray. That's pretty much where we are now. Everyone is essentially a move away from the action (I believe), with those not mentioned above riding in the vehicle that is just around the corner.

@Everyone else: Correct me if I got anything wrong.

My only addition might be the addition ... of Sentry, but that may not actually be consequential at this point so the omission makes total sense.


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Sentry - I just noticed in the Supers book that energy attacks use a Focus roll, not Shooting. It's not a problem since both your associated Attributes have the same die value, it's just a name change.


GM_ZenFox42 wrote:
Sentry - I just noticed in the Supers book that energy attacks use a Focus roll, not Shooting. It's not a problem since both your associated Attributes have the same die value, it's just a name change.

But it IS the entire reason that Sentry has points in shooting; can he swap out some of those points to elevate Focus?

(No is a totally acceptable answer, but I wanted to ask. He will have practiced with Gamma Vision a LOT, he will probably never have handled a gun that he wasn't destroying)


Female Half-demon, Benny:3/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

Strange that shooting with a power is focus instead of shooting, cause it feels like the shooty heroes are often very agile instead of spiritual.


1 person marked this as a favorite.

Why not put *all* of your points in Shooting into Focus? It makes sense to me that using a ranged Power would use Focus, since Focus is Power-related. In this context, it would represent the amount of control (aiming) he has over his power.

If Sentry were to pick up a V'Sori rifle and fire it, that would use Shooting, which is used for physical weapons, which you said in your previous post you don't use.

Like I said, it's really just a Skill name change.

Also, "Spirit" represents self-confidence and willpower, it's not religious in nature.


GM_ZenFox42 wrote:

Why not put *all* of your points in Shooting into Focus? It makes sense to me that using a ranged Power would use Focus, since Focus is Power-related. In this context, it would represent the amount of control (aiming) he has over his power.

If Sentry were to pick up a V'Sori rifle and fire it, that would use Shooting, which is used for physical weapons, which you said in your previous post you don't use.

Like I said, it's really just a Skill name change.

Also, "Spirit" represents self-confidence and willpower, it's not religious in nature.

This makes total sense, and is also consistant with Sentry's upbringing: his parents would have been VERY clear about not using anything V'Sori ever. That it would be an insult to his heritage.

I'll do the re-org and also fix his Hindrances this afternoon :)


Female Half-demon, Benny:3/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

So uh..... We Jigglin' er?


I'll give Sentry and Rashomon until early tomorrow to post, then start the next round.


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

Fortune's spell to give her 18 toughness could be done in one of two ways.
1) Increase toughness +8. Her toughness would then be 13 from toughness since she already has 5 points of toughness as part of her super powers, plus 5 more for super armor.

Or she could use the Armor power, modified by the Heavy Armor option. This costs 4 plus 1/2 points of armor increase (minimum of 4 points of armor to use the Heavy Armor option). This does not stack with worn armor, but Fortune's armor is from a super power, so I'd assume this spell would stack with that. The Heavy Armor modifier means she can only be damaged by Heavy weapons. This would then cost 4 PP for +8 armor, +4 PP for the Heavy Armor option. Producing total Armor of +13 from armor + 5 from her derived stats.

Is there a reason one option might be better than the other?


AFAICT(Can Tell), anything with even the least bit of Heavy Armor is simply completely impervious to damage by normal weapons. So unless the bad guys have Heavy weapons, that would be the best option.

Ignoring the Heavy part, in general, Armor can be ignored by Armor Piercing (AP) weapons, while Toughness is innate, and cannot be got around by anything. So if you didn't have access to the Heavy option, I'd go with Toughness.

I'm going to think about this some, I've never GM'd Heavy Armor/Weapons before...

Also, when you cast a power, could you please name the power in your post, so I know what to look up if I need to? I understand this time you had two options, so not a problem. Thanks!


ALL - there's a new SW RIFTS game that's just barely started, and we already need more players. You'd need the SWADE Core rulebook, and the SW RIFTS Players' Guide ($10 PDF).

RIFTS is on the power-level of a Supers game, with a mix of super-powerful tech, magic, and psionics to choose from. There are pre-made "archetypes" (classes) to choose from, or you can roll-your-own PC (but personally, I would recommend the archetypes). The GM is also allowing Supers builds (45 points, I think).

It's set in "the New West" (it's a RIFTS thing), west of the US Rockies. Specifically, New Salt Lake City.

I didn't mention it when it first started, because I found the Recruitment post pretty late, and the GM had originally said that he was looking for 4 players. By the time I got there, he had allowed a fifth, and then he generously allowed me to join too, so I didn't mention it to anyone else. But then within the first six weeks, four players have dropped out, so he's opening recruitment again.

The recruitment page is HERE.


Female Half-demon, Benny:3/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6
GM_ZenFox42 wrote:

AFAICT(Can Tell), anything with even the least bit of Heavy Armor is simply completely impervious to damage by normal weapons. So unless the bad guys have Heavy weapons, that would be the best option.

Ignoring the Heavy part, in general, Armor can be ignored by Armor Piercing (AP) weapons, while Toughness is innate, and cannot be got around by anything. So if you didn't have access to the Heavy option, I'd go with Toughness.

I'm going to think about this some, I've never GM'd Heavy Armor/Weapons before...

Also, when you cast a power, could you please name the power in your post, so I know what to look up if I need to? I understand this time you had two options, so not a problem. Thanks!

There are also instances where heavy armor can be bypassed via called shots, but that's not always the case.


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

Fortune will use the armor power with the heavy armor option.

I'm playing in the RIFTS game and enjoying the myself so far.


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

Correction: I thought this was a reference to a different RIFTS game I am currently playing in. This looks interesting, however, so I may create a character or rework a former SW character for a similar campaign (the Interface Zero game that ended a good while back).


Sorry, I didn't realize the GM opened a *new* recruitment page - it's HERE.


VeeSix = could you please describe (in terms of Edges, etc.) where your d10+2d6+d6 damage comes from (or was that last d6 assuming a Raise on the Fighting), and note it on your on-line character sheet?

Hellion - could you please note in your character sheet under what circumstances your Parry is 12, and when it is 13?

Thanks!


Female Half-demon, Benny:3/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6
GM_ZenFox42 wrote:


Hellion - could you please note in your character sheet under what circumstances your Parry is 12, and when it is 13?

Thanks!

added, also on my 2d8 for my damage in round 2, one of the 8's rolled max thus acing 1d8 for strength then the sword is d8 as well so the 2nd d8 exploded into another 3. I was curious if 11 was enough to raise, which then adds another d6 of damage which i can roll now if that's the case.


Male Human Clone |AGL d6, STR d10, SPT d4, SMA d6, VIG d12+1 Pace 8+d8|RATN 4|Parry 6 (7 with Staff)|Size+1|Tough 25(2) |Dmg Pwr =1d10+1d4+2d6|
Skills:
Athletics- d8, Common Knowledge- d4, Fighting- d10, Focus- d8, Notice- d8, Persuasion- d4, Research-d4, Science-d4, Stealth-d4, Survival-d4
GM_ZenFox42 wrote:

VeeSix = could you please describe (in terms of Edges, etc.) where your d10+2d6+d6 damage comes from (or was that last d6 assuming a Raise on the Fighting), and note it on your on-line character sheet?

The last d6 was from a possible raise on the hit. I'll try to remember to do that separately next time. The d10+d4+2d6 is VeeSix's power punch attack, though I seem to have forgotten to add in the d4 for that.


Katherine - thanks for the info! Like I said in Gameplay, I think you're thinking of a Raise on the *Fighting* roll, which adds an extra d6 to the Damage roll?

VeeSix - what I'm asking for is where each component of your damage dice comes from. Like, I can tell the d10 is your STR just by looking, but what Superpowers or Edges (or whatever) gives you the d4 and the two d6's?


Male Human Clone |AGL d6, STR d10, SPT d4, SMA d6, VIG d12+1 Pace 8+d8|RATN 4|Parry 6 (7 with Staff)|Size+1|Tough 25(2) |Dmg Pwr =1d10+1d4+2d6|
Skills:
Athletics- d8, Common Knowledge- d4, Fighting- d10, Focus- d8, Notice- d8, Persuasion- d4, Research-d4, Science-d4, Stealth-d4, Survival-d4
GM_ZenFox42 wrote:


VeeSix - what I'm asking for is where each component of your damage dice comes from. Like, I can tell the d10 is your STR just by looking, but what Superpowers or Edges (or whatever) gives you the d4 and the two d6's?

d10 Strength

d4 Brawler
2d6 Power Punch (melee attack power, 4 pts)


VeeSix - ok thanks! Please add all that to your on-line character sheet under something like "Damage", thanks!


Male Human Clone |AGL d6, STR d10, SPT d4, SMA d6, VIG d12+1 Pace 8+d8|RATN 4|Parry 6 (7 with Staff)|Size+1|Tough 25(2) |Dmg Pwr =1d10+1d4+2d6|
Skills:
Athletics- d8, Common Knowledge- d4, Fighting- d10, Focus- d8, Notice- d8, Persuasion- d4, Research-d4, Science-d4, Stealth-d4, Survival-d4

o7

Dark Archive

Maps: Car. Crown || Skull & Shackles

I'm going to be out from next Tuesday (April 29) until the next Sunday (May 4). We are making a trek down to Disneyworld and I will not be able to respond to posts. I should be okay to respond until that time. If I am in your game, please bot me as necessary. If you are in my game, sit tight and I'll pick up when I return (though as I said, I should be able to post up until Tuesday).


Female Half-demon, Benny:3/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

Sorry folks brain has been filled to the brim with bees lately so I havent gotten to this, will try to do so after work or at least later tonorrow.


Wow team, I am so sorry. Some of you may have seen in other games that I have recently returned to work, but I am sorry not to have posted that here. It's QUITE an adjustment. I have the day off Thursday and can catch up/post. Sorry about that.


No problem, I understand the life sometimes gets in the way of what is really important, which is role-playing. ;) Thanks for the updates.


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

I'm recovering from a cold, so I'm not posting much until I feel better. I'll try not to hold things up, but 'bot me if necessary.


Female Half-demon, Benny:3/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

Out of town till monday, will post when I get back


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
GM_ZenFox42 wrote:

[ooc]Fortune - thanks for the explanation of your process, I'll try to keep it in mind (but you know my memory...). In this case it didn't matter, all the rolls you made were Free Actions anyway. Keep doing things the way you've been, and I'll let you know if you do anything that requires a non-Free Action.

Right now, my rule is : anything that doesn't require any movement (Noticing something in a room or about a person, Academics, Occult, Science) and doesn't cause any effects is a Free Action.

Thought I'd transfer this to the discussion thread. Thanks for posting your policy. I'm used to Pathfinder which utilizes the kind of rolls you described as free actions to give a mechanism for deciding what things a character can notice or know about based on their skill levels. So that is behind my method.

There is a useful technique used in most Pathfinder/Starfinder games, which is to put some information PC's might know or things they might notice under a spoiler. The label of the spoiler gives the DC and the skill. That way, players can have their PC roll the skill and if they beat the DC, they look at the spoiler. Saves some back and forth.

In SW, I'd think you could do the same thing with a trait roll plus any bonuses or penalties.

When I am the GM, with player's permission I do these rolls under a spoiler marked "Behind the Screen" and then notify the players who made the DC about the information the PC(s) know or notice. Depends on whether players want to make their own rolls or are OK with the GM doing it.


Female Half-demon, Benny:3/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

I didn't realize I got an ace(super tired yesterday still), but after looking at it, disarms don't get any ace/exploding benefits so the only thing it would change I believe is if it hit or not.

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