"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


2,551 to 2,600 of 4,003 << first < prev | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | next > last >>

The statue Biohazard attempts to grab dodges swiftly out of the way.

Round 2
Statues : Joker!
Paradigm : 8S
Enkidu : 8H
Biohazard : 6D

Statue #1 attacks Paradigm :
Fighting: 1d10 + 2 ⇒ (7) + 2 = 9
Damage + Raise: 2d10 + 1d6 ⇒ (7, 1) + (1) = 9
But doesn't get thru his armor.

Statue #2 attacks Biohazard :
Fighting: 1d10 + 2 ⇒ (1) + 2 = 3

Statue #3 attacks Enkidu :
Fighting: 1d10 + 2 ⇒ (9) + 2 = 11 Yes! I finally hit Enkidu! Sorry for getting so excited about that... :)
Damage: 2d10 ⇒ (3, 4) = 7
But does not get thru his armor.

Everyone is up!


Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Sorry about that. Wishing you some luck on the dice, for the sake of drama.

Claw: 1d12 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (4) + 1 = 5
Damage: 1d12 + 4 + 2d6 ⇒ (9) + 4 + (2, 5) = 20

2 Fisted Claw: 1d12 + 1 ⇒ (5) + 1 = 61d6 + 1 ⇒ (4) + 1 = 5
Damage: 1d12 + 4 + 2d6 ⇒ (6) + 4 + (2, 3) = 15

Well, at least I'm not hurting your guys either.


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

Biohazard tries again to bearhug a statue.

Fighting (+2 for grapple): 1d8 + 2 ⇒ (5) + 2 = 7
Each round of contact destroys 10 pounds of matter. Living beings must make a Vigor roll or suffer a wound.


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Paradigm continues blasting away at the statues. He would have to study their activation method after the battle.

Super Boosted Plasma Burner, Round 2 of 5: 1d10 ⇒ 21d6 ⇒ 4
Plasma Damage, Lethal AP2: 5d6 + 1d6 ⇒ (3, 5, 6, 1, 2) + (1) = 18


Enkidu's attacks miss.

Rolling Biohazard's Wild die :
Wild: 1d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 5 = 11

Part of the statue Biohazard grabs melts away. It's at -1 to rolls.

Paradigm's blast destroys another statue.

Round 3
Paradigm : AS
Biohazard : KS
Statues : 9H
Enkidu : 4D

Paradigm and Biohazard are up!


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Relishing in the destruction, Paradigm pours on the power, but it seems it is starting to wane.

Super Boosted Plasma Burner, Round 2 of 5: 1d10 ⇒ 51d6 ⇒ 5
Plasma Damage, Lethal AP2: 5d6 ⇒ (2, 1, 2, 2, 4) = 11


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

Lather, rinse, repeat.

Fighting (+2 for grapple): 1d8 + 2 ⇒ (1) + 2 = 3 Wild: 1d6 + 2 ⇒ (1) + 2 = 3

Each round of contact destroys 10 pounds of matter. Living beings must make a Vigor roll or suffer a wound.

Bah!


Paradigm's blast hits the knight's armor and while it doesn't pierce it, the statue seems to hesitate (Shaken), and Biohazard's grab misses his knight completely.

Statue #1 attacks Biohazard :
1d10 ⇒ 2

Statue #2 attacks Enkidu :
1d10 ⇒ 6

Statue #3 attacks Paradigm :
Recover from Shaken: 1d10 ⇒ 10
ACE!: 1d10 ⇒ 6

Fighting: 1d10 ⇒ 10
ACE!: 1d10 ⇒ 5

Doing
Damage + Raise: 2d10 + 1d6 ⇒ (9, 2) + (4) = 15

Paradigm is Shaken!

Enkidu is up!


Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Attack: 1d12 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (2) + 1 = 3
Damage: 1d12 + 4 + 2d6 + 1d6 ⇒ (7) + 4 + (3, 6) + (5) = 25

Two Fisted: 1d12 + 1 ⇒ (7) + 1 = 81d6 + 1 ⇒ (3) + 1 = 4
Damage: 1d12 + 4 + 2d6 ⇒ (3) + 4 + (3, 1) = 11


!@#$&! Two days ago I made a long post, started a new round, rolled for Biohazard and the statues, and Paizo ate it! This is the second time! Man, I'm pissed!

Long story short, Biohazard missed and the statues did no damage.

Enkidu and Paradigm are up! Paradigm is Shaken.


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Paradigm works to get back into the fight, still reeling from the hit he took on his shields.

Spirit: 1d8 + 1d8 + 1d8 ⇒ (8) + (8) + (2) = 181d6 ⇒ 1
I think I’m good now…

His anger grating inside of him, he takes a breath and calmly settles on annihilating the one that hit him.

Super Boosted Plasma Burner 3 of 5: 1d10 ⇒ 91d6 ⇒ 2
Damage AP2 Lethal: 5d6 ⇒ (4, 1, 4, 3, 5) = 17


Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Presuming my previous attacks missed, or failed to penetrate Armour?

Attack 1: 1d12 + 1 ⇒ (10) + 1 = 111d6 + 1 ⇒ (5) + 1 = 6
Damage: 1d12 + 4 + 2d6 ⇒ (2) + 4 + (1, 5) = 12

Two Fisted: 1d12 + 1 ⇒ (5) + 1 = 61d6 + 1 ⇒ (3) + 1 = 4
Damage: 1d12 + 4 + 2d6 ⇒ (5) + 4 + (4, 3) = 16


Enkidu - yes, sorry, I forgot that I dealt with that in the deleted post. Both your attacks missed.

Paradigm's blast destroys another armor as it shatters into pieces.

Enkidu's first attack Shakens the armor, but his second attack misses.


Round 4
Statues : JH
Biohazard : JD
Enkidu : 8C
Paradigm : 5H

Statue #1 attacks Biohazard :
Fighting: 1d10 ⇒ 5

Statue #2 attacks Enkidu :
Shaken: 1d10 ⇒ 4 = recovered
Fighting: 1d10 ⇒ 10

Doing
Damage: 2d10 ⇒ (7, 1) = 8
Does no damage

Everyone else is up!


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

Biohazard swings for the fences at the statue nearest him.

Fighting: 1d8 ⇒ 7 Wild: 1d6 ⇒ 4

Each round of contact destroys 10 pounds of matter. Living beings must make a Vigor roll or suffer a wound.


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Attempting to end the fight, Paradigm splits his weapon into two particles and sends them both flying at each statue remaining, but his divided attention costs him and instead he annihilates a different piece of work.

Super Boosted Plasma Burner 4 of 5, MAP1: 1d10 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (5) - 2 = 3
Super Boosted Plasma Burner 4 of 5, MAP2: 1d10 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (5) - 2 = 3
Damage AP2 Lethal: 5d6 ⇒ (2, 4, 5, 5, 4) = 20


Enkidu?


Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Sorry, I thought I had posted already; Paizo must have eaten it.

Attack: 1d12 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (2) + 1 = 3
Damage: 1d12 + 4 + 2d6 + 1d6 ⇒ (5) + 4 + (6, 4) + (3) = 22
Two Fisted: 1d12 + 1 ⇒ (10) + 1 = 111d6 + 1 ⇒ (3) + 1 = 4
Damage: 1d12 + 4 + 2d6 ⇒ (1) + 4 + (1, 4) = 10


Biohazard's attack misses the statue as it dodges out of the way.

Paradigm blasts another statue into pieces.

One of Enkidu's attacks leaves the remaining statue reeling (Shaken).

Round 5
Statues : KH
Biohazard : 7S
Enkidu : 3H
Paradigm : 2H

The statue tries to recover :
Spirit: 1d10 ⇒ 7

Attacks Paradigm :
Fighting: 1d10 ⇒ 8

And having 3 opponents to choose from...
Who?: 1d3 ⇒ 3
And misses.

Everybody's up!


Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Attack: 1d12 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (3) + 1 = 4
Damage: 1d12 + 4 + 2d6 ⇒ (6) + 4 + (4, 2) = 16

Two Fisted: 1d12 + 1 ⇒ (11) + 1 = 121d6 + 1 ⇒ (1) + 1 = 2
Damage: 1d12 + 4 + 2d6 ⇒ (7) + 4 + (5, 3) = 19
Damage w/raise: 19 + 1d6 ⇒ 19 + (5) = 24


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

Biohazard grabs the statue again and bear hugs it.

Fighting (Grab): 1d8 + 2 ⇒ (5) + 2 = 7 Wild: 1d6 + 2 ⇒ (5) + 2 = 7

Each round of contact destroys 10 pounds of matter. Living beings must make a Vigor roll or suffer a wound.


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Assuming there is one left.

Seeing that Enkidu had things well in hand with this last statue, Paradigm focused on making sure that they were not going to get any other surprises. He sent his nanobots in all directions, scanning for more traps or hidden warriors meant to stop them from getting the crown they were seeking.
Drop Boosted Shooting, Super Sorcery Boost Notice: 1d12 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (4) - 2 = 2

Unfortunately, the strange radiation here interfered with his machines and he was only able to take a furtive glance.
Notice: 1d4 ⇒ 21d6 + 1d6 + 1d6 ⇒ (6) + (6) + (2) = 14
14 still works…


Sorry, guys, sometimes work slams me. I've been busy the whole week...

Enkidu takes out the last of the statues, shattering it into bits.

Everyone make a Notice roll at -2.

You're in a reception-like room, with double doors leading farther into the building.

What do you do?


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Paradigm glances around, part of his mind trying to compensate for the interference.

Notice, Wild Ace: 1d4 - 2 ⇒ (2) - 2 = 01d6 - 2 + 1d6 ⇒ (6) - 2 + (5) = 9


Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Enkidu shifts his form, taking on an appearance of something like a weretiger, to have access to both hands and a voice. Standing semi-erect, he sniffs at the air, and looks around with feline eyes.

Notice: 1d10 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (4) - 2 = 2


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

Notice: 1d4 - 2 ⇒ (2) - 2 = 0 Wild: 1d6 - 2 ⇒ (6) - 2 = 4 Ace!: 1d6 - 2 ⇒ (5) - 2 = 3

Total: 7

Biohazard glances about, looking for new foes.


Biohazard, once you've applied a bonus or penalty to the original roll you don't apply it again to any Acing rolls, so you got a 9.

Both Paradigm and Biohazard notice that the bits and pieces of the statues appear to be made of metal, and the joints are actually articulated. But the statues are basically hollow inside.

What do you want to do next?


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Paradigm looks at the statues more closely, scanning them with his sensors as well as his natural senses. He brings up a memory storage program to record the findings. These Atlantan machines are different from what he is used to, so he will have to do more research later.

Science!: 1d8 ⇒ 21d6 ⇒ 3

Looking to the others, he says, ”So, if you were a crown, where would you hide yourself?”


Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Enkidu shifts down into a bloodhound, and starts sniffing around the room, looking for any out of place odors, or stray drafts that might indicate any secret passages or compartments.

Tracking: 1d12 + 2 ⇒ (10) + 2 = 121d2 + 2 ⇒ (2) + 2 = 4


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

"Right in plain sight?" Biohazard answers in an unusual flash of insight.


Enkidu detects nothing unusual. There is a set of double-doors leading from this room further into the building.


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Paradigm gives Bio the raised hairless eyebrow look. ”Perhaps, but if it were that simple, we would not be on this mission. Let us go further in and see if it truly is on display. “

With that, he heads towards the double doors to open them.


You open the doors, and see another. smaller room, this time completely empty. But there are two open doorways in one wall, that as you approach them appear to be shafts going upwards into the building. On the wall above one doorway is a "v", and above the other is a "^".

What do you do?


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Paradigm thinks for a moment, trying to determine just how far up the shafts go, based on what he saw on the outside of the building. "Anyone else find it odd that one of the shafts that go up have a symbol that points down?"


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

"Huh?"


This is up to you guys - I've described the situation, you need to talk ideas over amongst yourselves, or just try things.


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Paradigm, remembering that he is not in a room among peers, says matter-of-factly, "Look. There are two shafts, both go up from what I can see. Yet one has an arrow pointing down. It is the opposite of what it appears to be." Sighing, he summons a gravitic pull on two pieces of rubble, one to send to each shaft. "Let's see what happens."

Basically throwing a rock into each shaft and seeing if they go anywhere.


The rock that goes in the "^" shaft starts to slowly rise up, while the rock that goes in the "v" shaft drops to the ground, but slower than you would expect.

What do you do?


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

"Seems safe enough. We go up." Paradigm, his shield fully charged, walks into the up elevator.


(Assuming everyone follows...)

You drift up at a leisurely pace. You reach an open doorway leading into a hall, but the shaft continues on. You can "step" thru the door by pushing off the back of the shaft.

Do you get off here, or continue on up?


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Pondering for a moment, Paradigm scratches his chin. "If I were hiding something important, I'd put it at the very top. Let's start there and work our way down." As he says this, he activates his sensors to make sure they aren't riding into another trap, but something is interfering with them.

SuperSorcery Boost Notice: 1d12 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (4) - 2 = 2
Notice Normal Aced: 1d4 + 1d4 ⇒ (4) + (1) = 51d6 ⇒ 1


You reach the top of the shaft, and stop moving upwards. With a push, you go thru the door and gravity returns to normal.

You find yourselves in a circular room, 4" in diameter. There are doors in front of you, to the left, and to the right.

What do you do?


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Paradigm looks around for any indications of where each of the doors lead. Maybe a signpost or some symbol or anything really. He didn’t feel like having to go through each room. That’s when he remembered he could go through each room, all at once, if he focused enough. Steadying himself, he reached into his mind and brought forth an image, not unlike a computer monitor and as he does so, several small orbs start orbiting his body.

SuperSorcery Clairvoyance: 1d12 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (5) - 2 = 3

I could have sworn this power was in one of the books, but I can’t seem to find it so I can verify I have enough points to cast it. Basically he wants to expand his vision to the whole floor using these little nano machine built spy drones.


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

"Da direct approach is always best," Biohazard says, indicating the door directly ahead.


Paradigm - I couldn't find clairvoyance in core or SPC books. It does exist in Shaintar, perhaps that's what you're thinking of? While I personally think something like that should exist (I even toyed with a houseruled version 7 years ago), since it isn't in the PEG books, it isn't available. Sorry.

Biohazard walks up to the door straight in front of him. There's no knob, but a rectangular plate at about shoulder level in the wall beside it.

What do you do?


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Cursing the machinery inside him, Paradigm follows Bio, at a safe distance. ”Make sure you have your gloves on before you push that. We might need to get back out in a hurry.”


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

Biohazard shrugs (at least, you think it is a shrug) and puts on his gloves before placing a hand against the plate.


The door opens up, revealing an 8" long hallway with another door at the end.

What do you do?


Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Enkidu will shift back into his beast man shape and take a look in the hall.

"Why does this remind me of a D&D campaign?"

He looks carefully at the floor, looking for any weight detecting plates, or to see if it is made of a conductive material. Then he sniffs the air carefully, smelling for that telltale scent of ozone commonly produced by lasers that most people associate with photocopiers.

Notice: 1d8 ⇒ 41d6 ⇒ 1


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Paradigm smirks. ”Perhaps the good Doctor has played a campaign or two in his life and thought a dungeon crawl would do us good. Except, we are in a tower and I am finding it oddly empty of much in the way of decorum. Simply bare hallways and rooms, other than that mess downstairs, of course.”

2,551 to 2,600 of 4,003 << first < prev | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / "Necesary Evil" - supervillians save the world! All Messageboards

Want to post a reply? Sign in.