Redemption: Tides of Numenera

Game Master Sebecloki


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Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

Dot. :D


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

Just to note, I got rid of the Unfettered Prince's dispel magic at 3rd level, and took stone shape instead. Multi-purpose and more thematic I think.


Look at me! I'm discussing!

Dark Archive

Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 31 Fort +10, Ref +10, Will +8 (+9 bonus vs. mind-affecting effects); +2 bonus vs. fear, paralysis, and sleep effects, +3 racial bonus vs. poison Defensive Abilities evasion, hard to kill; Init +8; Senses darkvision 60 ft., low-light vision; Perception +11

Discussions never die....they become a part of you...

Critical question:
Is this a water/sea based campaign or is that just the beginning?


I think that it depends on what we decide to do. We're looking at a big sandbox with lots of crazy options. If we want to sail the seas I bet we could, but we should be able to head out to whatever strikes our fancy on land as well.

Dark Archive

Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 31 Fort +10, Ref +10, Will +8 (+9 bonus vs. mind-affecting effects); +2 bonus vs. fear, paralysis, and sleep effects, +3 racial bonus vs. poison Defensive Abilities evasion, hard to kill; Init +8; Senses darkvision 60 ft., low-light vision; Perception +11

AH right this is a sandbox^^
Didn't have one of those for a very long time! Nice.

I'm ready for land, water and air :)
Might be fun to have all 3 in a campaign. Mythic helps there a lot!

Also need to clean up the character sheet. Samurai/Bard is awesome, but in this case i'm definately going with the witchmonk, since it's probably only possible here.


Sounds good! I imagine that you would, but remember to grab Feral Combat Training if you want to use that hair as part of a flurry (which it sounds like you do.)

Dark Archive

Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 31 Fort +10, Ref +10, Will +8 (+9 bonus vs. mind-affecting effects); +2 bonus vs. fear, paralysis, and sleep effects, +3 racial bonus vs. poison Defensive Abilities evasion, hard to kill; Init +8; Senses darkvision 60 ft., low-light vision; Perception +11

Yeah it's a core part of the build!
Too bad there's not really ways to enhance the reach of the hair^^

If someone ever saw "A Chinese Ghost Story" you'll understand this character better hehehe.


Hmm, you're a witch and do get long arms as a spell. It wouldn't be that crazy to think that you could research a new long hair version which does the same thing for your hair natural attack I wouldn't think. That strikes me as comparably powerful.


Yes this is a sandbox -- I want to reiterate that.

I just purchased the Ninth World Guidebook and the book on the oceans.

You've manifested in the waters near the Steadfast, and I'm just going to invent things based on whatever actions you take, consulting these sources.

Dark Archive

Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 31 Fort +10, Ref +10, Will +8 (+9 bonus vs. mind-affecting effects); +2 bonus vs. fear, paralysis, and sleep effects, +3 racial bonus vs. poison Defensive Abilities evasion, hard to kill; Init +8; Senses darkvision 60 ft., low-light vision; Perception +11

That's a pretty good idea TDA!

I have some Numenera books, but didn't read a lot of them yet.
Will take a look when i can to come up with some things as well.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

I know almost nothing else about the Numenera setting than what I picked up from the recruitment thread. So I look forward to seeing what lies in wait!


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

@Bizan: Out of curiosity about the ability, how are you managing 20 hours without breathing?

@Sebecloki: I've made a last minute swap out of craft (weapons) -> craft (sculpture). I'm wondering if a good enough craft roll could allow finer detail with a stone shape spell, which the spell by itself definitely wouldn't. I have notions of making statues quickly in future, if possible!


The unchained monk Ki Metabolism Ki power gives 1 hour of holding breath per constitution point. Back when the Destined Attendant was unchained she had picked that one up as well.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

Cheers!


The Unfettered Prince wrote:

@Bizan: Out of curiosity about the ability, how are you managing 20 hours without breathing?

@Sebecloki: I've made a last minute swap out of craft (weapons) -> craft (sculpture). I'm wondering if a good enough craft roll could allow finer detail with a stone shape spell, which the spell by itself definitely wouldn't. I have notions of making statues quickly in future, if possible!

that's fine


An important point I forgot to make

The 'Common' of the Ninth World is a tongue called 'The Truth', which was invented by the Aeon Priests of the Order of Truth. This is the religion of the Steadfast, the base campaign area. It is a sect of scientists who study the Numenera, the relics of the previous worlds.

All of your characters wake up, mysteriously, with the ability to communicated telepathically in this language. However, none of them can read or write or speak The Truth without the intervention of some additional technology or ability.

Thus, you can communicate telepathically with eachother, but only with eachother, for now...


Looks like we've got a great group here.

Just to help us get adjusted I'm going to give you a little bit of occ orientation to your current circumstances.

The characters have all manifested off the shoreline of one of the kingdoms of the Steadfast, the main campaign area of Numenera. This kingdom is on the boarder of the Steadfast and is an important military site for the Steadfast's conflict with the peoples to the north.

The ocean near the characters contains an extensive ruin from the Numenera splat book on the oceans, and can be explored. They essentially manifested at the entrance to these ruins, which lie at the bottom of the shallow sea in which they all appeared.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

But first, introducing ourselves. :)


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

I've used italics for the Unfettered Prince's own thoughts, and bolded italics for his telepathic messages.

Dark Archive

Striker/Eliciter(10) | Vitality: 55 | Wounds: 36/18 | AC: 19 | Touch: | FF: 16 | Saves: F: +10 | R: +8 | W: +5 | CMD: 36 | Init: 6 | Per: 11 | Speed: 60' | Fly: 135' | Senses: Darkvision: 60' / Low-light vision | Immune: | Disease | Electricity | Fear | Paralysis | Sleep |

Howdy all.

Only 1 mythic feat, correct? We are just doubling path abilities?

Were/are Horrifically Overpowered Feats in play in this game?

Dark Archive

Striker/Eliciter(10) | Vitality: 55 | Wounds: 36/18 | AC: 19 | Touch: | FF: 16 | Saves: F: +10 | R: +8 | W: +5 | CMD: 36 | Init: 6 | Per: 11 | Speed: 60' | Fly: 135' | Senses: Darkvision: 60' / Low-light vision | Immune: | Disease | Electricity | Fear | Paralysis | Sleep |

Above was edited, just making a few last adjustments. Reviewing VMC in particular.


Edited the maps to show how the areas containing the five other characters is related to the one where Arc is now located.

Dark Archive

Striker/Eliciter(10) | Vitality: 55 | Wounds: 36/18 | AC: 19 | Touch: | FF: 16 | Saves: F: +10 | R: +8 | W: +5 | CMD: 36 | Init: 6 | Per: 11 | Speed: 60' | Fly: 135' | Senses: Darkvision: 60' / Low-light vision | Immune: | Disease | Electricity | Fear | Paralysis | Sleep |
Arc - Nightmare Dragon wrote:

Howdy all.

Only 1 mythic feat, correct? We are just doubling path abilities?

Were/are Horrifically Overpowered Feats in play in this game?

Just throwing this out again in case it was missed.


Changeling Reaper/Magister 6 | V: 50 W: 53 / MP: 5/5 | D 17 TAC 17 DR 6/- Resist Fire, NE, Cold, Electricity 10 | INIT +7, F +10 / R +9 / W +8 | P: +12, DV 60', LLV

1 Mythic feat per tier, I believe. No Horrifically overpowered feats were mentioned in this game, so far as I remember.


None for right now -- I'll dole out some in the course of the game.

Dark Archive

Striker/Eliciter(10) | Vitality: 55 | Wounds: 36/18 | AC: 19 | Touch: | FF: 16 | Saves: F: +10 | R: +8 | W: +5 | CMD: 36 | Init: 6 | Per: 11 | Speed: 60' | Fly: 135' | Senses: Darkvision: 60' / Low-light vision | Immune: | Disease | Electricity | Fear | Paralysis | Sleep |

Cool, thanks!


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I've been skimming some relevant sections of the Numenera-Discovery (the new core book which has the Steadfast/main area details), the Ninth World Guidebook (which has accessory areas), and Into the Deeps, which details the oceans. This is a great setting! I can use a lot of my Cerulean Seas stuff if we keep going with the oceans, but there's a ton of interesting places no matter which direction you go.

Dark Archive

Striker/Eliciter(10) | Vitality: 55 | Wounds: 36/18 | AC: 19 | Touch: | FF: 16 | Saves: F: +10 | R: +8 | W: +5 | CMD: 36 | Init: 6 | Per: 11 | Speed: 60' | Fly: 135' | Senses: Darkvision: 60' / Low-light vision | Immune: | Disease | Electricity | Fear | Paralysis | Sleep |

Nice, this should be a fun character for that since his draconic essence has: Compulsion: the draconic exemplar must make a Will save to resist exploring or investigating a new location or object of significance.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

I like the way this group is shaping up thus far.

Also, removing the need for constant swim rolls is welcome.


Changeling Reaper/Magister 6 | V: 50 W: 53 / MP: 5/5 | D 17 TAC 17 DR 6/- Resist Fire, NE, Cold, Electricity 10 | INIT +7, F +10 / R +9 / W +8 | P: +12, DV 60', LLV

Just a note to the group - I am traveling on business until Wednesday and may have some delays in posting.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

Cheers for the heads up.


Changing my avatar to look a bit more like the new character concept. I should have done this earlier.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

Makes sense.

I'm keen to press on.

Dark Archive

Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 31 Fort +10, Ref +10, Will +8 (+9 bonus vs. mind-affecting effects); +2 bonus vs. fear, paralysis, and sleep effects, +3 racial bonus vs. poison Defensive Abilities evasion, hard to kill; Init +8; Senses darkvision 60 ft., low-light vision; Perception +11

I just realized i can actually use change shape to a merfolk.
Had i known this turns out to be an aquatic based campaign, i might have taken that as race!
Flying half-demon fish for the win! :D


Just posting this to my games -- I work all night (as in the 2nd-3rd shift 7pm-7am shift), on the weekends in a Medical lab, and I was too tired after coming home this morning to do any gaming today. I'll try to do updates tomorrow.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

Thanks for the update Sebecloki. Sleep comes first!


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

A few questions, mainly to do with alignment and abilities linked to it.

1) Smite

How will we handle smite? Some candidates are:

a) Smite one opposing colour (predetermined)

b) Smite one opposing colour (chosen each time)

c) Smite any of the two opposing colours.

d) Smite any creature of any colour alignment.

2) Antipaladin (and archetypes) abilities in general

e.g. Aura of Evil, Aura of Ego

Would it possible to reflavour them as linked to the red, or even red-black, alignment rather than the CE or NE the class and archetypes require? I would prefer that the Unfettered Prince's powers mostly stem from Red chaos and desire for freedom than serving "evil".

3) Summoning an outsider servant from Insinuator archetype

Quote:

Ambitious Bond (Sp)

Outsider Servant: This functions as the antipaladin ability, except the insinuator gains a new outsider servant each day, whose alignment must match the alignment of the outsider invoked for the day. The outsider servant functions as much as an agent for the patron invoked by the insinuator as an ally of the insinuator himself, and may turn against him if he violates his patron’s alignment or interests.

I've found ideas from the M:tG wiki, specifically the creature tribes in the colour pages. I'll list them below for completeness. Do the red/green/black tribes look like good candidates for an outsider servant? It would open up some cool and useful options for daily summonings.

If not these lists precisely, then perhaps creature types related to the colours?

Quote:

Red

Goblin
Ogre
Dragon
Giant
Elemental
Minotaur
Orc

Quote:

Black

Assassin
Cleric
Demon
Gorgon
Horror
Imp
Minion
Rat
Shade
Specter
Thrull
Vampire
Zombie

Quote:

Green

Elf
Human
Troll
Dryad
Kavu
Wolf
Treefolk
Wurm
Druid
Beast
Insect
Spider
Squirrel

Quote:

White

Angel
Knight
Soldier
Rebel
Cleric
Monk
Animal
Kitsune
Kor
Wizard
Aven
Human
Samurai

Quote:

Blue

Merfolk
Wizard
Faerie
Illusion
Drake
Bird
Sphinx
Vedalken


Smite is specifically covered as an example in the colour rules.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

I'd entirely managed to overlook that. Cheers Cassius.

Dark Archive

Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 31 Fort +10, Ref +10, Will +8 (+9 bonus vs. mind-affecting effects); +2 bonus vs. fear, paralysis, and sleep effects, +3 racial bonus vs. poison Defensive Abilities evasion, hard to kill; Init +8; Senses darkvision 60 ft., low-light vision; Perception +11

Yeah i overloooked it as well in the beginning. Somewhere i already asked that, but can't find it again.
I think you smite all colors you don't have?
Same is true for positive and negative energy.
That's why i said it would be good if we all have one color in common.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

Oh I am so very glad that I thought of that ability! I am not used to mythic.

Sebecloki, any thoughts on the posts on colour above?

Dark Archive

Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 31 Fort +10, Ref +10, Will +8 (+9 bonus vs. mind-affecting effects); +2 bonus vs. fear, paralysis, and sleep effects, +3 racial bonus vs. poison Defensive Abilities evasion, hard to kill; Init +8; Senses darkvision 60 ft., low-light vision; Perception +11

Yeah mythic stuff makes a real difference!

I can do air brathing as well if needed.

And somehow i have the silly idea to play a flying merfolk now^^


Changeling Reaper/Magister 6 | V: 50 W: 53 / MP: 5/5 | D 17 TAC 17 DR 6/- Resist Fire, NE, Cold, Electricity 10 | INIT +7, F +10 / R +9 / W +8 | P: +12, DV 60', LLV

I can spend another Mythic Power to cast Water Breathing again as well, if needed. I can also extend it, which I forgot about the first go around.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

So we're easily sorted for air, so long as we can find somewhere to refresh our mythic power and/or spell slots this day (!).

Wild Arcana (for archmages) or Inspired Spell (for hierophant) offers some wonderful flexibility. Though even with that option, I still wouldn't change the Unfettered Prince's spell list. I think those are the sorts of spells that he would gravitate towards (mostly combat, divination, and enchantment).

Dark Archive

Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 31 Fort +10, Ref +10, Will +8 (+9 bonus vs. mind-affecting effects); +2 bonus vs. fear, paralysis, and sleep effects, +3 racial bonus vs. poison Defensive Abilities evasion, hard to kill; Init +8; Senses darkvision 60 ft., low-light vision; Perception +11

Across the board several of my posts were eaten, really annoying.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

Unfortunately, it happens. Long posts I really should only write in notepad first...

Dark Archive

Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 31 Fort +10, Ref +10, Will +8 (+9 bonus vs. mind-affecting effects); +2 bonus vs. fear, paralysis, and sleep effects, +3 racial bonus vs. poison Defensive Abilities evasion, hard to kill; Init +8; Senses darkvision 60 ft., low-light vision; Perception +11

Well problem for me is, it looks like it posts correctly, but when i come back the post isnt there.
I had a ncie rp post in here this afternoon.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1 | Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120' +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

For me, the forum usually has a delay built-in, whether intentional or not.

So I'll post, and the thread will appear to have eaten the post. But a refresh or two later and it's there. Usually.

Cool.

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